Showing posts with label pathfinder. Show all posts
Showing posts with label pathfinder. Show all posts

Thursday, August 10, 2017

RPGaDay 2017 #10 Where do you go for RPG reviews?

To be honest, I don't look at reviews that much. Most of my gaming purchases are in two categories: Stuff I was going to buy anyway and impulse buys.

I've been a long time fan of GURPS, so every time there's a new print release, it goes on my shopping list. My wife has us subscribed to Paizo's Pathfinder rulebooks, so those come to us automatically as they are released. The new Star Trek RPG from Modiphius Games is one I will definitely pick up to satisfy my Trekkie soul if nothing else.

Which brings us to the impulse buys. These mostly occur at DunDraCon, when I have budgeted myself to be fairly flush with cash. It's also the closest I come to listening to reviews, as that's when I go to Ken Hite's annual "What's Cool" seminar and build a little bit of a shopping list.

Wednesday, February 8, 2017

Time Out!

For those of you wondering if I will be at DunDraCon this year, have no fear. Unfortunately, Adventures in Oz will not be there in an official capacity. It seems that real life intruded at just the wrong time and I missed the event submission deadline this year. Unofficially, if anyone wants to play Adventures in Oz, I and my adventure notes will be there and there's lots of space in the Open Gaming room.

In the meantime, I've been catching up on expanding my podcast listening to the System Mastery podcast. They review old and (best left) forgotten tabletop RPGs with a healthy dose of humor.

It should also be noted that they have a few biases and pet peeves regarding the games that they review. The one that I want to address in this post is the requirement of extensive downtime, especially with regards to healing and recovery. It was a common feature in games for quite some time and some treatments of the subject are indeed worthy of mockery (How it's discussed in the Prime Directive RPG is something of a running gag for these guys).

But it doesn't have to suck. I ran an Old School campaign for many years with all of the downtime rules switched on and that was overall a success. Here's a few tips that I've picked up from my experiences.

1) Give every player a character to play. The first time I did this was back in my Cartoon Action Hour campaign. The party was split, with only one character remaining at the site of the big set-piece battle I had devised. So I decided to give each of the players whose character was not present a temporary character to play for that battle.

For the run of my Old School campaign, each player had several characters, some of whom were in downtime at any given moment. When the characters were high enough level to attract henchmen, those henchmen were also available as alternate player characters while their main character was unavailable.

2) Make downtime worthwhile for everyone. My earliest experience here was kind of a bad one. By Third Edition D&D, most of the required downtime rules from earlier editions had fallen by the wayside, except for those required by wizards. Spellcasters still had to take time out to make magic items, like scrolls and potions, as well as to add newly acquired spells to their spellbook. So for the megadungeon game that Kris Newton ran, the party wizard tended to be something of a drag on the rest of us. It didn't help matters that we had a rival party exploring the dungeon, so whenever we took downtime, we felt the need to negotiate with the rival party to keep them out of the dungeon as well.

I had better luck running the Pathfinder version of the Castle of the Mad Archmage. By the time i got that organized, Paizo had published their book Ultimate Campaign which featured, among other things, a detailed downtime system. Now, while the spellcaster was making magic items or was otherwise holed up in their sanctum, the rest of the party has activities that they can do as well. Earning a few gold pieces, building credit with the locals, or even catching up on experience points for when the player misses a session.

3) Use downtime to provoke dramatic choices. At least some of the problematic treatment of downtime, specifically as it relates to injury, is the assumption that attempts at recovery must happen immediately after the injury. But what if there are still things to do in the adventure? The System Mastery guys suggest that the injured character must go into recovery mode immediately and the player must avoid the gaming table because their character is functionally useless.

But what if the character doesn't go immediately into recovery? While I didn't have this happen due to injury, I did have players make the choice to not take the downtime required to level up immediately in my Old School megadungeon game. Because leveling up not only takes time, it takes money in those rules. In the early levels of the dungeon, there was not a massive amount of treasure, so it did sometimes happen that a character would earn enough XP to advance in level, but not enough money in the bank to pay for the training.

In a slightly different game, that could be a dramatic choice. If the villains of the adventure are working on a timetable, the heroes will have to act quickly and decisively to thwart them, which may not leave significant time to heal up between fights. The big fictional example is the first Die Hard film (The only Die Hard film I've seen). John McClane is increasingly battered in his fights with Hans Gruber's henchmen over the course of the film and the increasing difficulties those injuries cause him are not shied away from. And since he is isolated in the building, the best he can do for healing is some improvised first aid.

The Burning Wheel RPG makes this sort of decision a little more interesting. Since skills only advance in those rules when they are used for increasingly challenging tasks, characters are encouraged to attempt more difficult things. But there are also a lot of mechanisms for making tasks easier. The result is a tension between making the task you're rolling for hard so you can advance your skill, or get lots of help so the roll is easier and you're more likely to get what you want.

When a Burning Wheel character in injured, they take wound penalties to their die rolls, making things harder until they recover. So again that tension comes into play. Do you take the time to recover and remove those penalties, or do you accept the penalties and use them to make tasks more difficult and therefore more likely to improve?

Any other thoughts on making downtime a more natural and interesting part of your game?

Sunday, August 21, 2016

RPGaDay 2016 #21 What Was The Funniest Misinterpretation Of A Game Rule In Your Group?

Off the top of my head, I don't think I have the precise story the question seems to be looking for. No strong memories of ""OMG! If I had known that rule worked differently, that thing never would have happened!"

One recent amusing misinterpretation that has no real rules effect comes from one of my current players. He loves magical characters and so is playing a wizard in my Pathfinder game. His handwriting is not sloppy by any stretch of the imagination, but it is peculiar in places. His 1's occasionally look like 7's. That sort of thing.

His most amusing typo came when he got the spell floating disk. It's very useful for carrying treasure and other heavy things out of the dungeon until you get cool items like bags of holding or portable holes. But his S came out a bit more like a C when he wrote it on his spell list. So rather than a floating disk, it looked very much like he could use his magic to create a floating dick.

We sometimes tease him about this, but I have never made a ruling that his spell actually creates anything resembling a penis.

Another story similar to this would probably be from my GURPS Technomancer campaign many moons ago.

I had purchased the book GURPS Martial Arts at DunDraCon that year. Since I was so enthused by the new content, I allowed my players to rebuild their characters to take advantage of the new rules. They couldn't change their point totals, but they could swap out old abilities for cool kung fu,

One player took this a little too far. In order to avoid changing his point total, he piled on an excessive amount of disadvantages to afford all of his new martial arts abilities. And since he was a fairly dedicated roleplayer, he insisted on playing out all of them.

It actually took me some time to clue into this. Because even though his behavior was disruptive, it never seemed petulant or spiteful. he was simply playing his character. Though once I clued in that he had written down every disadvantage in the book, I told him to tone it down and rewrite his sheet without so many disadvantages, even if it meant toning down his martial arts or his magic. Or both.

Saturday, August 6, 2016

RPGaDay 2016 #6

Again, the new operators of the RPGaDay blogfest have given me a topic that I have nothing to say about. So I'm going back to last year's list. Most recent RPG played.

The most recent RPG session I participated in was running my Pathfinder megadungeon campaign. It was actually kind of unusual because I had a pretty full table. I've run the campaign in sort of a "catch as catch can" sort of way with whatever players show up for a particular session. Lately, it's been a fairly small core group. This week we had two players who had kind of faded away come back.

We took some time at the start of the session to flesh out what happened during the time they had  been gone. I'm using the downtime rules from the Ultimate Campaign book for this sort of thing, which even allows characters to earn a small amount of XP during downtime so they aren't as underleveled when they return to play.

This session also marked the introduction of a new player. His character is a first level dwarven ranger. All characters begin at first level. Pathfinder actually has rules for building more advanced characters, unlike the old school rules I was using in my previous campaign. But for players that aren't up on Pathfinder (and on me, since this is my first Pathfinder campaign), a first level character has fewer moving parts and is easier to build and to use.

To make sure that my core group doesn't have too much of an advantage over these n00bs, they used their lower level characters. The old school campaign really taught me how to manage each player having multiple characters, though there is slightly less call for it in Pathfinder. One of those circumstances is the introduction of a new player or character.

Wednesday, August 5, 2015

RPGaDay 2015 #5 Most Recent RPG Purchase

My overall game buying has slowed down, but on my wife's insistence I do maintain a subscription with Paizo for their hardcover rulebooks. So a week or so ago, I received their latest book, Occult Adventures.

Occult Adventures looks like Paizo's official take on psionics. As I mentioned a couple of months ago, I have never been impressed with the way Wizards of the Coast handled psionics for D&D 3.x. It never felt like psychic powers from any other media.

Paizo nailed it. They lean a bit closer to horror movie tropes than my preferred science-fiction approach, but it finally feels like someone actually looked at how psychic powers work in media before writing a big expensive book of psionics rules.

Sunday, August 10, 2014

RPGaDay #10 Favorite Tie-in Novel/Game Fiction

I've never really been attracted to the idea of game fiction. Part of the problem is that I'm not a big fantasy reader, and most game fiction is published in that genre. I know there are some sci-fi games out there that might have accompanying game fiction, and I might look those up at some point.

The other problem is the fear that the novel is actually the write-up of someone's home campaign. Between meticulously detailed descriptions that make you hear the dice clattering in your mind, and stuff that worked great at the table, but is boring or anti-climactic when it becomes prose.

I tried to read the Avatar Trilogy (a trilogy of Forgotten Realms tie-in novels), and couldn't make it a third of the way through the first book.

I did find myself enjoying The Worldwound Gambit by Robin Laws. I knew his reputation as a game designer and game writer, but I wasn't sure how he's do at fiction. It turns out he actually did pretty good. I never heard the dice roll, though I was able to identify other game-related elements, like figuring out the classes of each character.

I also made a point of tracking down a novel called Curse of the Shadow Beast by Christine Morgan. It first came to my attention as a bit of GURPS game fiction. It was a novelization of the author's GURPS fantasy campaign. As she was writing, she was afraid that too many GURPS-isms were peaking through, so she sent it to Steve Jackson Games for approval. Steve Jackson was apparently impressed enough that he wrote a foreword to the book praising it. It does not use any GURPS logos or trade dress, probably because it does not use the default GURPS Fantasy setting, Yrth.

And while it was a transcript of a campaign, it avoided most of the fatal flaws of such things. The battle scenes did not receive excessive detail. It also seemed written from the perspective of one of the PCs rather than the GM. The main flaw of the book is that it seems divided into two sections. One is the gaming transcript, which includes a modestly sized adventuring party. The other half focuses on two of the characters and reads like a romance novel.

This first outing apparently resulted in a trilogy. And then another trilogy. The first book made me interested to read the rest, though mostly out of curiosity regarding how she developed as a writer after this.

But other than this, if I read a book that has a game associated with it, it is a book that inspired the game. Even if I pick up the game first.

Monday, August 4, 2014

RPGaDay #4 Most Recent RPG Purchase

Unfortunately, my money situation usually means that I do very little game buying over the year. Which is why I make a point of having a sizable "souvenir" budget every year at DunDraCon. So my most recent purchases have already been posted here.

Though my wife is a big Pathfinder fan and insisted that we subscribe to the hardcover rulebooks. She's probably prefer if we took every subscription they offered and got their entire output as it was released, but money is an issue. So we've got the Advanced Class Guide coming in the mail sometime this month.

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.
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