Showing posts with label DnD. Show all posts
Showing posts with label DnD. Show all posts

Friday, August 18, 2017

RPGaDay 2017 #18 Which RPG have you played the most in your life?

Somewhere between D&D and GURPS.

On top of the 4-5 year OSR D&D campaign I've mentioned several times, there was also a 3.5 megadungeon campaign run by my friend Kris. On top of several other small campaigns and false starts shortly after Third Edition came out and all my friends were saying "Let's play D&D!"

If I've got a little less GURPS under my belt, it's due to the lack of "pick up and play" that GURPS has. For the most part, I've had to write my own adventures when I've run GURPS.

There's also the fact that I've gotten a few more than these two systems under my belt. I even found time in my gaming career to run a playtest campaign for Adventures in Oz: Fantasy Roleplaying Beyond the Yellow Brick Road.

Friday, August 11, 2017

RPGaDay 2017 #11 Which ‘dead game’ would you like to see reborn?

This is a tough one, but for the best reason. So many of the older games on my shelf do have newer editions, either on the way, out there now, or even on my shelf.

Talislanta is getting a new version thanks to a Kickstarter. Arduin has begat Arduin Eternal. There's a new Star Trek RPG that's only a month or two old. The OSR keeps churning out new material and ideas for the oldest RPG in existence.

If I had to pick, I'm tempted to say Big Eyes Small Mouth, the generic anime game. Mostly to see what it would look like if it were designed today, with modern storygame sensibilities rather than a 90's era simulation-style game.

Wednesday, August 9, 2017

RPGaDay 2017 #9 What is a good RPG to play for about 10 sessions?

Most of them.

For a decent-sized chunk of my gaming career, this is what I did. Pick a game, run it for 10 sessions or so. Maybe up to 20, but nothing past it. Repeat with another game.

On the one hand, it did mean that I never played Exalted to the point that characters got to be too powerful to be managed at all. On the other hand, it meant that my D&D games never got to the point where the really iconic D&D monsters, like mindflayers, beholders and displacer beasts became reasonable enemies for the party.

Monday, August 31, 2015

RPGaDay 2015 #31 Favorite Non-RPG Thing to Come Out of RPGing

This is probably the topic I've spent the most time just thinking about. Because a lot of things have gone into the RPG hobby, but not a lot has really exited the gravitational well of the hobby.

Typically, the things that do escape carry the D&D brand. D&D video and computer games. D&D novels. D&D board games. The list goes on.

The D&D movies were interesting. I was in a position to see the first film in its theatrical release. It was a fun movie. Not amazing, but a fine way to kill 2 hours. I saw the first sequel a number of years later, and thought it was actually better. A more modest budget, certainly, but I think it had better dungeoneering than the first one, on top of better writing. I have not seen the third film and am not sure I want to. There's talk of trying again and "doing it right" in the near future. We'll see.

But to answer the topic, I think my favorite non-RPG thing to come out of RPGs is the Dungeons & Dragons Saturday morning cartoon show from the 80's. It was interesting in that, as much as it used D&D classes and monsters, the rules of children's TV at the time pushed it into becoming its own thing. They couldn't kill monsters with their magical weapons due to rules on violence and the need to keep each episode self-contained meant that the characters couldn't "level up" in any significant way. And that's really what makes it stand out in my book.



Friday, August 7, 2015

RPGaDay 2015 #7 Favorite Free RPG

Free is such a funny word.

Some games are freely available for the downloading. Just find the right link and go. I'm not trying to condone piracy here. Only pointing out that there are games that the designers released into the wild for no charge. My favorite here would probably be Lasers and Feelings. It looks light and fun, as well as being inspired by a really fun song by the Doubleclicks.

Then there are the SRDs. When the Open Gaming License became a thing, it meant that system designers had to take the first step and release some of their content so third-party publishers had something to work with. Thus was born the SRD, or System Reference Document. For Wizards of the Coast, the SRD was a different beast than their actual rulebooks. Their intent was to release enough information that 3ppublishers could use, but not so much that they lost their ability to make money from their own content. So their SRD did not contain rules for character generation or advancement for players, and a couple of the more iconic D&D monsters from the first Monster Manual were left out.

Later publishers have been less strict about what they include in an SRD. For example, the Diaspora SRD pretty much gives you the entire game. But the most open Open Gaming Content would have to be Paizo's Pathfinder PRD. Every time they put out one of their hardcover rulebooks, the content winds up on their website a few months later.

The final category would have to be Pay What You Want. Evil Hat started this trend with their Fate Core project, but a lot of other people have jumped on the bandwagon (including me!). And $0.00 is a valid price, so they could be said to be free. In fact, both Fate Accelerated and Aether Sea (from my Day 3 post) are PWYW in PDF, so you can pick up that Complete Gaming Package I was talking about for a song (or less).

Thursday, August 6, 2015

RPGaDay #6 Most Recent RPG Played

Well, the most recent session I participated in would be a session of the Pathfinder version of the Castle of the Mad Archmage. But I'm the GM, not the player, so you might not count that.

As a player, I most recently played 1st Edition D&D in a friend's campaign. That was actually a few weeks ago. My character died after being stomped by an immense giant (Last words: "You're ugly and your mother dresses you funny!"), though I've been told that it was all some sort of magical holodeck and that my character is actually fine.

I've also gotten around to playing Fiasco a few times. That's GM-less, so I got to be a player even though I'm the one who owns that game and said "Hey guys! Let's try this!"

Thursday, October 16, 2014

Everyone seems to be talking about John Wick these days. If it's not his big blockbuster movie, it's his latest rant on RPGs.(Not the same guy, but it makes for a good joke) And since it is a rant, it's easy to agree with the broad strokes while still finding the devil in his details.

His core premise seems to be that RPGs are designed to tell stories. And while gamers may use that phrase as an excuse to complain about railroading or excessive focus on drama instead of action, I have little problem with it. Because the "story" in an RPG is about what comes out of play rather than necessarily what the Narrator had in mind when they wrote their notes.

But I do find problems with a number of the things he cites to support his point. His first problematic point is that weapon lists are stupid. Going so far as to include a few film clips, he argues that weapons don't matter if the character is bad-ass enough. Therefore, detailed variations between weapons are stupid because there's no way that your stats for a teacup are going to match what we saw Riddick do with it in the movie.

This argument is flawed for two reasons. Firstly, he's comparing films and games. Since the movie is called Chronicles of Riddick, Vin Diesel's character has an infinite amount of plot protection and access to plot devices. The scene was not intended to challenge the character in any way, but simply to give him a chance to show off.

Secondly, he claims that weapon lists do not help you tell stories. I will admit that there's little dramatic flair to poring over lists of numbers, whether or not those numbers are useful depends on the kind of story you're trying to tell. And if you decide to dismiss weapon lists or other details out of hand, you're actually limiting the kinds of stories you can tell.

Old School D&D, for example, is actually very concerned with logistics. I've once heard it said that if any film genre best approximates the D&D experience, it is the heist film. So knowing precisely what you are carrying and its potential usefulness on your current or next venture is very valuable. You can take a heavier weapon or armor down in to the dungeon with you, but there's the chance that it will slow you down and make it easier for monsters to catch you as well as the possibility that you'll be able to carry less treasure back to the surface with you.


I did not include weapon lists in Adventures in Oz: Fantasy Roleplaying Beyond the Yellow Brick Road because weapons were not a big part of the stories I was trying to tell with the game. But to say that such details are not useful in any story is simply false.

Then he trots out the tired old "D&D is not an RPG" argument. Which is both an easy and a hard case to make. It's an easy case because D&D started out as a miniatures wargame and retains many of those features. But it's also a hard case to make since D&D is pretty much the father of the RPG hobby and industry as a whole.

(I'm feeling a desire to go into depth regarding the differences between "dramatic" roleplaying and "practical" roleplaying, but I think I'll save it for another blog post.)

His comments on game balance take a little parsing, but I am largely in agreement. He makes his initial point here clumsily, claiming that balance between players is important in a board game, and then claims that balance between the players is stupid in an RPG. As he goes on, his point does become clearer and this is the part that I agree with.


I'm not as allergic to the term "game balance" as he is, but I think his opinions about spotlight time are spot on. A properly balanced RPG is one that manages spotlight time effectively, giving each character and player time to shine.


I typically don't go as far as John does on removing mechanics that don't appeal to me. When I play a game, I prefer to get the full experience. Only once a rule has proven itself unworkable do I remove it. If the game has a mechanic I don't like, I will typically not run or play that game.

And I do tend to have a problem with people who remove social mechanics in order to "encourage roleplay." Because that sort of thing just creates roadblocks for players who are not smooth talkers, even if they want their character to be one. Social traits also make for an interesting trap for people who think their roleplay skills are all that.

There's a story out there, from John Wick amusingly enough, regarding the playtests for Legend of the Five Rings. One player had such faith in his roleplaying skills that he built his character for combat and got a few extra points for his combat traits by taking social flaws. The opening scene of the adventure required the characters to make a pitch for why they should represent their Clan on this mission of vital importance. Between a lack of investment in social skills and all of his negative social traits, this player failed to roll well enough and his character was not invited along on the adventure.

Saturday, August 30, 2014

RPGaDay #30 Rarest RPG Owned

This would have to be my first printing of the AD&D sourcebook Deities and Demigods. You know, the one with the Cthulhu and Melnibonean pantheons? It turns out that those were still under copyright at the time, so the books had to be recalled and reprinted without the unlicensed material.

You could probably also call Adventures in Oz: Fantasy Roleplaying Beyond the Yellow Brick Road
pretty rare. Less than 200 copies are currently in print. Less than 500 total sales. Those numbers can certainly grow (and I hope they do), but they're certainly not a sign of taking the RPG industry by storm.

Friday, August 29, 2014

RPGaDay #29 Most Memorable Encounter

This would have to be Tina.

This was the megadungeon game responsible for both Ted and Kyle. Our halfling rogue got zapped with amnesia out of nowhere and in bursts this pixie who claims to be his wife and mother of his children insisting that he defend her from these intruders (presumably, the rest of the party). If it weren't for some clever roleplay, he might have sneak attacked the lot of us.

Tina eventually became one of our points of contact in the dungeon. If we needed info on anything going on in there, we turned to her. It wasn't until a while later that the DM revealed that Tina had started out as a randomly rolled encounter.

Monday, August 18, 2014

RPGaDay #18 Favorite Game System

You guys probably think I'm going to say GURPS here, don't you?

And it's a fair assessment. GURPS is where I got my start. I've run a lot of GURPS over the years, and the GURPS section of my gaming shelf is second only to my d20/D&D collection (my wife's preferred system).

But is it my favorite system? Yes and no.

One of the things I've learned about myself over the course of my gaming career is that I am a system nut. Even though I have not played every system on my shelf, I have given all of them a thorough read through until I understood the basics of each one. How the game meshed system and setting, how it managed genre emulation, or even how poorly it managed these things.

So there are things I will do in GURPS. There are also things for which GURPS is a terrible fit. And I have enough other systems that are a great fit for those concepts. Though maybe one or two more wouldn't hurt...

Wednesday, August 13, 2014

RPGaDay #13 Most Memorable Character Death

With my own limited opportunities to run a character rather than a campaign, and the issues that cause all campaigns to run shorter than intended, I have only experienced one character death.

He was named Kyle, a Human Cleric of Pelor. This was the first character I played in the megadungeon campaign that led to Ted, Avenger of Kord (I told his story a few days ago). Since it was a megadungeon, I decided I was going to play my character "Old School" style. He got no characterization or backstory at the beginning, but would grow in depth as play progressed and we learned things and made decisions. Also, even though we were playing D&D 3.5, I would put no ranks in the Search or Spot skills, relying on description to make my "search checks."

This last bit turned out to be Kyle's undoing. The player who usually played the party rogue was out, so there was no one to play it safe, rolling dice for searching for traps and picking locks. So Kyle readily volunteered for scouting duty.

We encountered a large double door. Our first step was to check whether or not it was locked. Since I had no Search skill, the DM asked me ho I was going to check the door. I said, "I'm going to rattle the knob and see if it opens." The door was unlocked, but it was also the only thing between Kyle and a half-white-dragon cryohydra (one of the things we learned fairly quickly about this dungeon was that there was a white dragon somewhere that really liked to get busy with nearly any other creature it could find), which had manage to hear Kyle rattling his doorknob. So when we opened the door, Kyle took a face full of ice breath. I don't recall if he made his saving through, but it was enough damage to do him in, in any case.

Tuesday, August 12, 2014

RPGaDay #12 Old RPG You Still Play/Read

I'm probably going to disappoint a number of people with this one. Since I didn't really start collecting game books with any seriousness until the 21st century, the majority of my collection is from the 90's and 00's.

While running the original Castle of the Mad Archmage, I used OSRIC for my ruleset, but the monster section didn't have all the monsters that were used in the dungeon. Thankfully, I had copies of the original AD&D Monster Manual II and Fiend Folio to help round things out. Now that Joe has Adventures Dark & Deep out and a version of CotMA that uses it, I don't I'll have to look past the AD&D Bestiary for my dungeoneering needs.

In terms of recreational reading, I've been reading in the 90's. I mentioned a little bit ago that I have been contemplating a Star Trek campaign, so I dug out my Last Unicorn Games Star Trek RPG which came out in the very late 90's. To bone up on NPCs, I took a look at GURPS Supporting Cast (I mentioned I had a lot of GURPS books), which is copyright 1993.

Though I did see my wife peeking through the Compleat Arduin the other day, which is also 1993.

Friday, August 8, 2014

RPGaDay #8: Favorite Character

I'm guessing that this one is asking about my favorite character to have created and played, rather than setting NPCs and background characters.

With all the time I've spent as a GM over the years, the number of characters I've played is rather small. The ones I've been able to play for any length of time is an even smaller list.

Let's start with Konrad. He was the first D&D character I played, back when Third Edition came out. He was a barbarian. The fact that he came out with the name "Konrad the Barbarian" was completely unintentional.

The DM let every character start with a minor magic item, randomly determined. Konrad got a +1 undead bane warhammer. I decided this was a family heirloom and his barbarian tribe was totally into smashing zombies and such.

Then the DM decided to run us through the classic module Ravenloft. One of the features of this module was a fortune telling scene in the beginning that had a number of effects on the events to come. One of these was predicting that one of the party members had the Sunsword needed to kill the powerful vampire lord at the heart of Castle Ravenloft. It turns out that this was Konrad. But since Konrad didn't have a sword, it turns out his warhammer was able to become the prophesied weapon. Just pull this flange and turn that knob and suddenly it's a blazing sword!

Konrad's response to this? "Stupid broken hammer! You made it not hammer anymore!"

And then there was Ted. A friend of mine wanted to try out this megadungeon that he had written, so we got a group together. After my first character in that campaign had died (whose story I will recount later this month), I made Ted, Avenger of Kord.

My initial threat was that my replacement character was going to be a paladin with the Vow of Poverty feat from the Book of Exalted Deeds. Some of the other players are more into optimizing than I am, so there was some discussion about how overpowered the feat was. It actually is pretty powerful, mostly because it requires you to give up on ever getting magic armor and weapons that are pretty much essential for survival at higher levels. But it was suggested that a paladin would be able to get away with it, because paladins, like most fighter classes, are more dependent upon weapons and armor than other classes. So that's when I made my decision.

Though when it finally happened and it was time to roll him up, the rest of the players were unsure if they wanted lawful goodness in the party. So I turned to my back issues of Dragon Magazine and found a variant paladin called an Avenger that was required to be chaotic good rather than lawful good.

I decided on the patron deity of Kord because my previous character, who was a cleric of another deity, had made fun of a small temple of Kord we had discovered in the dungeon. Kord was technically a god of strength and athleticism, but my previous character instead decided that Kord was the god of carnival games. And I chose the name Ted for the character because of the superhero Blue Beetle, who's real name was Ted Kord. I knew the DM was a comic book nerd, and figured I'd try to score some points while I was at it.

Since paladins need a lot of scores high (Strength for hitting, Wisdom for spell-casting, Charisma for healing and turning. Consitution for hit points), I actually had to make some tough calls. One of them was dump-statting Strength. Even though I just said it was pretty core, something had to give. And since the Vow of Poverty feat gave stat bumps among the many other abilities, I figured that would be a kind of cool "character arc." Watching the weakling turn buff as he progressed along the path of Kord.

The funny thing is, even with that terrible Strength score (I don't think he had gotten it above 10 by the time the campaign fell apart), he was an athletic powerhouse. Whenever I had to roll for him to do something physical, it nearly always succeeded.

At one point, we had encountered a spiked floor trap in the dungeon. If you stepped on the wrong tile, spikes would come out of the floor to impale you. But it turned out that the wrong tiles were pretty easy to avoid. So Ted decided that he was going to jump over the entire trapped section of floor in one go. He had no Jump skill, and a Strength penalty. With the distance that needed to be jumped and the distance of any possible running start, I needed to roll a 20 on the 20-sided die. Guess what I rolled?

Another time, Ted was called upon to compete in a triathlon in order to prove the power of his faith and his god. Again, no Strength and no skill, but the dice came to my aid and he won the entire triathlon, gaining a number of converts to his faith.

Sunday, August 3, 2014

#RPGaDay #1-3

The last few months have been kind of a doldrums for me, which is why I haven't been posting regularly. But hopefully, getting back to posting will help me get back to my old self and get some other things moving. So I decided to participate in the RPGaDay blogfest

I'm doing the first 3 posts as 1 today for a couple of reasons. First of all, I'm starting late. Secondly, events did not take place in an orderly fashion, so I think I'd rather present them in chronological order rather than blogfest order.

#3 First RPG purchased

The first RPG book I ever purchased would be GURPS Horror, First edition (Stapled binding, Brom art on the cover) back in 1998. A pretty girl (who later became my wife) had shown me her copy of GURPS Wild Cards and I wanted to get her something nice. When I saw a used copy of GURPS Horror at the local game shop for a price I could afford (3-4 dollars, I want to say), I thought it would make a good gift. They were both GURPS, right?

It wasn't until I presented her with the gift that she explained that she had the Wild Cards book because she was a fan of the novel series. The game book was a good reference to the series and she had no real idea or interest in the precise meaning of the game stats presented for the novel characters. (She did wind up loaning me some of the novels to read. Good stuff.)

I was kind of hooked, though. I had to solve the mystery of exactly what a Strength score was and exactly how this sort of game was played. Over the next year, with whatever I could save up, I wound up getting the GURPS Basic Set (so if this was supposed to be about my first core rulebook or basic set, there you go) and a few other books.

Which leads me to...

#1 First RPG played

Amusingly enough, it was Rolemaster. Looking up GURPS resources on the internet I found a website done by a guy who ran a GURPS game not far from where my girl and I were living back in 1999. He listed an email address, so I dropped him a note. It turns out he had just finished up a GURPS campaign and his players decided they wanted to give Rolemaster a try.

With no real knowledge, but a healthy dose of enthusiasm, I asked if I could join the campaign. He consented, but since I had no clue about the system, he wanted to generate my character before I got there. Apparently, the process of Rolemaster character creation is complex enough that a spreadsheet was used to streamline the process.

The GM decided to do a Rolemaster conversion of the Temple of Elemental Evil.

I seem to recall only a few sessions of that game coming to pass. I think I wound up dropping out because of transportation reasons. I either had to leave early to catch the bus or pay through the nose for a cab after each session.

And now...

#2 First RPG Gamemastered

Since the last 2 covered the years of 1998 and 1999, we now come to the year 2000. The first RPG I ever ran was D&D 3rd edition, which was new out that year.

I bought the books because they were well designed and well priced. I had been in the habit of picking up a $20 GURPS softcover supplement on my pay days, so $20 for a lovely hardcover book was a brilliant deal.

My first long-term campaign as a player was D&D 3e at about this time. But not all of my D&D-interested friends were playing in that campaign, and some people who were playing were also interested in doing another campaign. But since every campaign needs a DM, that had to be somebody. I think I had started picking up Dungeon Magazine by this time, so I figured I had the resources to DM if nobody else had a brilliant campaign idea.

It was clumsy and awkward and a learning experience for all involved. I've gotten better, but I don't think I'm up with the Greats yet.

Sunday, May 25, 2014

Shaking some things loose

If you haven't noticed yet, you don't have to be on Google+ to comment on this blog anymore. It will still be posted over on my Google+ feed, but it will also allow people who do not worship the glow cloud that is Google to chime in with their supportive comments.

I seem to have overslept L. Frank Baum's birthday, which was last Thursday. He would have been 158. Jared Davis over at the Royal Blog of Oz, did his annual tribute with a performance of one of the Little Wizard Stories, The Cowardly Lion and the Hungry Tiger. It also marked the 4th anniversary of my initial release of Adventures in Oz: Fantasy Roleplaying Beyond the Yellow Brick Road over at Lulu.com.

My regular gaming group sort of fell apart about 2 months ago. I had two players back out, but since they were transportation for a third player, that meant 3 lost players out of 5. So the two that are remaining are typically not brave enough to keep plundering the deeper dungeons under the Castle of the Mad Archmage at their current strength. And one is only an intermittent player, so that party strength waxes and wanes pretty strongly. I've tried recruiting new players, with limited success. The bad news is that I have not run a session since those players left, but the good news is that I still have something of a game night. Mostly Munchkin and Zombie Dice, with a few other games that we convince each other to try out. I've been threatened with Risk a few times, though that has yet to happen.

Even if the whole thing fully implodes and I never run an session of this campaign again, it will still be the longest campaign I've ever run. It started back in May, 2011. Most campaigns I've run prior to this tended to last 3-4 months. We play through a story arc, a single large-ish villainous plot, then pick up another game, and run another campaign with another story arc, rinse and repeat. I've tried to push past that barrier a couple of times, but it has never worked for me. It's easier to kill the campaign in its prime than watch it wither away.


So what will I do now?

1) Try to keep the campaign going? I could. I could find more players, try to get things started up again. and just keep going. But on the other hand, my impressive shelf of games is not getting the try-outs that it did under my previous habits.

Another problem is that I'm realizing a couple of things that I should have done early on in the campaign, like build out the world beyond the dungeon or restock the dungeon behind them. In the early days of the campaign, I wasn't sure how long it would go on. By the time it became an established thing, other pieces of my life were becoming less established and it became harder to find the energy to do that sort of thing (and a lot of other things, like blog regularly).

2) Run something else? This is something that's been gnawing at me for a while. I've been thinking of a sci-fi game, maybe Star Trek or Diaspora, since the last 3 years have been heavy on fantasy for me. I've also been thinking of Monsterhearts, since one of the things I want to get better at as a GM is "going small," establishing character and setting by getting into those quiet moments when they're not having big awesome adventures. And since Monsterhearts is about being very small and petty, it seems like a good training ground. Or the Dresden Files RPG, since I've been a fan of those books for some time and I've been meaning to give Fate a test drive.

But at the same time, the experience of running a long term game has given me some insight into what is needed to make a long term game successful. Which means a lot more thought and effort than I've put into anything I've done prior. Even the current campaign. And with the life-stupid keeping me down, I'm not sure when I'll be able to get out of that rut.

Friday, March 28, 2014

Countering the Scry and Fry

While a goodly portion of my gaming life has not necessarily involved dungeons or dragons, I still try to keep up with things in that corner of the hobby. That's where I found this.

For those who don't like following links, the article describes a tactic known as "Scry and fry," in which the players use divination magic to locate the dungeon's "boss" and then cast another spell to teleport the party directly to the "boss battle" without going through the rest of the dungeon.

My initial response was to defend the tactic because 1) it is a valid use of those spells and 2) as I said in my comment on that page, a lot of the negative reaction I saw was DM's trying to require that the players go through their dungeon before getting to the boss battle and it really felt like a parent encouraging their children to eat their lima beans before they get dessert. Though on further reflection, I do understand the idea of players using it as a "cheat code" rather than simply a "fast forward".

While the owner of that blog has suggested that creating dungeons that aren't "lima beans" has gone on his list of future articles, I thought I'd share some thoughts on the subject as well.

First of all, the "scry and fry" tactic makes a number of assumptions that are fairly easy to upset. I think a case could be made that if "scry and fry" actually defeats your dungeon, you are a very lazy dungeon creator.

1) There is a "boss": While antagonism and conflict are important to any story, making your antagonist a single, powerful individual is just one possibility. It could be a group, or even an entire organization. The party could find itself in conflict with the forces of nature. They could fight a prophecy, trying to prevent an event from happening whether or not anybody involved dies.

2) The boss' identity and/or location are known or knowable: Okay, so let's assume that we've decided to make a boss for this story. If we want this boss to be less vulnerable to scrying or other methods of detection, he's got to be a mystery. Maybe the story is a murder mystery and the party can't act against the villain until they know he did it. Maybe the villain has a secret identity like a superhero and the party's magic can't track him when he's being normal. Or maybe he knows enough about magic to have some degree of protection against divinations (this was the primary solution I saw among the DM's who commented on this on Facebook).

In the case of a mystery story, I have little problem with using scry and fry or any other tactic to confront the villain. Since discovering the identity of the villain is the objective of the adventure, the confrontation scene is more resolution than climax in my mind.

3) The destruction of the boss will solve the problem or threat posed by the boss: There are certainly times where this is the case. But not always. Because most of the ways that villains gain power involve building an organization. An evil cult, a thieves guild, what have you. Ultimately, the boss is the capstone of the pyramid, not its base. So if all you do is kill the boss, you have not defeated the organization at all. The infighting among the organization's leadership to determine who sits directly in front of the firehose of money, magical power or whatever that the initial boss created can do damage to the organization as a whole, but everyone involved has a vested interest in making sure that the firehose keeps flowing at firehose pressures as long as possible and only once that fails to happen will the organization fully collapse.

3a) It is actually possible to destroy the boss through main force: This one is just a subheading because it's more of an edge consideration, and can be system-dependent. It could be that the boss is a supernatural creature who can only be defeated by using the Artifact of XYZ or by those who have gone through the Trials of AEIOU, which are somewhere in the dungeon but will be missed by those who teleport past them. Or maybe the boss just has a few more levels than the party and will overpower them since they didn't go through the dungeon and rack up the amount of XP that the DM expected them to.



Advice to DMs: Even after you start tweaking your storylines to counter scry and fry or any other Stupid Player Trick, your players may still try them. Do not go out of your way to thwart your players or kill their characters. Just confront them with the logical repercussions of their actions. Be warned that this can include unintended character deaths.

Sunday, February 23, 2014

DunDraPost 2014

Ah, my annual adventure. While it would be nice to go to some of the other conventions out there, whether some of the other gaming cons that people go to (smaller ones like KublaCon or CelestiCon, or even the big grandaddy of them all, GenCon) or finally get to meet some of the very cool Oz people I've interacted with online at WinkieCon, it would take quite a lot of doing to make me give up DunDraCon.

(Sorry about the lack of photos this year.  We brought the camera, but forgot to dig it out for most of the trip.)

As has been our habit of recent years, we talked our friend Mike into coming along. This year, however, he found a girlfriend who wanted to come along. He's had girlfriends before, but this was the first who wanted to spend a gaming con with him. It was a little crowded in the car, with four people and their luggage, but we got along rather well and it was an overall pleasant trip.

After our typical sleepover at Mike's mom's house (which included a playthrough of the Discworld board game, which was quite fun), we headed to the hotel on Friday morning. Although Friday was Valentine's Day, there was little romance going on that night for my wife and me. She wound up falling ill rather suddenly. Even with the most potent cold remedies available at the local Target, she was still miserable and had difficulty breathing.

It wasn't until Saturday that we realized that it was probably allergies rather than some kind of flu bug. We had all of the feathers in our hotel room removed (feather pillows, down comforter) and started treating her with antihistamines and Sunday and Monday were dramatic improvements in her condition and mood. Unfortunately, the game she really wanted to play was on Saturday morning, so she wound up not playing in a game (though she was able to run her scheduled game on Monday morning).

One of the big draws of the convention is the ability to shop for games. There are at least 3 Bay Area games stores offering all of the new hotness, on top of smaller publishers and dealers vying for your business in the Dealer's Room. The only problem is that the Dealer's Room doesn't open until Saturday. This year, they ameliorated this somewhat by offering a Buyer's Bazaar on Friday. The Buyer's Bazaar lets individual gamers sell off the games they don't play anymore. So I got to do some game shopping on Friday and filled out more of my Palladium collection (Due to ethical concerns regarding the company, I only buy Palladium products used.)

Friday was also the day I attended a GMing seminar. Even though I've been a Game Master for many years, I always like learning someone else's perspective. Sometimes they have tricks you haven't heard of or faced problems that you've never had to deal with.

Saturday was the day I got to play a game. And why I signed up to play this game is something of an interesting story. 2 years ago at DunDraCon, I had signed up to play a GURPS game. The scenario was set during WWI and the player characters were pulp hero-style supernatural investigators. I think we were supposed to be investigating a time rift that let dinosaurs come through and eat people, but we ran out of time just as we discovered the vortex. But one of the players in that game made an off-hand Wizard of Oz reference and I happened to have a promotional copy of Adventures in Oz handy, so I handed it to him.

He invited me to play in a game he was running at the con, which actually seemed up my alley (a Chthulhu/ Star Trek mashup), but my schedule did not allow.  (He may have already run his scenario that year and I missed it.) Last year, both of our games overlapped each other, so I couldn't play in his game. I did manage to stop by and autograph the copy of AiO I had given him the previous year. This year, however, my schedule finally allowed me to play, so I made a point of it.

It wound up being a lot of fun. I only caught a few of the Chthulhu Mythos references (Chthulhu didn't actually show up in this one. It was all about Yog-Sothoth this time around), but the Star Trek was flowing fast and furious. He ran the game very loosely, letting players come up with ideas and rolling with them. Including the player who decided to write Making Coffee as a skill on their character sheet. That player actually wound up using that skill in the game.

There were also props aplenty. My character was the science officer of the ship, so I got a toy tricorder to play with (It made all the noises!). There were also lots of ship models, some official, some not. He's a very crafty sort, so there were a number of home-made ships as well. One of his regular jokes after he pulled out a new prop was that he should never be allowed to be bored within easy reach of a hot glue gun.

Sunday was the day I ran my game in the Teen Room. As advertised, it was the Castle of the Mad Archmage using the Adventures Dark & Deep rules. Although I've been running an old-school campaign for quite some time, this was my first experience with these specific rules. Character creation was a little more complicated than what I had done before, mostly because of the expanded options. Most of my players (2 out of 3) opted to play humans rather than wrangle with the number of races and subraces available as well as dodging the potential race/class restrictions.

Once characters were completed, play went very smoothly. Since most of the upper works of the castle were uninhabited, it was mostly exploration without a lot of mechanics. Both of my players at the time (a third joined a little later) particularly enjoyed the Charlotte's Web reference in one of the stables. One of the characters very nearly died once they entered the dungeons proper, victim to a centipede's poisonous bite. (Technically, the character did die, failing a save versus a "save or die" poison. Given the circumstances, I decided to let the character live so play could continue.)

Progress was overall slow in the exploration of the dungeons. Even though I was there for 8 hours, there were only 2 combats, the second occurring as the next group was coming in to use the room, so I began running it auctioneer style. At least part of this was the distract-able nature of teenagers, as well as my willingness to discuss the ins and outs of Doctor Who (like my ability to name every single actor to play the Doctor, my favorite companion, and comparisons of the different theme compositions).

For some reason, the last few years my wife has had her game scheduled for Monday. It's actually kind of irritating, because that means moving out of the hotel room (we always take home more stuff than we bring) and taking care of all the last minute get-in-the-car-and-go details becomes my job. Late departures are also rough on Mike, because all the twisting and turning through the redwoods that is so lovely on the way down becomes far less fun in the dark. Add on the last mad dash through the Dealer's Room to make sure I don't have any money left, and it can be pretty crazy.

We got home about 11:00 Monday night and passed right out.

Next up: My usual review of all the cool things I bought there.

Thursday, February 6, 2014

You Should Be Buying These

Well, the first couple of items are Kickstarters, but I do believe them to be deserving of money.

The first one is Adventures in the Land of Oz, an Oz RPG project from Wicked Studios. It's almost over and might not make its funding goal, but it does look like a good project. As an Oz RPG designer myself, I tend to be rather picky about the projects that I endorse. Oz is not a typical RPG fantasy world and I tend to shudder every time someone tries to make it one.

But this project shows definite promise. It uses a modified version of The Window RPG system, which looks like it could be a good fit. The art that is shown is realistic, rather than either cartoony or grim.

Then we have Tim Brannan's Strange Brew: The Ultimate Witch and Warlock. I only really know Tim from his blog, but one thing that's pretty obvious over there is that he loves his witches. If you love witches and you love Pathfinder, I don't see how you can miss with this one.

Now for a product that's actually out. Joseph Bloch's Castle of the Mad Archmage has finally been released! It comes in three parts, the Map Book (maps of every level of the dungeon), the Adventure Book (The "key" to the maps in the Map Book, with descriptions of all the things to encounter in the megadungeon) and the Illustration Book (a set of illustrations to show your players at various points in the dungeon). You should have all three products for maximum enjoyment. It should be fully useful with just the Map Book and the Adventure Book, but the Illustration book is such a neat idea that I can't see anyone turning it down.

I've been using the original version of the Castle for my home campaign and it has led to over two and a half years of awesome gaming (and we're not done yet). I'm still waiting for my print copies to arrive, but I've got my PDFs and am loving the added details, including 2 new upper levels.

Thursday, May 24, 2012

My Heroes Have Always Been Paladins

While I had been working on a big deconstruction post of this article, he went ahead and put up this response. Which was something of a step in the right direction. But his list is overly detailed and misses the point.
What I think we need in the art direction for the next edition of D&D is heroes. And not just white, male heroes. I want to see heroes of all colors, genders, and orientations. Sure, characters of all descriptions have made it into D&D rulebooks, but not all of their depictions have necessarily been heroic. When a prospective D&D player looks at the pictures in the books, they're looking for inspiration for what their character can be and do. Unfortunately, what tends to happen is that male players are given lots of fodder for what they can be (lots of heroic male figures) and what they can do (lots of sexy female characters). What about female players? Where are their "role" models?

For example, compare Tisha (the character he mentions and shows in the first article) to the guy in the center of this image. Ask yourself one simple question: Which of these characters looks more heroic? More active? More capable of handing someone their own ass?

Now, my Flying Monkeys of the Interwebs, I have a mission for you: In the comments below, I want you to post links to images of women looking heroic. Genre or style is not important, and the image must not need context to represent heroism or other badassitude (If you want to post a pic of a female superhero, post an image of her doing something awesome, not simply a depiction of the character).

Saturday, May 5, 2012

The Power of No

I know I promised to take a week off, but this just called out to me.

Seeing all the stuff that Wizards of the Coast is putting out as they sort out the new edition of D&D is always entertaining. Take this bit, for instance: http://community.wizards.com/dndnext/blog/2012/04/27/tone_and_edition

In this one, the writer talks about races and, specifically, what races are "core" to D&D. He considered tieflings and dragonborn to be "non-core" even though they showed up in the "core" Player's Handbook for 4th Edition D&D. The solution he proposes is to "flag" races as being common, uncommon, or rare, so a Dungeon Master can readily identify the "core" from the "non-core" even if they show up in a "core rulebook."

The idea has merit, but I'm not sure it goes far enough. Not in terms of labeling and structure, but in terms of DM empowerment. The d20 playerbase is nearly infamous for its adherence to inclusion. Specifically, if a DM doesn't allow a player to build their character using abilities from any and every supplement ever printed, even if said character is cheesier than Mayor McCheese himself, the player throws a mighty fit. The glut of d20 material out there for players to use has led to player empowerment to the point of player entitlement.

What the next edition of D&D needs, more than a labeling system, is a couple of pages (not just sentences, but full pages) in the Dungeon Master's Guide that tell the DM that it's his campaign and he has the power to say no to anything. Even if it's "core." If your D&D world has no elves in it, no matter how "core" anyone else thinks they should be, than players cannot build elf characters. If your campaign setting has a mighty dragonborn empire, then dragonborn become 100% core.
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