Playing in a Sandbox

11:04 am by Dennis | 4th Edition, Gaming, Pen and Paper, RPG, Savage Worlds1 Comment »

I wanted to make a comparison about MMOG’s and Pen and Paper gaming and the conclusions that I draw from that.

Back in the day, I played Ultima Online.  If you’re not familiar with it, it was one of the first MMOG’s in the U.S. and is still around today.  UO was very much a sandbox, there were no classes, no levels, no game directed direction to your play.  And in the first year or two of the game there wasn’t a whole lot of content.  Back then content was pretty easy to categorize.  It was random spawn that you go and kill.  No quests, no story lines, no ‘phat lewt’.   But back then programmers and servers alike weren’t all that good and the amount of spawn that was available was way under what was needed to keep players entertained because the apps and hardware couldn’t support it.   We even coined a phrase “Connecticut Online” because the countryside was completely empty of things that might prove dangerous to you.

The combats were pretty simple too, you either hit something with a hard object, shot something with a ranged weapon or hit them with the same spell over and over again *Corp por corp por corp por*.

As a result of being a combat light game, light in that there weren’t a lot of options to choose from and pretty static and infrequent things to use those few options on, players become role players.  Sitting around taverns and talking, hanging out in their crafting shops selling things to their customers, and having pretend wars with groups of ‘orcs’ or ‘elves’ and generally playing a persona rather than playing the game.

Then came EQ which had levels and lots of things to kill.  And introduced to the masses the concepts of tanking, crowd control, healing, buffers and debuffers, getting behind someone for the back stab.  Combat went from going into combat mode and trying to stay next to your target so you could ‘swing’ the sword when your timer ran out in UO to having a toolbar filled with icons of various things you could do and combinations and interactions with other players in EQ.

And roleplaying disappeared completely.  Combat was interesting and going after that next carrot on the treadmill became the most important thing.   Killing 10 of this for a NPC who had one line when you clicked it “Bring me 10 of this” was the extent of game play.  And it was good, or at least enough for 99% of the gamers.

Which brings me to an observation and the basis for this post.  Many people decry 4th Edition as the death of roleplaying because the books don’t have any rules for it, that the books are all about combat.  And in that I think they’re right but for the wrong reasons that they claim and not that it kills roleplaying but that it impacts it.  In an aside, “Seriously people?  You need rules to roleplay?”

I believe a direct correlation can be made, at least by me, as to why this might indeed be the case taking the MMOG’s impact on gaming and applying it to our tables.

It’s because combat in 4th Edition or Hero Systems or Mutants & Masterminds  is interesting, much like combat in EQ was.  It’s entertaining and really isn’t that why we’re playing these games?  To be entertained?

In these types of systems players have a huge ‘toolbar’ filled with various things they can try during combat, powers that let them buff and de-buff, crowd control, heal and hurt, single target and masses of targets.    The sheer number of cool things that a character can do is enough to make one giddy.  The GM has way cool monsters and bad guys to run and pit against the players.   Very little is cookie cutter which his bad guys, he has access to sugar cookies, oreos, gingersnaps, all kinds of tasty variety for the players to consume and enjoy.

Then there are systems like Savage Worlds or Fudge or Spirit of the Century or to kick it old school Advanced Dungeons and Dragons.  These are combat mechanic light much like UO was.  Your toolbar of tricks is very limited, you either turn on auto combat and try and stay near your target so you can ‘swing’ your sword at them when the timer (your turn) goes off or you shoot them with your ranged weapon or you cast the same basic spell over and over again to kill the target.   The GM has the same issue, all his bad guys do tend to be cookie cutter with minor mechanical differences, all sugar cookies but some with white sprinkles instead of blue ones instead of powdered sugar.

As a result the amount of roleplay in my experience both online in a MMOG or offline at the table with your friends can be affected in direct inverse ratio to how interesting and involved the combat system is with the added bonus/penalty of how many new toys (carrots) you gain along the way.   Players act differently when there is a new toy to pick up, a new power to be gained, all just dangling out of their reach waiting for the next block of experience than there is when the prize is simply the doing.   Some game systems promote the journey’s end, while others promote the journey itself.

And I’m not saying you can’t roleplay with any system or that you can’t have fun and entertaining combats in any system.  Obviously you can.  We’ve had periods where roleplaying that lasted for a couple of hours straight without any combat in 4th Edition and had vastly entertaining fights in Savage Worlds.

What I am trying to say is that the system you choose to play can have a direct impact on the results at your table and these impacts can be obvious and sometimes subtle.

So what’s the end game of all this?  Not much to be honest other than perhaps if you want a game that’s heavier in roleplay then perhaps choosing a lighter system might promote that while a group that might be more interested in combat might choose a heavier system.

Game Systems – Light vs Heavy

11:59 am by Dennis | 4th Edition, Gaming, Savage Worlds1 Comment »

In running Savage Worlds which is a very stats light game in comparison to GMing 4th Edition Dungeons or Dragons (or worse 3rd Edition DnD or Hero System/Champions) it’s become interesting to see the differences as they play out.

Savage Worlds lets you as the GM come up with on the fly encounters that are as interesting as any pre-planned encounter simply because it is so stats light.   This isn’t necessarily a rousing endorsement as the variety of attacks, barring magic, psi or super powered settings is pretty limited.  With the ability to shoot, hit or throw something at someone it’s not hard to make a creature on the fly.   This is definitely a pro and a con both.  It’s a pro because it makes it extremely easy for a DM to sandbox a session and to accommodate the players when they bypass his carefully crafted plotlines.   It’s a con in that the bad guys can tend to blur together mechanically.  This puts more creative pressure on the GM to make the bad guys distinct based on something other than their game mechanics.  Which is a pro and con both depending on your players needs and your own creative abilities.

With systems like 4th Edition Dungeons and Dragons or Hero Systems, on the fly encounters requires more pre-prepping, you have to have already created some generic stand-ins to haul out when the players go off the track as in both cases making reasonable balanced creatures on the fly is a hit or miss procedure and requires a fairly deep familiarity with the systems.

In Savage Worlds even after only a couple of sessions it’s pretty easy to just go with ad hoc encounters.

Another thing I’m finding is that much like the original Dungeons and Dragons maps aren’t necessary for a lot of encounters and when they are, they’re much alike, simple line drawings on an erasable map that take seconds to knock out.  4th Edition battles, because of the strength of impact of movement powers/effects and the like really need ‘good’ maps to take full advantage of the system.   Places of difficult terrain, obstacles, pits, shadows, braziers full of flaming oil, patches of ice etc. that the players and NPC’s can use to make use of their abilities.   I have a huge roll of maps that I pre-drew out every Saturday morning for the upcoming battles during my 4th Edition campaign.   Which typically meant the players would encounter those battles and led to a more focused non-sandbox campaign.

Encounters being necessary to play out is another factor.  With 4th Edition the system by RAW requires a lot of battles that are really pretty pointless because they’re designed as resource drains.  To burn off the player’s daily allotment of resources.  It’s a practical guarantee that the players are going to win and the chances of someone dying in the first few battles is pretty nil given a typical setup.   I deviated from this with mine in that I just didn’t have the pointless battles, each battle was typically rated as Hard and required the players to burn a lot of resources to win it.   And then there would typically be enough downtime to recover.  Occasionally I would have the chained battle sequence where the intent was to wear them down but for the most part it was boss battles.

With Savage Worlds when you though add in the wild card factor of any attack by any creature has the chance to kill any other creature with one attack it means that every creature is a force that can’t be ignored and even what would be a pointless battle in 4th Edition becomes something that could have major impact.

As an example in our last Zombie Run session, three of the party escorted a engineer into a nuclear reactor so he could fix a problem.  They ran in to four undead.  In 4th Edition this would be a hand wave at best, there’s just no way 4 minions could possibly cause a problem for even a single dnd character assuming the minions were of appropriate level.   To make the disparity worse in this instance in the first round three of the undead were killed leaving a single undead for the three of them to fight.   And yet this single undead almost killed one of the players and perhaps has due to possible infection.

In our last session which lasted our typical 5 hours roughly, the group had an encounter with Zombear (boss battle), a band of raiders (boss plus horde), an ambush by snipers, another band of raiders (horde) and a group of undead that were played out tactically.  That’s 5 tactical encounters in 5 hours something we never managed with 4th edition and the actual tactical dice rolling portions of the session took perhaps 2 hours of the session total.

In many systems like 4th Edition or Champions or whatever, such encounters would have been unnecessary to tactically play out simply because they wouldn’t, couldn’t  have any impact barring astronomically screwed die rolling.  The player characters would simply have been in no danger from any of it and personally I’d of hand waved it with dialogue, “About 10 minutes outside the base you take fire from ambush positions on the road and…” made up something about what might have happened.  Rather than playing it out as we did.

There’s also a subtle issue with 4th Edition in that since the participants in combat are so diverse that combat becomes a joy in and of itself and with the players and GM’s knowing or unknown influence the combat can overshadow the story simply because there are so many cool things everyone can do in combat.

With Champions, like many of universal systems (GURPs, Mutants and Masterminds) the games can end up where building unique and cool characters and then having them fight other unique and cool characters can end up being the primary source of entertainment simply because it is fun and entertaining to take a pile of build points and see what you can come up, taking a character concept, “I ran over Death in my truck and now I have to take his place.” and then building powers around that.  In our heyday we played a lot of champions and a lot of it was character building and set piece fighting with just enough storyline to let us make more cool characters to use.   This isn’t a bad thing, just another area where the game mechanics influence the game play in a significant fashion.

Anyway as I continue to bounce between the game systems it’s interesting to see the effects the mechanics has on the game play.   If you could somehow manage it, it would be extremely intriguing to me to see how the same group would play through the same storyline but with different systems. But that would require me to break out my time machine and after the last time I’m not doing that again barring dire emergency.

Savage Worlds System Newb Review

12:34 pm by Dennis | Bad Moon, Gaming, Pen and Paper, Savage Worlds1 Comment »

Pulp Noir
Savage Worlds is an old system, perhaps not as old as most but it’s been around for 7 years now and gone through a modest number of editions and no groundbreaking changes.  The core rules appear to have remained mostly intact throughout its current lifespan.

I’ve spent the last couple of weeks going over the rules and running ‘test drive’ encounters where I run both sides of the combat and add in additional rules as I uncover them.   I plan on doing something with the system in the next month or so, something that starts off as Pulp Noir and descends into Supernatural Horror set in the roaring 20′s where there was no gun control, crime and corruption were rampant and the mafia was just hitting it’s stride along with union bosses.

The version I’m working off of is the Savage Worlds Explorer’s Edition, Third Printing available for $9.95 from Amazon or some ridiculously low price like that.  I picked up a deck of cards and some Cthulhu tokens by Fantasy Flight Games for their Arkham Horror game to use as Bennies at the same time so I could get free shipping.  And as I have Arkham Horror I can use them for their intended things like Doom tracking for that game.   The book is the size of a large format paperback, not sure what the technical term is but about halfway between paperback and manuscript and is in full color and quite well done. A terrific value for the price and I’d recommend picking up a couple if you actually plan on running Savage Worlds.

I would like to reiterate, I’ve said it before and I’ll keep saying it, that I do NOT like cutesy page backgrounds in game manuals.  Ripped edges, stains, textured vellum, whatever the design, I just want plain black text on plain white paper.  If you absolutely must have nifty graphics then keep it on the periphery and not under the text.

After going through the rules and reading them in a casual kind of way, at this point I’d like to say that it could use some editing and proofing by people unfamiliar with the system.  I spotted a typo or two without going into copy edit mode which is more than acceptable for a blogger but in a printed product it comes off as a little sloppy.  But then any update is bound to include its own typos even when all the existing ones are fixed and I’m fully aware of that, I mention them here only in passing and wouldn’t downgrade them for it.

As far as the understandability of the rules as currently written, I’ve had to resort to searching the forums to get clarifications and all modesty aside, I have a fairly decent general knowledge skill on gaming systems.  Certain things simply aren’t clear in the wording of the edition I have or appear to be something that’s so basic to the system that the writer(s) didn’t even think it might not be known.

With that said I must say their forum and moderators are insanely good.  Every point of minutiae that I didn’t pick up from the core book I was able to find easily and quickly through their forum search.   Which leads me back to my comment about the book not being clear.  Every question I had, had already been asked time and time again on the forums.   Taking all those frequently asked questions and adding in the extremely clear and concise explanations by the moderator Clint would resolve every complaint I have about the rules as written.

I don’t want to give a bad impression of the system or the printing I have, for the most part it’s clear enough, there are just a few places where a simple example or an expanded example or another sentence or two would alleviate the few confusions or omissions.

The system itself purports to be Fast, Furious and Fun which is their slogan.  As a newcomer to the system I can see where this could be quite true.   Combats are both completely open and fairly simplistic.   The rules are few, elegant for the most part and at the same time keep a skies the limit option open.

Combat comes down to the Player deciding what their character is going to do and then breaking that down into separate actions with the caveat that each additional action over the first one adds a penalty to ALL the actions taken and that a character can only perform one action per ‘type’ per round with the exception that they can make two attacks if they have two weapons which includes bare knuckles.

For example: Biff Strange could on his turn say “I’m going to throw this chair at the thug fighting Nancy to give her a better chance to hit him as he ducks it, punch this guy in the throat,  reload my .45, double tap the third thug and scream insults at that guy to try and taunt him to come after me instead of ganging up on Nancy with the first guy while I run around the room like a Loon.”

This breaks down in game mechanics as an Agility Trick, Reload, Fighting, Shooting, Taunt, and a Run action.  That’s six actions though and that adds up to a -12 on EACH of them to succeed and an additional -2 on the off hand assuming the character doesn’t have some edges that allow them to attack with both hands without penalties.  With the exception of the Run, that action doesn’t require a roll, barring some unusual circumstance.

It’s open ended in that it encourages players to have their characters do things outside the box through the inclusion of Tricks and Will Tests, Ganging Up on someone, making a Wild Attack or taking Aim while giving them realistic gamist limits to prevent them from getting goofy like the above sequence of events would be.  Sure a player could try that but they’re going to fail 95% of the time to perform any of them much less all of them.

This also though limits the player, especially those coming from say 4th Edition Dungeons and Dragons with all the specific powers those characters have.  Those powers in 4th are a bit of a straight jacket in their own right of course.   In Savage Worlds a player in combat, which is the biggest part of any mechanics because honestly mechanics to define roleplaying should be simple and behind the scenes for the most part, anyway in combat in a Savage World, a character can essentially Shoot someone, Fight (melee) them or Blast (spells/psychic/supernatural etc) them.   The system doesn’t have a lot of conditions, in fact it has only a couple, a character can be Normal, Shaken, Incapacitated.

Normal is obviously that, they can act normally.  Shaken means they can only walk slowly no other real actions allowed.  Incapacitated means just that, they’re unconscious.   There is no Dazed, Immobilized, Stunned, Restrained, Bloodied, Blind, Deaf, Ongoing Damage, etc and so on.

Wounded I suppose might be another condition but it only has one effect, the more wounds you have (up to a max of 3) the more penalties you take on all your rolls and movement.   Again a simple, elegant system.

Combat and especially the wounding/incapacitation rules overall, while a bit slippery to get your head around at the first read through is pretty Fast.  The Furious and the Fun part are too GM/Player dependent to say it’s always going to be that way but Fast definitely fits the bill.

Much like old school 1st and 2nd Edition Dungeons and Dragons was Fast.

oDnD: “I roll to hit with my sword.  I hit?  I roll damage.”

SW: “I roll to shoot with my gun. I hit?  I roll damage.”

That’s not necessarily a bad thing at all, nor is it necessarily a good thing at all, it just is what it is.

After playing some trial combats I can see though where the combats can lend themselves to more narrative/story style easier than something like 4th Edition.  But the proof of that will indeed be in the pudding and obviously is fairly group dependent.  But I believe that it might lead those that tend to go, “I use Righteous Brand on him.” to be a little more descriptive in their actions because by their very nature the actions in SW are very generic.

The magic system which can be used for everything from fireball casting wizards to mind blasting psychics to ego blasting super heroes is much like everything else with the system, simple and broad in scope.   It uses Power Points that the player spends to use each power with subsequent effects.  The basic core rules in the Savage Worlds Explorer’s Edition are fairly… well basic.  They include things like the Armour and Blast and Telekinesis and is a pretty similar list to other universal systems.

Savage Worlds has an Extra’s and Wild Cards system, much like 4th Edition has Minions and Elites to make it as close an approximation.  Extra’s/Minions go down once they take damage regardless of the amount.  Whether you call them Extra’s, Minions, Mooks or Redshirts, they’re there for cinematic effect to make the players feel powerful as they mow down the thugs to get to the boss.

But where there’s a difference is that in Savage Worlds, dice can ‘ace’ or ‘explode’.  If you roll the highest number on a die, you get to keep that number and roll again and add it to the first.  You can in theory continue to do this for infinity but odds are you won’t do it more than a once or twice most times, odds being what they are.   This means that unlike 4th Edition, in Savage Worlds its quite possible for an Extra to take down a healthy Wild card (Minion kill a PC) in one attack.    Which is inherently impossible in 4th edition.  Now it has a low percentage chance to happen.  But the risk is there and something to be considered.

As an offset to making bad dice rolls or one shotted by an Extra players and GM’s both have Bennies that they can use to reroll or buy a roll to avoid that one shot.  Similar to Luck points,  Fate chips, Destiny perks and the like they allow the player and GM to dial the difficulty of an encounter one way or another.  If the GM has misjudged the relative toughness of an encounter he can spend Bennies to save his bad guys or give them a Mulligan on that big attack roll.  If he’s kicking the group’s ass then he can hand out some extra Bennies for good roleplay, playing in character, making a joke or whatever and ease the players troubles.

Savage Worlds has a ton of campaign settings although I’ve not looked at them all that much.  I’d have to be really interested before I bought one.  But you can get all kinds of things that a lot of people really seem to like a lot.   Zombies, Apocalyptic, Supers, Victorian Age, World Wars, Westerns,  Steam Punk, InterDimensional, High Fantasy, Low Fantasy, Modern Day, all kinds of source books are out there and because they all use the same core rules you can mix and match them as you want for the most part.

Savage worlds uses a unique, at least to my knowledge, system for dice.  Typically a game system seems to use one basic die for skill checks or combat tasks  with the variable dice pool being used to denote different degrees of damage probability.   A Savage Worlds character might have a d4 in Strength and a d10 for Smarts and a d8 for Fighting.  And those are the dice you roll to see if you succeed or fail at something.

In a way I don’t like this system as it’s a slow way to roll and determine things.  Player/GM has to check what die they need to roll, pick it out of the pile, roll it and read it, determine if they succeed or not and then roll any axillary dice as needed.   One of the simple things that really helped out with 4th Edition for us in terms of combat speed was the player only needs one die, a d20.  They do average damage on regular hits and max damage on critical hits.  No digging out and rolling 3d8 or 2d12+1d6+2d8  for damage.   It seems like a little thing but it really adds up over the length of a combat.   Especially for the GM who might be rolling 5, 10, 20 attacks and for each successful attack another 2 to 4 dice rolls to roll, count up and add bonuses to on their turn depending on how many bad guys there are.

But everyone who plays it and proselytizes says it’s Fast Furious Fun so we’ll see. Once I present it to a group of players and have them doing things with it I’ll report back.  Actually you’ll be able to listen to it first hand as I’ll most likely be podcasting it just like the 4th Edition sessions.

Like other universal systems Savage Worlds can handle any genre but unlike most it does it with simplicity and sleekness of rules rather than needing a Hero Builder or coming up with an archaic formula in a spreadsheet cell to compute things.  It’s simple enough and cheap enough and in my opinion elegant enough that any GM should at least give it a look.  If you don’t want to spend the $10 on the printed copy you can pick up the Test Drive rules, a subset that allows for decent experience of the system for free.  Hard to argue with that kind of pricing.

I will offer though that you really do need to read the system before you scoff and toss it aside.  I know at first glance, and second for that matter, I didn’t give it a real chance to catch my attention, the wacky dice set up, the simplicity of it, the overall broad scope didn’t catch my interest.  Indeed it is only with my 4E campaign going on hiatus for the summer that I picked it up again to give it a serious read through as I was looking for a new system that I’ve not used before.

Time will tell if it’s right for me and my group and I’ll post an update once we get to the dice rolling.

Until next time, as they’re so fond of saying, Stay Savage….

Image Credits

Savage Worlds Chase Track

1:30 pm by Dennis | Gaming, Pen and Paper, Savage Worlds4 Comments »
Chase Chart
I whipped this up after running a couple of trial chase scenes using the Savage Worlds rule system.  Essentially in a chase you put the ‘chasee’ at one end of the chart and the ‘chasers’ scattered as needed behind them.  Each turn everyone makes a skill check, if they succeed they can move closer or farther away.  If someone gets more than 10 range increments away from the target they fall out of the chase.

Now you could of course just use a piece of paper or draw it on your battle mat but since I have Hirst Arts molds and the adventures I’m going to be doing are set in the 20′s and primarily urban, making a section of street and sidewalks seemed a lot cooler than a simple piece of paper or some dry erase marker on a battlemat.  Or at least I think so.

As a result, after a couple of hours work gluing and painting I have my own custom chase chart. (Molding time not counted here.)  The paint job is rough of course, this is an ‘actual play’ piece and not a display piece and spending hours of work detailing it would be wasted for the most part as it’s handled and scuffed and all that.  This way I won’t mind if the paint gets chipped or damaged.  Well I won’t mind as much. :)

RPG Characters: Off the Shelf vs DIY

12:25 pm by Dennis | 4th Edition, Gaming, Pen and PaperNo Comments »
Character Creation
As my 4th edition DnD campaign is drawing to a season finale for the summer I’ve been looking around at other systems.  One that I’ve had a vague interest in trying is Savage Worlds.  This system, if by some odd chance you’re not familiar with it,  is a sandbox system, much like Champions/Hero System, GURPS and Mutants and Masterminds (to some extent) to name a few.

These systems are set up to handle a lot of genre although superheroes is the prevalent one along with most eras with various degrees of success and typically include an assload of additional settings books that add specifics that are related to an genre/era to round them out that in general cover a pretty wide gamut.  Cyberpunk, Fantasy, Wild West, Swashbucklers and Post Apocalyptic etc. are typically published over the years after the initial release of the base system.

One thing and off topic, after dealing with the simplicity that is DnD 4th Edition from a Player and GM point of view (especially since the only dice we use is a d20), other systems feel anitquated. I forsee new gaming systems taking some of the 4th features and expanding them into other genres including a sandbox mode.

Anyway, so I’ve been looking at Savage Worlds, it’s one of the few I’ve not looked at very heavily or used which has a draw in and of itself for that reason.  It’s not as complicated as the other sandboxes, at first glance, which is a plus as I’m too old for complicated for the sake of being simulationist.  As part of my ‘looking’ I looked around for gameplay podcasts using Savage Worlds and found one over at rpgmp3.com on their rss feed called Savage Worlds – Rippers.  The Rippers part references the setting the group is using which is Victorian England from the sound of it circa late 1800′s with a bit of supernatural and of course featuring the most infamous Jack.  Other than Burton of course.

As they’re going through their character design (see I do get to the point eventually) it strikes me how much a sandbox system can force players to make characters where-as a class based system allows players to make characters.  And by make a character I mean give it a personality rather than a list of powers and numbers.

So I toss my mind back over the decades of GM’ing I’ve done and it’s easy to see this repeated.  Game systems that hand a player a character ‘off the shelf’ as in “here, you’re a fighter, you get to do this” make it…. easy(?) for the player to simply accept that and for the… lazy? detached? gamist? player, that’s enough.   Off the shelf characters focus on the What, and the Who is at the players discretion without any natural pressure to define that. And in may cases the What is all that’s of any concern.

Let me interject here that I’m not saying one or the other is bad or better or right or wrong, I’m merely pointing out observed human behavior and some thoughts on underlying causality.

Game systems where the player has to literally build their character from a essentially unlimited collection of parts seems to force them to have a character rather than a collection of numbers.   The Who is forced to be considered even as the What is created.  “Well Miss Angela is a doctor so she should have this medicine knowledge thing and be smart.  And she studied fencing in college so I guess she should have some skill in fighting.”

As opposed to, “I guess I’ll play the cleric.”

To make a construction analogy, when someone builds a house, they’re involved with it from the ground up, they make changes to the floorplan, add arches and decorative bits to the strcuture, put in that big bay window where they can sit and read while enjoying the sun and the view.

When they buy a house, they may put on a new coat of paint or they may not.

Both people could and in many cases eventually do end up with the same ‘house’.  But it’s more likely that the person who bought the house is going to settle for things the way they are when they bought it.

To bring this analogy back to the ‘real world’, as a GM you can help with their paint choices.  There are “10 minute questionnaires” out there that you can pass on to your players, regardless of game system with questions like “How has your character earned a living up to this point?”  “Are there any people, groups or societies that the character is a part of or involved with now or in the past?”  “Where did you grow up?”.   These kinds of things can help the player get a handle on the character before they get to the numbers whether their choice is as simple as which class to play or as diverse as does their weapon have the armour piercing advantage and deal extra knockback…

So as you bring out your class based games and get your players going with new alternate lives, remember to encourage them with word, question and setting to make those characters theirs and not fighter_0001 or blaster_003.  Your game play will be the better for it.

Image Credits

Evolution of an Encounter

12:27 pm by Dennis | 4th Edition, Against the Slavers, Campaign, DnD, Gaming, Pen and PaperNo Comments »
Utha Plaguebringer
I thought some people might find this interesting.  To me what makes a good session great or a bad session better is the amount of time the DM puts into thinking about what’s come before and what comes afterward.  It’s only with thought that things tie together.  You might get a happy synchronicity on occasion but these, at least for me tend to be accidents and can’t be relied upon.

So with that said, the party was  going to need to seek out the hobgoblins in the region last week, who have banded together.  On the way there I’d come up with a minor POI or Point of Interest that could be engaged or bypassed as the party wished.  These always start out as ‘filler’ material to lend verisimilitude to the world that things happen in spite of the players, not because of them.

There have been several such incidents during this campaign.  What might appear to be a minor encounter just for an encounter’s sake branches the world as the player’s react to it.  The rescue of the people kidnapped when the airship touched down in Darkmith, the rescue of the slaves from hobgoblins, the encounter with the Hill Giant (Rest in peace big fella you had so much ahead of you), the bandit encounter, the woman and child who entered the town bleeding to name a few off the top of my head.  These were all Important Moments In Time and helped determine future events.

This most recent PoI was of a similar nature.  This little encounter started out in my planning as a small little tactical combat opportunity as they searched around the countryside looking for a tribe of hobs to parlay with.  Nothing special, the kind of thing that every DM pencils into his flow chart to make sure he has enough ‘stuff’ on hand to fill the session.

But over the course of the week this little minor side point grew and evolved and here is how it happened.

As the week went by the generic “Necromonger” as it was, your basic necromancer encounter, a creature shunned from town for his stereotypical fetish for the dead.  My initial envisioning was of a necromancer taking advantage of the bodies of a hobogoblin intra warfare site.   The initial single encounter broadened into two encounters and the scenery was filled in.   The generic aka without much interest antagonist turned into the Steppes Hag as I found time to consider the upcoming weeks events.   I envisioned this creature as a minor legend in the area, one that fed on the dead and made them serve her and the encounter grew into three ‘minicounters’.  A kind of minor delve.

Then as I was working on my Rogue’s Gallery of villains on the opposing forces a little note I’d penciled many weeks ago about one of the creatures working for the BBEG back in the day, Utha Plaguebringer now escaped from her prison like so many others of the dark days, caught my eye and the Steppes Hag became Utha and a new plot branching was brought into being.

I’d already set the stage for Utha to make an appearance, her pet, a kind of liche like dragon creature had already been spotted searching the countryside (looking for bodies for his mistress truth be known now after the fact as a kind of foreshadowing but it also had the side benefit of increasing the paranoia of the players).

As I dressed up the encounter a bit more I realized that Utha wasn’t doing her job very well.  So the encounter grew more legs and stretched out.  Instead of just sending out Bonegnasher to spot battle sites, she set up a ritual, a powerful summoning magic that subtly leads people toward her lair and drives them to their natural tendencies to fight.  It was aimed primarily at hobgoblins who enjoy fighting other tribes.  This way she doesn’t have to go looking for bodies, they come to her.  Naturally though as the players traversed the countryside they would be caught in this ritual.  Although they discovered it before walking into the trap as heroes tend to do.  But what makes a hero is what he does with such knowledge.

In addition she’s still bitter about her sister, Liloth gaining the favor of the Dark One and is always scheming ways to curry favor and throw down her bitch of a sister as she sees her.  So she’s concocted a plan to infect the corpses with plague and give them back the semblance of healthy flesh.  These hobgoblins she’ll send back into the tribes where they’ll pass on the infections.

The underlying reason for her actions are many as I inked her into being.  She along with all the others of the Darkmith bunch hate the hobgoblins as they were part of the forces that locked them away and to date still guard against any creature that escapes the wardings of the ancient prisons.  By decimating the tribes she hopes to win the ‘love’ of the Dark One.  In addition committing genocide by disease is just a joy of hers anyway.  She’s not a very nice creature.

In the end the encounter grew from a simple time filler into what I think was a fairly interesting encounter (even if there was no loot :) ) and the players’ actions or inactions yet again have a direct and major impact on the world.  If they’d not followed up on the encounter, if they’d of not killed her or if they’d of taken too long to kill her she would have escaped and continued on with her plans and the players would have had to deal with the consequences of the hobgoblin tribes, a major if unknown factor in the fight against Darkmith sickening and dying.

As it was they performed a service for all hobgoblin kind, the same hobgoblins by the way who have ransacked and destroyed several farming villages of Larkson and taken the people they didn’t kill into slavery.  Just because hobgoblins have a common enemy with the group, doesn’t make them nice people either.  Not everything is black and white, in fact few things are.

So there you have it, the evolution of an encounter from a generic combat fight into something with interest and ties to the world and the story line and it was simply by spending a little time each day thinking about the planned encounters and past encounters and the forces at work in the world.

Hopefully this will inspire you to turn that next random wandering encounter into something with deeper roots than as a portable bag of experience and gold for your players.

Image Credits

Prop Shop – Potions

9:10 pm by Dennis | DnD, GamingNo Comments »
Mad Props
To steal Icosahedraphilia’s DM’s phrase, Prop Shop, I just had to share these.  [FYI:  Decent podcast and very 'clean' so you can actually listen to it with children in the room much unlike a lot (most?) of the rest.] Tangible potion props for inventory.  I won’t tell you what they cost but let’s say sellers on Amazon should be taken out and shot for what they’re charging for these kinds of bottles.  No I didn’t buy mine on Amazon, I’d shoot myself for paying that much for something like this.

Anyway, now I can hand out actual potions when the players pick up or make potions. And if the slaver they’ve got on the airship ends up joining the party then they might have access to quite a few potions as he’s a master alchemist.  Of course you have to get over the idea that he’s a slaver of course. Or ex-slaver.

They’re filled with nothing more than a little food coloring in some water.  In retrospect the first ones I filled have too much coloring.  The blue and the green are pretty hard to tell apart at a distance.  I briefly considered using some kind of silicone or epoxy to fill them since they are made of glass and could conceivably break if they hit the floor just right but they’re fairly thick and small enough and light enough that I think you’d practically have to fling them at the floor at top speed to get them to break on the average floor.

I think I’ll pick up some more and get some of that ‘swirly’ shampoo.  WIth a little food coloring that make a pretty cool visual inside one of these.  :)

Site Code Upgrade

10:11 am by Dennis | Gaming, TechnologyNo Comments »
Die techonology, die!
I upgraded to WordPress 2.9.2 this morning or tried to, so if you see any issues with things not working please drop me a note.

It’s not easy to upgrade to 2.9.2 on 1and1.com.  They’re using MySQL 4.0.x and 2.9.2 requires 4.1.2 and better.  But they do give you access to MySQL 5.0.x you just have to migrate your existing database over to it. Manually.

I was able to find some notes on workarounds but they didn’t work as well for me due to the size of my database.  I ended up having to create the new database in chunks, not difficult since I’m pretty familiar with SQL (certified by Microsoft even) but annoying.  But eventually I got it all working.  I think.

On the plus side I was able to do a lot of database cleanup, dropping old unused tables and optimizing existing ones so the new database is much cleaner and in theory should be a little faster.  Although it’s on different hardware so it’s a crapshoot.

I also took the downtime to update the ‘captcha’ mechanism which seems to generate less obscure, aka hard to get right, human verification checks.  But with 100′s to 1000′s of script based spam, primarily porn and grey market drugs, in comments a day I’m just not able to have an open comments (non admin approved before it posts) section or an easy to bypass mechanism.

Bioshock 2 – Rapture of Protection

10:40 am by Dennis | Computer Games, Gaming, General, Personal OpinionNo Comments »

Just a quick note to say I’m voting with my wallet on this one and refusing to buy Bioshock 2.  Three different DRM systems are installed to get this thing to work properly.  I’m appalled. Until I get the stupidity to set up a game machine that’s JUST a game machine that I can reghost after every game to start over clean I’m not installing something that loads down my WORKING machine with this much crap.

In a year or so if they remove the DRM (and the price drops subsequently) I may consider it.

I have a ‘friend’ who bought Bioshock Uno and didn’t even unwrap it and instead downloaded a cracked version to avoid this bullshit.  My ‘friend’ refuses now to continue to support and pander to this kind of thinking.

<rant off>

Be Thorough But Flexible

1:49 pm by Dennis | DnD, Gaming, Pen and Paper2 Comments »
Derailed
Derailed
It’s been brought home to me recently again just how much better your custom content can be if you spend just a little time each day between sessions thinking about what you have going on in the world, past, present and future.
I can’t stress enough really that if you’re going to be creating your own content you really don’t ignore it until game day.

As much as everyone gives lip service to a ‘sandbox’ world, “OMG you’re railroading them!”, etc. as a DM you, IMO, HAVE to railroad to some extent in order to give them the best possible gaming experience you can.  Mature, complex, interesting campaigns have a hard time finding fertile ground in a sandbox.  Sand just isn’t conducive to growth.

A sandbox is “Hey peasant, where’s the nearest dungeon?  No we already cleared that one, where’s the next one.” typically.  Or out of character, “Okay guys I have three modules for your level, which one do you want to do?”.  These can certainly be entertaining at the player level, social dynamics, the mechanics of the fights etc. But they’re hard to engage the characters.

I can improv aka play in a sandbox as good as many, better than most I think but I can certainly tell a difference in the quality of experience I can give the players by just spending a few minutes each day thinking on how things are going in the world.

By devoting a few minutes going over current events (assuming you’re doing more than dungeon crawling, a fine past time in and of itself) and putting yourself in the shoes of your NPC’s and their interactions with the PC’s you can come up with some pretty cool stuff I believe. Â  As an example, Biminey has transcribed details of their trip through Darkmith and sold it to the Temple of Eris (god of knowledge). As I was documenting his payment (125gold for the curious) on the campaign sheet for Biminey’s character I thought about one of the high priests reading these descriptions and realized from my one line personality note I’d scribbled out on him weeks ago that this could have a profound effect on the man. Â  And that effect is now going to flavor and color multiple interactions  that deal with the PC’s in specific and the NPC’s in general that might be affected.  And flavor and color add a LOT to a session.  No one likes bland white toast all the time.

Your own content also really really has to be flexible. Case in point the group in our last session derailed my story arc by getting captured. [Through all fault of their own. ;) ]

Luckily this happened at the end of our session or it might have either resulted in less interesting events than I think it will now or I’d of had two options. Either called a time out while I rapidly regrouped or improv out the remainder of the session, the first has the advantage of better results, the later of keeping the flow of the game going.

Drastic events like the party getting captured by the bad guys when you’re not expecting it can certainly throw a kink in things. Or perhaps you have one key character in the group that your story arc is founded upon and that character dies. Do you have a backup plan to keep the story on track? Or do you toss out what you have and work out another arc? Do you sink to the level of “A wandering healer comes across the scene and agrees to resurrect the poor man if only you’ll go fetch him 10 belts from the orc tribes in the next canyon.”?

You have to consider these things when you’re working on your storylines. And you cannot possibly consider everything that a group of players might do or things they might simply not figure out, or figure out wrong and be unable to see other clues as result of their wrong conclusion.  But by taking the time to build up this gestalt image of your world between sessions you have a much better stronger tapestry that you can reweave around snags in the thread that might occur.

That’s not to say though that as a DM you don’t have to be prepared to lose work, some things you’ve worked so hard for just can’t be salvaged after the party goes off on a tangent. And that’s okay. There’ll be other times, other places, other campaigns if needed for those events to happen.

Look at every side trek, every derail not as an issue, but as  an opportunity to weave a stronger storyline that integrates the characters’ actions into your world. And integration is something that will involve your players.  This issue with the players being captured in my personal campaign is going to I think really expand some NPC’s in an interesting way, create at least a couple of memorable encounters and has sparked an idea that will have a domino effect that might see wrack and ruin in the region from yet another possible source than those already planned and that might actually cause a redirection of a regional force into a force of while not good, at least not evil.

All this because the players split up like so many chickens with a weasel dropped in their midst during a fight and got taken out by a group they should have been able to beat.  Players definitely get a ‘we always win’ complex and as a result not really take tactics or even thought into consideration.  It’s nice to throw them a curve like this and drive home the fact that they’re not always going to win and there are going to be consequences to losing even if it was unintentional. Â  In this case they’ve lost 1000′s of golds worth of magical gear, not to mention their basic gear that will have to be replaced from very limited funds.

Improving though with 4th edition can be hard, especially if you lack experience with the system in specific or gamemastering in general. With older editions it was pretty easy to ‘fake it’ with monsters you had to add at a certain point. You just needed a to hit number, a defense and some damage. Monsters were boring, the vast majority of them simply swung, bit or clawed at the players for ex damage in a Flinstones Boxing methodology (aka stand there taking turns swinging till someone died) And those were very easily faked, especially if you had any experience with older editions as faking things is mandatory for a DM as the math was so broken overall.

But 4th edition improv is harder. Sure you can come up with a basic creature fairly easily, just use the basic monster value formulas and you’ll have balanced monsters quickly. They’ll just be a bit boring until you have enough experience under your belt to knock them out.  And remember battles that contain a single creature type can also contribute to boring battles so you have to knock out, print out, look up several creatures per battle.

As a result of the more interesting monsters in 4th, it helps if you have some basic creatures printed out of an appropriate level range for you group, pick a couple of of each type, then just ‘reskin’ them as needed. A level 3 orc can just as easily be a level 3 guard, a war dog, an undead abomination, whatever. Just print out a few in preparation just in case.

So to wrap this up, remember, think about your campaign when you’re not playing it, just a few minutes a day can work wonders.  Think about your NPC’s and what they might want and their reactions to the actions of the PC’s.  And be flexible, be prepared for the party to jump the tracks by having a good idea of the world in general and being prepared with materials as filler/stop gap to give you time to work the derailment into your campaign and make it stronger as a result.

A derailment doesn’t always have to mean a train wreck….

Image Credits

Trivial Encounters

1:48 pm by Dennis | DnD, Gaming, Pen and Paper1 Comment »

Darkmith by Day
Darkmith by Day
[Warning this is a rambling post that doesn't stay on topic very well or at all really...]

I was explaining my style of DM’ing to someone and thought it might be something that someone else might get some usage out of.  Or might just rile them up if they think differently but I’ve been riled up by the ‘wrong’ way that other people play only to eventually make a change in the way I play. [Ramble Alert!] As a prime example, I had a long discourse with someone about when to grant experience in Neverwinter Nights modules.  I was still very much in the ‘per monster killed’ mindset.  You kill a monster, you get experience.  His was you awarded experience when the players reached a certain point in the game.  Eventually, not then because he was being an ass about it but eventually, I decided that made a lot more sense to me as a DM.  It takes away the [True Story Alert] meta-gaming aspect of XP “I only need 10 exp to level?  I lean out the window and throw a dagger at someone on the street.” and makes it easier to balance things out if you have any kind of branching encounters planned.  If there’s no way the players are going to be anything but 5th level by the time they make it to the Sacred Tombs you can build the Sacred Tombs way in advance and not risk them being 3rd level or 7th level.

I really don’t do trivial encounters; even back under older editions I stopped pretty early.  I lean heavily toward combats that mean someone might get really hurt. (And yet I’ve killed fewer characters in 3 decades of GM’ing than I have fingers).  My harshness is I make the players work for their victories and I enjoy the reputation I have as being harsh and deadly in spite of the fact that in reality I rarely kill anyone.  I just make them know they were in a fight.  You do have to kill someone every now and then though just to show them that they’re not immortal…

4th Edition really lets me go to town in this regard.  Since the players are back to full after each fight and with limited options for them to spend their ‘working resources’ aka Healing Surges this means a) their work day is long enough that sleeping periods fall naturally rather than being forced by lack of resources and b) they can keep going typically for a few encounters even at the level+3, 4, 5′s that I toss at them.

Granted I haven’t really used a ‘dungeon crawl’ yet with 4th edition.  Where there are encounter after encounter after encounter.  But I have problems with those anyway.  I’m as guilty as the next person early on in my career of having a series of rooms connected by passageways with essentially random monsters tossed into each one.  Each battle very sandboxed, you fought these creatures and the ones just down the hall ignored the fight and patiently waited their turn to be slaughtered.  Part of that was definitely a bit of “Oooh the party hasn’t fought one of these before, or this, or this, or this.” and I’d munge them all together.

Then I started doing themed dungeons, waaaaay back in the day when even the commercial modules were still very much a list of encounters built by rolling percentiles.  The Swamps of [Clare] Grogan (Scottish actress that I thought was hot and I thought the name was very dungeony) which was a swamp themed dungeon, lizardmen (and women), giant snakes, crocodiles that went down for like 5 levels.  The Lair of the Eternal Trickster, a dungeon comprised of probably 50% traps combined with creatures.  Party would find or trigger a trap that alerted mechanical guardians or undead, creatures that could be ‘realistically’ parked in an alcove to wait for their queue and didn’t have any intelligence or programming that would allow them to respond to anything other than their set queues.

It was about this time that I started making dungeons smaller in terms of overall population and larger in terms of encounter population. Â  Or I’d do the ‘obvious’ and stream the bad guys in as a seemingly never ending fight.  Attack the guards in the front room and the guards down the hall would take a round or two to wake up, grab their gear and charge up, yelling for help which would get the guys in the next room up etc and so on.

I find myself now with fourth edition expanding further on this.  Fewer encounters but more meaningful encounters.  Perhaps I’m merely playing to my thoughts or the inclinations of my group but a series of trivial, everyone is down a surge or the cleric used up a couple of CLW’s fights bore me and I presume/assume they bore the players if there’s no story arc reason for the fight.

With 4th Edition I can fairly safely assume that the party will have a full set of hit points after each fight, when they reach the point they don’t then they’ll rest and recover them.  Sure they might be down a Daily power or out of their Action Points but numerically Dailies just aren’t that big a deal, sure they can cut a round or two out of a fight or if everyone burns them on one boss cut that fight out of the day in short order.  But they’re not a valid excuse to have a 5 minute work day.  The only real valid reason to extended rest IMO is when you’re out of surges, not because everyone’s burned their daily powers.

But I digress. [Hence the disclaimer at the top of the article now]

To get back on point, I don’t personally see a need for trivial encounters.  They spend valuable limited game time on something that is a foregone conclusion that the players will win and win without threat. Â  The only time I plan on using trivial encounters, trivial meaning anything that’s not on the Moderate difficulty scale at least, is when they’re strung together as a series of encounters without a break or when they forward the storyline or add another element to the story.

Case in point, the [I've Got Crabs] encounter in session 2 of this encounter (yes I give my encounters goofy names in my notes), it was a fairly trivial encounter, the party was never in any real danger.  But their focus on dealing with the crabs charging them rather than the crabs menacing the other huddled survivors of the slave ship on the beach cost one of those NPC’s their life.  Perhaps a point lost on the group but still a point that I wanted to make an effort put out there and try to broaden their scope and awareness.  Did it work?  Doubtful.  But I feel better for making the effort. :)

In my upcoming session I’ve got a skill challenge among others where the characters will try to escape the city.  If they fail on any of the three rounds (I use my own skill challenge design) then it triggers an encounter or two with the ferals of the city.  But these will be narrated out and the party will simply start the next round of the challenge a couple of surges lower.  This will continue throughout the skill challenge. Â  The only times I have planned to break out the miniatures is when it’s a fight worth playing through tactically. Â  There will be days in their overland trek that will have them facing encounters but these are again just narrated out, “Over the last three days the lands have changed from tundra to low hills as you continue your homeward bound journey.  Through the use of your skills you’ve managed to avoid most of the dangers of the lands although dusk of one night found you battling for you lives against a wolf pack lead by a strange black eyed wolf with boney spikes protruding from its joints.  They were fought off through the use of your talents and the black wolf seemed to really fear the Torel’s abilities that were infused by the power of his god.” [Just made that part up but now I'll use it Saturday.]

In this particular instance the success or failure of the challenge will cost them surges that they won’t have for the next round.  And of course, obviously?, there will be a tactical encounter at the end of the skill challenge and their success or failure at the challenge will have a direct impact on that encounter.  (in more ways than one but I won’t spoil that right now in case they read this before Saturday).

Image Credits

Party Getalongedness…

7:49 pm by Dennis | DnD, GamingNo Comments »
Random Image
Random Image
I’m listening to a podcast and the group has an obvious new player into a group that’s been together for awhile.  Their character is playing essentially an ass.  This leads what are obvious to me listening to certain gaffes and reactions from players that match their characters and becomes almost painful to hear at times. Â  They can be asses to each other because they have long running familiarity and friendship with each other.  Someone for all intents and purposes they do not know who’s an ass to them is going to strike irritation which doesn’t make for a good time.

Listening to this has me pondering my own experiences.  Frankly even with long term gamers I’ve never found intra-party conflict to be viable. It’s just a lot better, in my experience, for the characters to get along so the player’s get along.

Having characters that are argumentative to other characters seems to be very dangerous territory because it invariably seems to lead to players that are argumentative to other players.

While it could be said I suppose that such parties are self correcting in that eventually the majority of the party that does get along will split off, arrange for the ass to die in some fashion or otherwise deal with it, this can lead to the group self destructing.

I know I’m likely to get comments about the “We had an assassin and a paladin and they hated each other and we played around it and it was a blast.”  But for every time that it works I wonder just how many times it doesn’t and groups split or break up.

I think most people tend to reflect their character, if someone’s being an ass to their character then it’s hard for them to disengage the player from the character and not take affront.

As a very strong warning sign if it devolves into one player rolling dice and going “would that hit them?” then you know you’re approaching the saturation point where character emotion becomes player emotion.

So I’d like to offer the thought for consideration, that as a player you maybe not play the lone dark elf with a chip on their should to everyone including your party and instead perhaps treat the other members of your party like the people that are literally going to save your ass.

On a related note, from a DM’s perspective, at least this DM, don’t be a ass to the NPC’s.  I have to either ignore it, or do the realistic thing and have the powers that be take care of the problem.  You don’t have to be nice to NPC’s but at least be realistic in your behavior. Â  Because NPC’s have feelings too and they might just have some pretty powerful friends.  And a knife in the back is pretty easy to arrange in a crowded street.  And since I use this house rule, it might mean a little more than 1d4+3 damage.

Of course your group may thrive on conflict but if it does I would wager a small bet that it’s a long term group.  For you new players to a group, I’ll offer this advice, ease into the group dynamics, let them get to know you, much like you’d ease up to a dog.  Until you know if it’s going to bite or not, why take chances and yell at it and hit it with a stick?

Anyway, just wanted to put it out there that in my opinion, a party that gets along with other and is civil to NPC’s is much more likely to be a long term group on average.

Image Credits

Don’t screw your players

7:14 pm by Dennis | Gaming, Pen and Paper1 Comment »
Random Image
Random Image
I’ll be upfront and honest, I’m a harsh Gm. Not vindictive or competitive but I do tend to draw out the most from the players.  I’ve very rarely ever killed a character though and the ones I did kill deserved it.  After 30 years of doing this I can still not run out of fingers counting characters I’ve killed permenently.

But harsh?  Definitely.  I once had a specialist archer lose half his hand to critical fire damage (because he thought the flames were illusionary) and be unable to use a bow for half a campaign.  I once had a fighter lose his bonus attack for several episodes because he lost ‘his’ sword and had to make do with substitutes that weren’t as balanced or designed for him.  I once had a paladin pick up a cursed box and become a fighter until he atoned for his ‘sin’. Â  I’m harsh, there’s no getting around it.

Players as a rule tend to push the boundaries of what they can and can’t do.  DM’s tend to push back to keep things in check.  It’s a lot like the parent – child synergy.  No you can’t stay out till 3 in the morning.  Yes if you’re back by 9:00 you can drive the car.  The primary reason is, or at least for me is, to keep the party in balance so that it doesn’t devolve into one person doing everything and the rest sitting back and playing second fiddle. So when the problem child wants to do a triple back flip through the bar and be able to backstab the BBEG because ‘he’d never expect it’ I have to raise the eyebrow and go “Orly.  You think that would really work? No.”

But I’ve mellowed with age. Or perhaps more factually I’ve got more experience at what will really unbalance a campaign and block it and what would simply be unrealistic, cool certainly, but unrealistic and go ahead and allow it.

And you should try to hit the same balance.  It can be a hard line to stick to and fraught with peril.  Allow something too overpowering and the player is going to want to do it all the time.  Don’t allow anything and you’re stifling the creative flow and removing those ad hoc high points that get talked about for years.

Sometimes you don’t see the ramifications of your actions and have to retro them out somehow. As a example is the one time I actually played in a campaign the DM gave the dagger specialised fighter a ring of vampiric regeneration.  This made the fighter invincible as long as he hit about one out of two times he’d get back any lost hit points.  This nullified both the encounters and the other players as it became a “Let Temple get them all, we’ll sit back here playing chess.”  The DM solved the problem by having a fish leap up while were were crossing a lake and bite his finger off taking the ring with it.

As a general rule, you should try very hard not to lock a player out of playing.  This means no long term stuns or disabling conditions.  Don’t kidnap one player and not the others.  Don’t ‘steal’ items from them for anything but very short term.  Keep an eye on your monsters so that they don’t have uber defenses against what the party is putting out.

A player’s turn shouldn’t consist of making a saving throw or worse being able to do nothing but wait for someone else to get to him.  Granted this is going to happen from time to time but do what you can to reduce the frequency of it. You can’t always save the stupid though. Some players (or characters) are just not bright and as a result they will through their own actions lock themselves out of playing.  And that’s okay.

I’m very much not a fan of the Stun condition in 4th Edition and I’m retconning it out as dazed on every monster power. I’m not a fan of the Dying condition and the death saves to be honest which is why I came up with the Weebles Wobble rule where I came up with a Mostly Dead condition.  This lets a player be dying and still be an active participant in the game.  I’ve had a couple of notes from people that have tried it with pretty good success and their players reportedly really approved of it. And it makes for a pretty cinematic visual.  Rarely in action movies do you have people laying around dying and not doing anything.  But tons of examples of the heroes limping forward barely concious, blood streaming off them but refusing to lay down as they blow some rubber suited monsters cojones off and snap out a one liner as they do so.

So in closing, don’t screw your players.  Let them play, it’s why they’re there after all.

Image Credits

Thoughts on Players

8:33 am by Dennis | Commentary, Gaming, Pen and Paper, Personal OpinionNo Comments »
Don't be the cloud.
Don't be the cloud.
I’ve been listening to a lot of podcasts lately and thought I’d ramble on about players from the DM’s point of view, mostly in a bad way of course… :)

As a player you should remember that you’re part of a group.  You’re not going to be the sole focus of attention so when it’s not your turn let someone else have a bit of spotlight. It’s discourteous to the other players to not give them their chance at the mic.

As a player you should remember that you’re part of a group.  Step up and be heard, get involved.  Don’t just sit back observing or staring off into space. It’s really discourteous to your DM who’s gone to the trouble of creating something for you to ignore it.

I’ve had to deal with both types in my career as a DM/GM.  They’re both more than a bit of a pain after months and years.

Things I’ve found annoying from players in large quantities, and that based on the voice inflections and reactions from Dm’s in the podcasts might be fairly universal.

Constantly going “No he can’t/doesn’t/wouldn’t” to the DM in any form as a common reaction to the DM.

  • DM: “Okay the fell necromancer shifts his gaze at you, Alofel and necrotic energies flare up and blast outwards at you.”
  • Player: “No he doesn’t.  He doesn’t have that power any more.  It’s a typo.  Wouldn’t he hit Steve instead?  He misses.  I duck out of the way.  I’m immune.”

Once is okay, twice is within reason but constantly over and over ‘retorting’ with some variation on the above every time the DM announces a NPC’s attack gets old fast.

Immersion breaking ‘conversation’ or ‘dialogue’ between a character and an NPC.

  • DM as Necromancer: “I shall have your soul chained in a everlasting fire for daring to interfere you pathetic mortal.”
  • Player: “U r gay.”

Once in a while, sure it CAN be funny.  But constantly chanting how gay what is supposed to be some scary evil dark wizard is, gets very unfunny pretty quickly to most DM’s I’m betting, myself included.

Most DM’s do what they do to bring to life a cooperative story set in a ‘real life’ world where characters, pc and npc, act in realistic ways.  It takes interest and energy to do all the extra work involved.  Players who show up so they can be the asshole (or pschopath/klepto)  in the game they can’t be at the office tend to be a bit of a burden on the creative energies and interest required to be a DM.

What I call psuedo-cheating (don’t get me started on real cheating).

  • DM: “Does a 22 hit you Barkil?”
  • Player: “No.”  a minute goes by, “Yeah it hits.”
  • Player: “I rolled a… 23.”
  • DM: “Okay that hits.”
  • Player: “No it was really a 3.”
  • DM: “*sigh*”

Please remember during my little mini-rant, that I’m ranting about consistent, frequent, constant behaviour of this type. Like any decent DM I can overlook, ignore, or go along with a reasonable level of this kind of thing.  But constantly doing it gets old.

And no this isn’t some sly subtle jab at my players, due to RL, lack of interest, medical reasons, I don’t have enough consistent players to have a group of players that I can enjoy being with to have a RPG group going on.  At best I get to DM the occasional one-off or playtest or ‘delve’.

As a player remember the DM is supposed to be having fun too.  Try to gauge his or her reactions to your behaviour and adjust accordingly.

Because if the DM isn’t having fun, especially over the course of several sessions, then you’re going to be looking for a new DM.

Any gaming group whether it’s chess, bridge or rpg’s is a social group with the implied social contracts that are always the price of being in that group. You have to be social and sociable.  If you like roleplay then deal with there being rollplay going on.  If all you want to do is roll dice then deal with there being roleplay going on.  And as a DM I know this can change per player on a session basis.  Sometimes a player just wants to roll dice and loot the corpses of the bad guys.  And sometimes they just want to sit back and have an animated discourse on the qualities of the rope they’re purchasing.  But remember you’re one of a group and they also vary in what they want to do.

Know what your character can do.  I personally find myself questioning why players want to bother showing up when they show no interest in the mechanics of their characters much less the game system that’s being played.  Constantly having to wait for a player every session while they ‘re-learn’ their characters abilities or worse, just ‘spam’ a single abilitiy over and over regardles of its effect or efficiency simply because they don’t want to be bothered to learn more can be annoying.

It’s not very enjoyable for DM’s who spend excess hours over and above the actual session hours coming up with the adventures, plots, hooks, bad guys, who have the not so easy task of juggling tens of ‘characters’ during every combat, of keeping things in balance for the players so it’s not a cakewalk as well as not instant death, of remembering what’s happened before, what they want to happen and steering a plausible path between those points to have players express a serious lack of interest in what’s going on at the table.  [Massive run on sentence of the day.]

I have a saying, “Looks like apathy has reared it’s head, we’re done for the night.” and it’s had to be brought into play more than once.  When computers started to intrude on gaming sessions, whether it was Doom when we first got PC’s or Ultima Online when we first got MMOG’s  or whatever.  Once the conversation’s saturation point became something other than the game at hand, I’d shut it down.  When I’m running something, I’m there to run it, not talk about the current hot topic.

So as a final wrap up, I think this can mostly be summed up with “As a player in a group game, be courteous.” or in layman’s terms: “Don’t be a dick.”

Or the odds are very good there won’t be a social group anymore.  At least for you.



Dice towers

3:01 pm by Dennis | GamingNo Comments »

I have four dice towers for sale. One is not up to my standards it ended up with a bit of lean. It’s one of nondark ones. That one is $20. The other three are $30.  That will include shipping as I want to try a new design and I want to move these out the door.  You can assume anywhere from $5 to $10 of that price is going to shipping.

I can and will provide more detailed pics on request.

Current supply limited to these and first come first served.

Contact me for more details or with questions.

If you’d like to ask questions on how you can make your own I’ll be happy to answer those as well.

Dice Towers Sale?

1:59 pm by Dennis | Gaming, GeneralNo Comments »
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I’m going to be making some dice towers in the next week or so and will probably have a couple of spares.  If there’s interest I could make these available for purchase.

As they’re ‘alpha’ bare bones basic designs I’m thinking $25+shipping ($5 to $10 depending on zip for USPS) for them, its roughly $12 for materials counting waste and the rest is for my time which works out to well below minimum wage on an hourly basis FYI.  You’d need to have a Paypal account in order to pay for them as that’s the simplest and least risky for me and it’s strictly as supply is available on a first paid for, first served basis.

If the $12 seems high for materials well you try cutting 3/16″ slots in 2′ boards that are straight and uniform using nothing but a circular saw and see how much waste material you end up that’s good for nothing but template spacers.

The tower will include a catch tray that will be of a size that tower will nest into it when you’re not using it.  You could line it with cork, rubber, foam or felt to reduce the clatter noise but I’ve found personally that the noise isn’t too bad and anything but hard polished wood just causes the squarish (d6′s, d8′s, d4′s) dice to tend to pile up at the mouth of the exit hole.

They may be unstained or stained with black walnut or golden oak depending on what I want to try and will be coated with two coats of polyurethane (either gloss or semi-gloss depending on my on hand supply of poly).  The plexiglass will probably be left clear although I’m going to try a frosted look using an orbital sander on the inside portion and see how that looks.

If you contact me while I still have unfinished towers then you can try requesting specific finishes and stains. Â  As mentioned the only stains I have on hand are black walnut and golden oak (I might have a honey oak somewhere) and for finishes I have semi-gloss and gloss in polyurethane and I might have a  semi-gloss in crystal coat which adds very little coloring to wood unlike poly which has a tinge of yellow.  Really on matters for unstained wood in either case.

If you’d simply like a more detailed photo log of  the process I use to make them so you can build your own I’ll be happy to post that if there’s any interest pending me getting more raw materials as all the material I had on hand I cut already over the weekend.

Use the contact form to send me an email or you can send it to my anti-spam account which is spam at armsnake dot com.


Another Dice Tower

11:37 pm by Dennis | GamingNo Comments »

Made this over the weekend.  It’s a dice tower (I know, duh right?).  I prefer this style I think over the other one I made as you can watch the dice tumble down it.  And they really do tumble like no body’s business, hitting at least one peg per layer and really spinning like mad.

[Note: I have tried the tube tower but the lack of a drill press leaves me with lopsided holes making it tough to make pretty.]

It started with a piece of 3.5″ x 48″ x 1/4″ birch from the local handy Lowes.  Cost about $4.  I added a piece of 8×11 Plexiglas roughly 1/8″ thick which cost like 99 cents which I think I also picked up at Lowes. Â  I bought two pieces and lucky for me I did as I learned how to NOT drill thin plexiglass with the first piece.

I started with the piece butted up to another piece and that butted up against a thicker piece to act as a guide rail for my circular saw.  No I don’t have a table saw. I had to add two shims about 3/16 of an inch to gap it out so that the notched I was cutting would hit the right place. 

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Down one side and up the the other and a couple of other cuts and I ended up with this.

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Next I cut out a ramp using a thicker piece of wood again using the circular saw to cut one of the 45′s and a jig saw the other 45 degree angle.  Circular saw only has one 45 angle.  The jig saw as you might imagine was a little wiggly but a quick hit with a random orbital sander fixed it right up.  I then glued these pieces together and waited.  Ending up with this.  Note the unclamped piece is there just to help insure straightness.

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Sadly the next day after unclamping it I managed to knock it to the ground and one of the sides came free.  Gluing it back up I was in a bit of a hurry and as a result it’s a tiny degree non-straight.  This had the end result that my plexiglass pieces don’t fit flush.  I could sand those down but decided not to.

Next up was coming up with a pattern for the dowels and trying to drill those in the plexiglass.  I scribed the plexiglass in half to get 4″ x 11″ pieces.  I then had to trim roughly 1/2 an inch off the ends to make them fit in the grooves I cut in the side pieces.

First I tried drilling them just clamped down to scrap wood (both at the same time mind you to insure perfect alignment).  The plexiglass broke as the drill would catch in the hole right as it went all the way through.

But clamping the two pieces of plexiglass between two scrap pieces of wood and drilling through all four pieces I ended up with good holes.

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With the addition of a few bracing pieces cut from 5/16″ square stock and 17 pegs cut from 1/4″ dowels I ended up with this -

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And the dice look so pretty falling through it.

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So for about $6 in parts, about 1 hours worth of work (not counting drying time for the glue and polyurethane ) you too can have a pretty sweet dice tower.  Note I haven’t yet made a catch tray as I want to see if I can make a heart shaped one.  This tower is for my wife after all. :)


Take a Number

7:13 pm by Dennis | Gaming6 Comments »
Now serving...
Now serving...
This might seem like a pretty minor thing or have you going, “Uh duh?” but believe it or not after thinking up all kinds of magnetic flags, chips, and other indicators it hit me, “Dumbass why don’t you just put a number on each miniature and avoid more clutter on the gaming field?”

So one Silver Sharpie later most of my large groups of miniatures have a number on their base.  I don’t have the best penmanship, comes from years of writing books, modules, dungeons, notes and all that longhand but hey I can probably read it most of the time and hopefully if I misread it I’ll misread it all night.

These are a couple of Gnolls, #8 and *15 I grabbed out of the gnoll bin in one of my humanoid cases.  I highly recommend you pick up these compartmental cases, it makes it way easy to pick out what you need.  I have cases for mass humanoids (orcs, goblins, kolbods, gnolls etc), a case that holds nothing but undead, cases for PC figures (male/female), a ‘beast’ case, a ‘Icky” case (oozes, bugs, wth) and so on.

All this so a player can go “I hit Gnoll 8.” rather than “I hit the gnoll next to Tak, no the other one, no the one between him and Tik. Yeah that one.”

And yes I’ve bought a lot of miniatures.


Looking for Player(s)

10:23 am by Dennis | Gaming, Pen and Paper3 Comments »

I’m looking for a couple of players to start a mini-campaign that would last perhaps 3-4 months of weekly sessions. Women and older (30+) players given preference, not for any perverse reasons on the woman part, my wife is one of my players and I’m in love with her but because in general I’ve found women and older players to be less likely to be square pegs and less competitive and a lot less inclined to say something like “This is boring when do I get roll dice.”  They’re also less likely to come up with Dick Tuna* jokes where my kids can hear it.

I do have some caveats -

Read the rest of this entry »

Chaos Cylinder

8:56 pm by Dennis | GamingNo Comments »
Too much chaos changes a man...
Too much chaos changes a man...
I went to Home Depot at lunch (really prefer Lowes but there’s no Lowes near me at work) and scoped out the plumbing department and found some pretty nice things.

Using any combination of 3″ PVC + Couplers + Reducers + Elbows a person could EASILY make a dice tower or as I’m calling it now, a Chaos Cylinder.  Since it’s a cylinder shape and the dice would bounce chaotically around in it. The only really hard part would be a base for it to stand on but a piece of 1×4 and some hot glue or screws and you’d have a decent base.

My thought was something like this.  Take a 3″ 90 degree elbow ($3) and a piece of 3″ tubing (10′ for $6) cut to the height you want.  Drill a series of holes around the 3″ tube and insert some wooden dowels ($2-$4).  Glue a 3″ to 2″ reducer ($3) upside down on one of the 3″ tubing, this gives you a ‘feed tube’ and makes for a neater appearance (as in cleaner). Stick your elbow on the end of the tube as the ‘outflow’. Â  Now mount this to a base of some kind and work up some kind of catch basin, a simple box made of a pice of 1×4 or 1×6 with some 1/2″ square hobby boards used to build a fence around it. and then mount a 1×2 on one side and clamp your tower to that.

Another option would be discard the elbow and cut a 45″ slope on one end of your tube.  Now take a piece of 3″ post  and cut it at a 45 degree and put that in the bottom of the tube so the dice hit it and fall out.

So for about $20 give or take and a little work you too could have a Chaos Theory Cylinder…. *dun dun dunnnnn*

If there’s any interest I could do one of these with some of the options and post some step by steps.

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