Showing posts with label adventure creation. Show all posts
Showing posts with label adventure creation. Show all posts

Wednesday, November 23, 2016

DM Lessons: Mea Culpa

I play a fairly house-ruled version of D&D 5e with lots of more old-school elements to it. One of the most noticeable elements is my Modified XP and Levelling Rules. Different classes have different ways of turning treasure into XP, and carousing is a pretty common one for all the martial-style classes. When you carouse, you spend money, it turns directly in XP, you lose time and you roll on the d100 carousing table which I grabbed from... Reddit.

As somebody who is very interested in keeping RPG gaming a safe space for everybody involved, let this be a cautionary tale.  I screwed up, and hopefully, this will help somebody not screw up.

First off, my group is a bunch of white males. I'm a white male, and these are primarily my friends from university or high school. Most of us have been playing rpg's together for a looong time. We have broadly the same sense of humor and (I think) similar expectations for our games.

We did have a new player in the group last night, though, and that's where the my mistakes started. Actually, my mistakes started earlier when I didn't REALLY read the carousing table I grabbed. I mean, I read it, but I didn't pay a ton of attention to it. That table contains some pretty rape-y elements. It's all implied - nothing like "you were sexually assaulted", but a lot of "you wake up in bed with" and "you wake up naked with" entries.

It's at this point that I keep wanting to say things like "taken the right way, it's mostly funny", but that's a cop-out. It's trying to avoid responsibility for paying attention to the elements and material that I'm bringing into my game. Material that, frankly, doesn't really make my game a safe place or a fun place.

So that was my first mistake - I didn't review and think about my material. My second mistake was that I didn't make the context of the material clear and I didn't talk about it with the new player. We've used the carousing table before, had a fun time with the results and treated it mostly like the throw-away stuff it's intended to be. But I didn't make that clear or understood. I also didn't clarify that the results of the carousing table are in no way binding.

If a player wants to run with them, that's fine. If they want to use them as an opportunity to role-play or start a character arc, that's fine. If they want to treat them like a Simpson's throw-away gag, that's fine too. Although truth be told, that table has more Family Guy style material than Simpsons.

But I didn't make that clear. I just told him to roll on the carousing table. He ended up rolling a 67 on that table, which is "You wake up in a nobleman’s barn. You are wearing a saddle and there are whip marks on your buttocks. You are 1d10 sp richer."  Which could be a funny situation to be in, but could also be a very traumatic and horrible situation to be in.

The player interpreted this as me telling him that his (female) character had been drugged and sexually assaulted.  Which is not a thing I'm interested in having happen in my games.  Plus, the rest of us, who had used that table before as a light-hearted interlude, were laughing.  So at that point, my game is not a safe place AT ALL.

This is also the point where I keep wanting to say something like "it was made worse by the fact that he was playing a female character" but that's also a cop-out.  It wouldn't have been better for that to happen to a male character.  It's poor taste material that I presented badly either way.

It took some work to sort the situation out.  Work I should have done beforehand, but didn't because I made assumptions about everybody being on the same page with the material and the tone of the game.  I fucked up.  It's the kind of session that could easily cause somebody to quit a campaign, and the kind of miscommunication and assumption that would definitely make a table at a Con or game shop an unsafe place for players.

This is also the kind of mistake of communication and tone that I see lots of gamers pooh-pooh as "overreacting" if somebody points out that gaming isn't a safe place.  It isn't overreacting, it's the kind of feedback and critical thought that we as a community of gamers have got to listen to, to think about, and to do better on.  I hope to do better in the future.

DM Lessons: Random Tables

I use several random tables in our weekly D&D campaign. Often, the tables give me something interesting/funny to build on, but last night I had decidedly mixed results from the tables, so I thought it would be interesting to talk about that.

In general, random tables are great Improvisational Building Blocks. They provide a basic framework that you can build upon with other pieces from your toolkit, and as always, the complexity of what you build should be directly related to the level of interest that the players show for the event.

For the first example, I set up a series of regional daily encounters to go with my Moving Groups in the Wilderness rules. I roll each day, and there are a number of positive, negative or encounter events that can happen. One of the events on the table is "Eerie singing draws somebody into the woods. They are not seen again. -1 group member."

I actually rolled this result during the first trip the party made through the forest. One of the freed prisoners they were escorting was a skinny little local named Harlock, who we had already established had lost his family. When the party woke one morning, Harlock was gone, but the party Druid and Paladin were able to track him, and heard the faint singing.

If they hadn't cared and just moved on, I wouldn't have had to do anything. Just another mysterious event in a haunted forest. But they did care, and investigated, so it was time to expand the event.

One of the main Improvisational Building Blocks that you should have as a DM are Factions. I have several factions of Fey in my campaign, so I decided (since I didn't want this to be an automatic combat encounter) to use the Summer Court. They are self-interested and somewhat alien, but not hostile by default.

So the lost fellow had been lured through a portal to the Feywild. I got a chance to describe the Feywild, and expected that the paladin and druid would retreat. Interestingly, they didn't. The paladin entered the Feywild, bargained with the Dryads and checked to make sure the Harkon was ok and wanted to stay there. Harkon did, so the paladin left him to it. The fey were impressed at his chutzpah, though, and he got a sweet magical glaive out of the deal.


So now, with all that behind us, on the SECOND trip through the forest with a group of people, I rolled the exact same event! What are the odds of that? (About 1 in 4, really, since I rolled 3 times on 12-entry table). Of course, this time they had different people with them, including 3 prisoners that they were unsure what to do with.

In a fit of player-character inspiration, the paladin escorted the 3 prisoners through the forest to the portal and walked them through. They were entranced by the music, and the fey welcomed them as they had before. A potential problem was resolved (the prisoners) and a deeper connection with the Summer Court fey was formed. To the point where the paladin is now an Oath of the Ancients paladin... who worships the Raven Queen. This should be interesting.

The second instance of random tables results was not nearly so positive.

Edit: http://kootenaygamer.blogspot.ca/2016/11/dm-lessons-mea-culpa.html

Thursday, September 25, 2014

So You Want to Build a World?

When I started putting together my campaign world, I looked around for things to make my life easier, and I found some:

donjon fantasy world generator

This is the one I use.

Click to embiggen.

Welsh Piper's Hex-based campaign design

I used them with Hexographer to make this kind of stuff:

You can embiggen this too!

And I drilled down to get this:

Bigger!  Click on it.

Still, I've always wanted to SEE the world.  Now I can with Map to Globe.

Just click on the Map File link in the top right, browse to the file you got from the donjon creator and PROFIT.  Actually, no profit, just free tools to get you an awesome rotatable, zoomable version of your very own fantasy world.  Like THIS ONE HERE.

I fucking love computers.  Huge thanks to everyone at donjon, Inkwell ideas, Map to Globe and to Welsh Piper!  DM Out.

Thursday, September 11, 2014

5e Dwarves: Talking 'bout mechanics

The session summary reports provide me with reference material as I move the campaign forward, and put the events of the game in narrative form, but they don't really give me the chance to talk about the session from a mechanical or DM perspective.  I personally find this kind of information really interesting to read about, but it makes for a really long post if I include it in the main summary.

This session was a chance to try out Lair Powers.  I set up several of them for the Purple Worm - an effect that knocked everyone prone if they failed Dex checks, a rocks falling from the ceiling damage effect, a caustic slime burning anyone attacking the worms effect and a swarm of tiny wormlings swarming everyone effect.  I didn't want these effect to be overwhelmingly powerful, but on reflection, I could have probably bumped them up a bit.

There aren't stats for a Purple Worm in the materials available yet, so I grabbed some different powers from existing creatures, and tried to make a CR 8 monster.  The party is level 6, but there are 5 of them, so I thought this would be a good challenge. 

Lesser Purple Worm
Gargantuan Monstrosity , unaligned 
Armor Class 11
Hit Points 135 (10d20+30) 
Speed 30 ft., burrow 40 ft. 
STR 20 (+5) DEX -3 CON +3 INT -2 WIS +3 CHA -4
Senses Tremorsense 60 ft., passive Perception 13
Challenge 8 (4000 XP) 

Amphibious. A lesser purple worm can breathe air and water. 

Actions 

Multiattack: The Lesser purple worm can make one bite and one sting attack per turn

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 8) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the worm can’t bite another target. 

Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Swallow. As a bonus action, the worm can make one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 15 (3d10) acid damage at the start of each of the worm’s turns. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

On reflection, Str and Con should have been higher, and damage probably should have been higher across the board.  I was also thinking about adding an automatic "Overrun" attack for anyone close to the worm.

For the wormlings, I just used the Giant Toad stats.

Couple of notes from the combat:

The Eldrich Blast knockback is pretty powerful, although houseruled that it doesn't effect the Mama worm on the fly.  Sure, nothing in the description says that there are size restrictions on the knockback - but as I said in the session "That's why I'm the DM."

I ruled that the rogue couldn't sneak-attack the Purple Worm, since the worm has tremorsense and knows exactly where everyone is at all times.  Once Hilbo engaged it in melee, I allowed a sneak attack, but I'll have to review exactly how that works.

My basic policy as a DM is that if a rules questions comes up, I make a fast ruling that keeps things going forward.  If somebody knows the rule, I listen, decide if it makes sense, then make the call.  At the end of the session, if anybody has an issue with the ruling, we discuss, check the book, and decide on how to run it going forward.

In the case of the sneak attack and knockback calls, nobody seemed too bothered by them, so we didn't re-address.

Now comes the BIG THING.  Hilbo used his magical item, his action surge and the -5 attack/+10 damage ability.  That gave him 4 attacks at +5 to hit (+5 from str, +3 from proficiency bonus, +2 from his magical maul, -5 for power shot), each doing 2d6 +17 damage (+5 from str, +2 from maul, +10 from power shot).  He hit 3 times in the first round.  When the worm attacked, he used a Riposte and hit, then he got 2 attacks the next round, hitting with both.  He did 124 points of damage total.  Whoof.  So if somebody bitches about fighters being underpowered, cordially invite them to shut the fuck up.

Of course, the worm is a classic brute - low AC, high hp, and this is an attack pattern basically designed to work against it, but still - very effective strategy.

The rest of the wormlings weren't much trouble - Hunger of Hadar and the difficult terrain formed by the dead Mommy worm made them come in stages, and the Eldrich bolt knockback pushed them back into the Hunger area.

The worm only got 2 lair effects off, the knockdown and the caustic slime attack, and the one attack it got off that hit didn't do too much damage, as dwarves have resistance to poison damage and advantage on poison saves.

All in all, the combat ran smoothly and quickly.  The Roll20 app is much improved in terms of speed of use, and the Initiative tool is handy for keeping track of init.  Each character got 1050 xp, which brings Korrum and Hilbo near level 7.

The rest of the session was pure role-play, which was great.  I ruled that Wanderer, who has minor illusion magic and sleigh of hand proficiency, was able to keep his thieves tools and a dagger on him, as they weren't stripped to the skin, and Sinder can summon his sword at-will.  So we'll see how they do with a classic prison escape scenario next session.

Monday, September 16, 2013

Random Encounters and Reaction Rolls: RERR?

My current D&D Next playtest campaign:  Dwarves, is a semi-sandbox.  By that I mean that the world is generally open for exploration, but I've developed a number of adventure hooks/events in most of the neighboring areas.  This gives the party quite a bit of freedom to explore the map and get into trouble, but also gives me some narrative structures that I can use to build encounters and areas.

Each area adjacent to the PC's starting area (Goldenhills Hall) has site-based, random and "story" based elements.  That means that any random encounters table has to pull double-duty.  It has to contain random encounters, true, but the encounters need to be linked to the story elements and to the site-based elements as well.

As a DM, I tend to work on the "you CAN talk to most things, but sometimes they don't want to talk to you" basis.  Having encounters that end in ways other than combat is an essential step towards creating a world that gives the characters options besides "I hit it with the rock!"  But realistically, not everything wants to talk.  AND you can't really use charisma is all circumstances.  You might be a charming motherfucking pig, but the Cave Lion don't care...

So that means that encounter tables have to carry quite a bit of weight.  I use a standard 2d6 reaction dice, but each encounter has a modification, and also notes whether Charisma can be used.  Temper all this stuff with a generous dose of common sense.  Obviously you need some way to communicate, even if it's lighting torches and throwing them at said Cave Lion (universal human symbol for "Fuck Off").

Encounters are rolled daily and nightly with a d6.  1 indicates an encounter.  I tend to add +1 or +2 to the actual encounter roll (d20) at night, since I keep fairly positive encounters at the low end of the list - nighttime encounters tend to be more hostile as a result. 

Encounter reaction table:  Roll 2d6 and modify, encounters with Cha can be modified by characters Cha bonus IF they can communicate.  Characters with Animal Handling can add their modified bonus to reaction rolls involving animals.

1-           Immediate Attack
2-3          Hostile, will attack if opportunity presents
4-5          Suspicious, will attack if threatened or try to flee.
6-8          Neutral, will talk, attack or flee depending on interactions
9-10       Wary, but willing to listen.  Won’t let guard down.
11-12     Curious, interested in talking, will approach.
13+         Friendly, interested, will approach and offer assistance.

This system is structured to work with a possible encounter bonus of around +/- 4 or so at the extreme.  A +/- 8 modifier would mean a purely hostile or peaceful encounter.

Currently, the party is exploring the Saltwind Flats.  The area is prairie and rolling grassy and rocky hills.  The main local inhabitants are the Ahten Nomads, who are currently under attack by the followers of Doresain, King of Ghouls, who have taken up residence in a local ruin/dungeon. 

Saltwind Flats Plains and Foothills encounters
Roll
Encounter
# Appearing
Reaction Modifier (2d6)
1
Ahten Nomads – Herders with stock and families
2d10
+4 (cha)
2
Ahten Nomads – Hunting Party
d6
+3 (cha)
3
Ahten Nomads – War party – well-armed nomads
d12
+2 (cha)
4
Animal Herd (1-2 Buffalo, 3-4 Wild Horses, 5-6 Wild Cattle)
d100
0
5
Plains lion pride – plains lions.
d4
0
6
Wolf pack
D10
0
7
Ghul skulkers, looking to carry off the unwary
D4
-8
8
Gnoll raiders, looking to kill and eat something
2d6
-4 (cha)
9
Air elemental, playful, but rough.
1
0
10
Slavers out of Hellonde
D10
-2 (cha)
11
Lizardman Raiders on raptor mounts.
D6
-4 (cha)
12
Giant snake out hunting.  It ain’t picky.
D2
0
13
Griffons on the wing.
D4
0
14
Ankheg nest.  It’s usually hungry
1
-4
15
Manticore.  It likes to eat people most of all
1
-6
16
Perytons out looking for something to kill
D4
-8
17
Wendigo.  Cannibalistic air spirits only come out at night.
1
-8
18
Roll again, you find that group recently dead.


19
Roll twice, and the two groups have just met.


20
Special



I keep a separate table for Special encounters.  Those are the weird, different stuff.

I find this system gives me a good spread of random encounters with a range of possible outcomes, tied to both the story elements and the regional "feel" that I'm looking for.

Wednesday, June 26, 2013

Earthshatter & Ring of Feline Grace

Earthshatter

Earthshatter is a 2-handed Maul, forged from steel and meteoric iron, in the angular, geometric dwarven style.  The weapon strikes for 2d6+2 damage, is unbreakable, and once/day it’s wielder can unleash a blow that, if it lands on stone, throws shockwaves that do 2d6 damage to everyone within 10 feet of the wielder.   Engraved on one side of the hammer in dwarven runes are the words “Earthshatter am I.  Grungni made me to open the way.”  On the other is a network of finely carved, twisting lines with a small inlaid anvil set among them.

(Harley Stroh) If wielded by an ogre-kin, Earthshatter launches itself at the wielder, automatically inflicting a critical hit each round it is grasped. Earthshatter cannot distinguish between ogres and those simply wearing gauntlets of ogre power. 

(Zak S) Use of Earthshatter enrages the Lithic Gods. No elemental spell which calls on the earth will ever agree to aid the wielder of Earthshatter, even indirectly, and the wielder's save or armor class against any such attack will be at minus d6. Earth elementals, if called into the presence of Earthshatter for any reason, will not leave until the bearer of Earthshatter is destroyed. Stone giants can feel the shockwaves of Earthshatter and will scheme against the wielder.


Ring of Feline Grace

This simple ring appears to be carved from solid orangey stone, banded with black like a tortoiseshell cat.  If the wearer of the ring is struck by a critical hit, the black spots spread slightly and the critical is turned into a normal strike.  The ring will function d8+1 times before becoming useless.

 (Gus L) Upon exhaustion of the charges, the black spots will spread to the wearer, permanently disfiguring him with a leopard like pattern.  While this only reduces CHR by 1 point, it also causes animosity in all canine creatures (automatic -3 to reaction rolls).

(Zak S) Each time the ring functions, the wearer is seized by a wave of urbane apathy. S/he will immediately leave the party once combat ends and try to climb onto a nearby surface at least one foot above the head of the tallest party member and rest, licking his or her wounds until offered food.

Wednesday, April 10, 2013

5E Playtest: Dwarves!

We're currently getting ready to run another round of 5e Playtest, using roll20.net.  This is going to be a dwarf-only campaign, and we currently have 4 characters confirmed and ready to go, with a couple more on-deck.


Stalac(tite/mite) - Guide/Circle of the Moon Druid.

Hilbo "The Hammer" Huggins - Soldier/Reaver Fighter.  

Khidre of the Eigar - Noble/Ogre Hunter Ranger

Korrum - Underdark Guide/Thunderpriest Cleric of Moradin

Current Campaign Background:

The Kingdom of Goldhills is ruled by Andrik Ironhammer, of the Ironhammer clan.  When the Old Kingdom fell, the Ironhammers were the noble house who controlled the gold and iron mines around the Goldhills settlement.  They consolidated themselves quickly and Andrik's grandfather, Falrik, set himself up as the king of Goldhills.

Their main competition since has been from the Eigar Clan, another Old Kingdom noble house who control many of the upland farms, ranches and logging operations.  Several other smaller clans make up the balance of power.  Generally speaking, the Ironhammers control mining and forging operations, and make up the bulk of the Goldenhills Guard, and the Eigar control food production, trade and logging, and make up the majority of the Paths Command and Traders Guild - however, both those organizations are severely restricted in size and budget due to the century or so of isolationist policies of the Ironhammer clan.

Goldhills Hall and surrounding valleys are the main settlement, population is about 7,500 - 5,000 in the hall and 2,500 in the immediate vicinity.

There are also 4 smaller settlements, Greatrock, which is built alongside the river and has a number of waterwheel-powered sawmills, Coalbellow - a  mining settlement at a major coal seam further down the valley, High Grass - surrounded by most of the highland farms, and Shalecliff, a new mining outpost on a major silver and gold find.

I also set up a Campaign Tumblr to post pictures and maps:  http://kootenaymurph.tumblr.com/.

Lots of good tools out there right now, hopefully this will be successful.

Thursday, November 22, 2012

Making a D&D Next Character

I made a D&D Next character today using the most recent playtest rules (from the set that includes the monk).

The last time I made a character was with the very first set of playtest rules, and quite a bit has changed since then.

We're doing an online playtest tonight, and the group needs a rogue.  Our experience in the Next game that I DM is that the rogue is pretty powerful, but apparently some smack has been talked about them, so I'm interested in creating one to see just what they can do under the newest rules.

So, race comes first.  Everyone plays a halfling thief, so I figure elf or human, or maaaaaybee dwarf if I come up with a good idea.  Perusing the races my latent min/maxer kicks in - I pick the wood elf for the +1 dex bonus, the automatic training in spot and listen and the enhanced ability to hide.  All good things for a rogue.

Stats come next, roll them up using 4d6 drop lowest - 12, 17, 12, 16, 10, 8.  Those are quite good, actually, especially when you realize that you get to add at least 2 point to those scores.

I'll take Str 10 cause I don't need it, Dex 17 of course, Con 12 for a slight HP edge, Int 16 for the skills, Wis 12 for skills and Cha 8.  Yaay for Charisma dump stat!  Add the +1 Dex for being an elf and I'm sitting pretty at 18 Dex.

I already picked the rogue class, so I get another +1 to add to Str, Dex or Int.  Dex it is for the 19 and the +5 bonus.  Finesse weapons here we COME.  And the damage dice increase on shortbows from being an elf don't hurt none either.

On to the Background, Specialty and Scheme.  So many choices here!  I don't like the Backgrounds and Schemes that I see, too much overlap and duplication of what I already have.  It seems like if you get training on a skill you already have you should get an extra +1 or +2 or something.  Is there a rule I missed?

Since I'm not happy with any of the ones I see here, I'll make up my own.  They thoughtfully give me rules to do that, and hellz, I'm a DM, I make up my own shit ALL THE TIME.

Background: 
Brigand. You are a robber or forester who lives in the wilderness. You have excellent forestry skills, and excel at avoiding pursuit or detection.

Skills: Track, Survival, Search, Climb
Trait: Wanderer – excellent memory for maps and terrain, can find
food and water for up to 5 others each day.
Cool art from this blog.

Scheme: 
Nightrunner. The Nightrunner is an elven assassin, spy and saboteur. They are trained in stealth, climbing and agility, as well as sneaky tricks.
Skills: Stealth, Balance, Disable Device, Tumble
Maneuvers: Danger Sense, Precise Shot, Sneak Attack, Spring Attack, Vault, Controlled Fall, Parry, Tumbling Dodge.

Woot - that means I have training in Listen, Spot, Track, Sneak, Survival, Search, Climb, Balance, Disable Device and Tumble.  Thiefy and scouty!  I get a skill mastery maneuver automatically that lets me add my expertise dice to a skill check, so that enhances all these skills.  Being a rogue also gives me thieves tools, proficiency in light armor and basic, finesse, simple and martial missile weapons for a reasonable weapon selection.

Picking a Specialty is actually pretty tough, as there are a lot of Specialties that fit with my character concept (elven Snake-eyes FTW!)  Eventually, I pick Ambush Specialist, getting the Improved Initiative feat.  +4 on initiative and a minimum of 10 on initiative rolls means that I CANNOT get less than 19 on an initiative roll.  Plus my danger sense maneuver lets me add my expertise dice to initiative.  Minimum 20, then, so I will be going first.  And that is good since I only have 7 HP and 16 AC.

For weapons, being an elf gives me enhanced damage dice on the shortbow, that will be a no-brainer.  I also take a katana (SNAKE-EYES!  SHUT UP!) for the higher damage since I can't use a shield anyways, daggers for thematic effect and throwing and a spiked chain (kusari) because it's cool and I could see it coming in handy.  Indiana Jones always found a use for the whip, so a weighted chain should be useful.

Because of the high Dex and the +2 rogue attack bonus, I have +7 to hit with all my weapons, and most of them get a +5 damage adjustment.  I may not be durable, but I'm pointy.

Leather armor is obvious since my Dex is so high.  I'll also take a raft of sneaky gear:  backpack, climbers kit, 2 grappling hooks, caltrops, oil, ball bearings, pitons, tinderbox, waterskin, chalk, thieves tools, a steel mirror and the obligatory black cloak.  That leaves me enough money for all my weapons and about 20 GP left over, as you are allowed to spend 175 GP if you don't take the standard gear recommendations.

Finalized sheet is here:  Cerdwin

I did have the +1 rogue bonus added to STR instead of DEX on this character sheet, but I'll fix that up shortly.

Some thoughts:

It's a bit fiddly if you care about duplicating skills.

Improved Initiative will be nerfed shortly.

Between Class, Race, Scheme, Specialty and Background there is a LOT to choose from.  Maybe too much for a newbie.  Definitely harder than the first couple of rounds of playtest.

It's really easy to customize character creation, which is great.  Min/maxing is there but less of an issue than 4e and you don't seem to need a doctorate in systems design to plan a character like you did in 3e.

These characters remind me a bit of Palladium system characters.  Many of the basic bonuses and skills are set on creation and the characters don't change THAT much as you level.  Sure you get better, but the basics are all the same.

This rogue is going to be nasty if I don't die immediately.

I could easily die immediately.

It's a bit weird having katanas and things in the equipment lists, but I rationalize by saying that they are just elven-style weapons analogous to katanas and kusari and other ninja/oriental stuff.

You could still do old-school characters very easily on this system by removing Scheme, Specialty and optionally background.  The system would still work at least as well as 1e.  Keeping background and Scheme would mean you basically have 2e.

The feats are simple and the Specialties work more like Vampire Disciplines now - neat new powers every few levels.  I like that.

This is flexible and interesting enough that I like creating characters.  Probably the most interesting character creation in D&D since 2e.

Friday, November 2, 2012

Scale and Fantasy Maps

I've been working on a hexcrawl, and one of the things my research is making me notice is how totally messed up the scale on many fantasy maps is.

Case in point is this:  http://www.profantasy.com/rpgmaps/?p=2098

The map of Narsaria pictured here has a little scale in the lower-left.  If that is to be believed, Narsaria is about 1200 miles by 900 miles.  Or about 1.08 million square miles.  Just for reference, the continental US is about 3.75 million square miles.  This "nation" is more than 1/4 the size of the United States.  It's as big as modern Egypt.

The Roman Empire at it's height was 2.5 million square miles.  So this nation of traders is about 1/2 the size of one of the largest empires in antiquity.  See this handy tool for more comparison.

http://en.wikipedia.org/wiki/List_of_largest_empires

It sure it a nice-looking map, though.  Too bad the scale is utterly buggered.

I decided to go small with the initial nations encountered in the D&D Next Hexcrawl I'm working on.  They run between 3 and 12 90-square mile hexes each.  I started them using the Abulafia random fantasy region generator, then placed them on the hexmap, then worked up their stats using Medieval Demographics.  I was relieved to generally find that my instincts were close to correct about town sizes and proximity.

I'm also adding Dwarven Holds, Elf tribal areas and general regions of humanoid activity, as well as setting up a regional key that I can use to determine random tables and hexstocking activity.

West Pass is a ruined principality near a great river.
The weather there is usually lightly windy and warm out.
It is ruled by a genius.
This domain gives a strong sense of being very ancient.
This domain is famous because its impregnable defences.
The laws of this domain are very strict. Punishments for misdeeds tend to fit the crime.
Recently, the land has been threatened by vicious gangs of bandits.

West Pass covers 1800 square km (8 hexes) and has 1000 square km in arable land.  The total population is  about 76000 population, spread among 151 villages of about 700 people which are an average of 4 km apart.  There are 2 towns, 30 km apart, one of 2000 people, the other, the capital of about 5000, both towns are fortified.

The hand of the ruler rests firmly but not excessively on the people, and the Towns have about 30 soldiers each. The villages have 5 soldiers each.  The total muster of the principality is about 800 soldiers.  In an emergency, about 1500 more armed farmers can be raised as well. The population is primarily Humans with a considerable number of Dwarves and Gnomes and some Elves and Halflings.  Humanoid races are not welcome in West Pass.

Skull Cove is a desperate nation in a grassy plain.
The weather there is usually foggy and warm out
It is ruled by a wealthy merchant.
The people of this domain are fond of good food, drink, and merrymaking.
This domain is famous because of the horrible monsters that inhabit the countryside.
The laws of this domain are almost nonexistent. Punishments for misdeeds tend to be fatal.
Recently, the land has experienced the surrender of their great admiral after an overwhelming naval defeat.

Skull Cove covers about 500 square km, of which 200 square km is arable, accessible land.  The total population is 14,000 people, dwelling in 31 villages, 1 small town, about 5 km apart. There are about 4 soldiers per village, with a total muster of 150, plus ship crews. The population is mostly Humans and Selkies, with a considerable number of Wolfen, Orcs, Goblins.

The Owl Barony is a wealthy kingdom in the high mountains.
The weather there is usually fairly rainy and cool out
It is ruled by a youthful leader.
This domain gives a strong sense of being a place of deep mystery.
This domain is famous because it is very ancient, and has many ruins from a lost civilization.
The laws of this domain are just and fair. Punishments for misdeeds tend to be conducted behind closed doors, so no one is sure what happens - except that the survivors emerge changed and broken.
Recently, the land has been threatened by a jeweled dagger which excites the greed of all who behold it.

Owl Barony covers about 1500 square kilometers of land, of which 410 square km is arable.  The total population is about 28000, dwelling in 57 villages, each about 6 km apart. 2600 live in the main town, which is fortified and close to the Owl Castle.  There are 50 soldiers in town and about 7 soldiers in each village. The full muster is about 500 trained troops, and the population is mainly Humans and Dwarves, with some Wolfen and Bearfolk down from the Drowned Moors.

Ebony Summit is a thriving nation near a great river.
The weather there is usually powerful winds and cold.
It is ruled by a spirit.
This domain gives a strong sense of being gray and gloomy.
This domain is famous because Cursed Students of Heirophant Provosts are based here.
The laws of this domain are favorable to one class of citizens over another. Punishments for misdeeds tend to involve loss of property.
Recently, the land has experienced the capture of a bandit carrying ancient treasures looted from a previously unknown tomb.

Ebony Summit covers about 2750 square kilometers, of which 1700 square kilometers are arable land.  The total population  is about 117,000.  There is 1 city of about 8000, 2 towns 30 km apart of about 2000 each, and 200 villages 3 km apart.  There are 2 castles and 1 ruined and abandoned castle in the south.  Ebony Summit is tyrannically ruled - the city has 200 soldiers, towns have 100, village have 14. Total muster is over 3000 soldiers.  The population is mostly Humans and Halflings with many Wolfen and Orcish slaves.

Nitherfell is a large city-state in an archipelago.
The weather there is usually very rainy and temperate
It is ruled by the aristocracy.
The people of this domain are unusually short.
This domain is famous because it is very ancient, and has many ruins from a lost civilization.
The laws of this domain are nonsensical. Punishments for misdeeds tend to be banishment.
Recently, the land has been threatened by Bercimemnon Rowaric, the Leader of the Way ,.

Nitherfell covers about 4500 square km, of which 1900 square km is arable land.  The total population is about 135,000, mainly living in 267 villages 4 km apart, each with a population of about 700.  There are 3 towns, the capital has a population of about 8000, the others, about 1500 each.  There are 3 standing and 1 ruined castles, and zealous law enforcement. Villages about 7 guards each, the smaller towns have 20 guards and the capital has 80 guards. The total muster is around 2000 soldiers.  The population is mainly Humans, with a few Selkies, Dwarves and Gnomes.


Tuesday, October 30, 2012

Hex-Stocking

For the last few months I've been running a D&D Next Playtest, which has been going pretty well.  In fact, I have another playtest write-up to do, but I probably won't get to that for a few days, as I get to take my daughter, the Tiger Fairy Princess Warrior (tm) out Trick or Treating tomorrow night.

I also got my beta test key for The Banner Saga (I'm 1 and 1 in multiplayer so far), which I backed on Kickstarter, AND I got a release email from Stardock that my free copy of Elemental: Fallen Enchantress is ready.  That was sorta a Kickstarter in the sense that I pre-ordered War of Magic and is sucked so much donkey dong that Stardock decided to give me Fallen Enchantress for free.  Which was nice, but considering they've had $60 from me for about 5 years now, seems like a bit of a long-term investment.

AND the new Playtest package dropped yesterday, plus the beta for Tabletop Forge came out, which I ALSO supported on Kickstarter.  And I need to read more Vornheim because, well, it's good.  Oh, and the Steam Halloween Sale is on and I MUST HAVE STRENGTH.  THOR GIVE ME STRENGTH NOT TO BUY MORE GAMES.

So yeah.  There is all that.  But tonight I want to talk hexcrawl.  I really want to do a decent hexcrawl, so I've been playing around with setups and reading up on people that are successful at running them.

I got started using Hexographer to build a random map, then used the Hex Map Key from Abulafia and the Fantasy Region generator.  That got me a basic 40x40 hex map, some political players and bunch of cool hex ideas.

But then I started thinking about what hex size I wanted.  I figured 10 mile hexes would be good.  A bit of calculator work meant to me that meant about a 150,000 square mile area.  About the size of Germany, or the southern third of British Columbia, where I live.   So that means that the map I have is way to varied in terms of geography - can't go from ice flows to equator in 400 miles.  I figure I'll rework the map assuming that it's a coastal area at about the same latitude as Washington State. That gives me some nice seasonal variation, a decent amount of area and reasonable diversity in geography.

I'll use the Medieval Demographics Made Easy Domesday Book to work up the regions a bit more, then I want to identify major humanoid tribes and their regions, work up some random tables and develop the map a bit more.

Here's what I have so far - more as it develops.

Tuesday, October 23, 2012

Vornheim: The Reviewening


I will start by telling a little customer service story.  I haven’t traditionally been a huge Jim Raggi fan, but I gotta tell you, he’s good at customer service.

I ordered Vornheim from the LotFP online store about 5 weeks ago.  Last week I was getting a bit antsy about it not being in my hands, so I wrote Jim an email through the store support contact.  I received a reply promptly (accounting for time difference) which apologized for the inconvenience, laid out the standard timeline for shipping to my location, described some potential reasons for the delay and offered to buy me another copy from a north American vendor (since he’s sold out)  if the product did not arrive within a certain amount of time.

I’ve worked in customer service, people.  I was a customer support call center manager.  This is HOW THIS SHIT IS DONE.  Armed with the information that a) the delay was within the range of expected shipping time, b) Canadian customs sometimes slows stuff down arbitrarily and c) I had an alternative if I was unhappy with the wait, which the vendor would pay for himself – I was happy to wait a few more weeks.  And lo and behold, Vornheim arrived late last week.

So from one customer support professional to another – fabulous job, James Edward Raggi IV.  Top f’ing notch.  It’s pretty likely that Jim knew that he wouldn’t have to buy/ship me a copy from a North American vendor, but he made the offer, and that is huge.  Much of customer service is managing expectations and providing options, and that was deftly done here.

On to Vornheim.

This book is smaller than I expected.  There is a certain expectation I have for physical dimensions of RPG supplements, and this book does not conform to that.  But that isn’t bad.  This is a very convenient size for an rpg book.  I could fit it in a coat pocket if I wanted to.  And the contents make me want to.

When I actually read the book, it’s incredibly DENSE.  There is more practical, useful, interesting stuff in this book than in all the 4e books I purchased.  There is NO wasted space.  The INSIDE OF THE DUST JACKET has a map on it.  It’s like working in a well-designed ship galley kitchen.  Everything is right there within reach and no space is wasted at all.

This is the chocolate brownie of role-playing supplements.  It’s small, chewy and tasty.  Getting a bigger piece would almost be overkill.

I quite like the multi-column random tables.  They are a great use of space, since they can be used straight across with a single roll or rolled on multiple times.  The dice-drop tables are also handy.  I’ve spent some time deciphering all the things they could be used for, and I feel that I’ve only just scratched the surface.

The book is also fairly edition-neutral, which is a good thing.  I’m mostly playing D&D Next right now, and I can use the stats and tools pretty much straight across.  A handy-dandy “Later Editions Conversion Table” is also included, plus the dice-drop charts support ascending or descending AC, depending on your preference and system.

I’m a little bit less in love with the included adventures.  They are interesting and all, but I can’t help but feel that the space they use would have been better served with more tools.  And make no mistake, this book is a toolkit.  There are tools for quickly building street maps, tools for populating businesses, for naming taverns, for organizing relationships between NPC’s.

Portable, incredibly useful, interesting art, helpful tables and not a single square inch of wasted space.  This book is fundamentally different than what you see coming out of any major RPG design company.  I can only wish that Gary Gygax was as good at book design as Zak S is.

The only downside is that it took a long time for me to get it.  But Jim Raggi dealt with that problem in an admirable fashion.  Thanks, Zak and Jim – now I have to reevaluate what I expect from BOTH and RPG supplement AND an RPG seller.

Friday, October 5, 2012

D&D Next Playtest Session 4: Against the Kobolds


When I ran Chapter 3 of Blingdenstone Enhanced, I didn’t get a chance to use my full remake and ended up using the included map instead.  That actually worked out better than I thought it would, but I still wasn’t that happy with it.

For Chapter 2, I managed to get the Enhanced Version finished before we ran it, so I got to use it.  As you may have already seen in Chapter 2 Enhanced, I combined the random-encounter format of chapter 2 as it’s presented in the standard Reclaiming Blingdenstone with a fully mapped-out kobold lair. I also added some additional kobold traps and modified the encounter table to make it more likely that the party would find crystals without having to roll dozens of encounters to find them.

After chatting with Gurmadden and Kargien a bit more, the party loaded up on supplies (a couple days worth of dried mushrooms) and headed out over the barricades into the ruined city.  They brought torches and have the cleric’s orison available for light purposes, and since they leveled up last session, the Halfling thief (Steven Seagal – he fights with a knife and can cook) has low-light vision now, so he was able to take the lead.
Of course, they neglected to mention that they were actually on the lookout for traps or ambushes and strolled blithely right into the first kobold ambush.  On the upside, the thief was way out in front and his high dex and light armor made evading the net and resulting shower of javelins pretty simple.  The rest of the party rushed up and laid the hammer down on the ambushing kobolds, who scattered immediately and only took about 3 casualties.

The kobolds didn’t get off so lightly on the next ambush, though.  Incensed that the monsters were fleeing them, the party pushed on in full alert.  Steven Segal noticed the next net trap, surreptitiously alerted the party and led them around it, then hid and came back to look for the ambushers.  The kobolds didn't really twig to the fact that the trap had been spotted but were staying hidden, so Steven was able to sneak back and start killing them. 

Then the party spotted the hiding kobolds and laid into them – essentially turning the ambush.  Only about 3 kobolds managed to get away this time.  Kobolds are quick little buggers when they are scared.
Afterwards, the party continued on to the Wormwindings (I keep forgetting it’s called the Worm WRITHINGS, so I just changed it to what I keep calling it).  My version of the chapter gave the PC’s the option of asking Miglin to search for the kobold lair directly, which is what they elected to do – after managing to identify the rockfall trap at the entrance.

I rolled a 4 on the amount of time it would take for Miglin to find the lair, which meant that they had 3 random encounters before locating it.  On reflection, I might bump that roll up to a d6 or a d8.  It didn’t seem like it was long enough.  The 3 encounters they had were:  precious metal vein (silver), precious metal vein (gold), crystals…  but they elected not to do any mining on any of them for fear of alerting the kobolds.

When they finally found the lair, they managed to sneak pretty close to the entrance, then launched an assault.  The initial defenders broke pretty quickly since both fighters and the thief were in hand-to-hand range and the cleric and wizard both laid into them with ranged spells.  The 2-h weapon fighter then pursued the fleeing kobolds deeper into the lair, where he was met by a shower of javelins in the secondary ambush, dropping him from 29 HP to 9 HP in one round.

A quick retreat, cure light wounds, then a charge led by the heavily-armored dwarf and a missile barrage from the thief and the spell-casters broke the secondary ambush and sent the kobolds scattering into a network of low tunnels.  The thief pursued them and they had a bad time.

The rest of the party followed the main tunnel and came up on the kobold barricade.  They quickly formulated a plan and opened up with a missile/spell barrage on the barricade defenders.  One of the spells was Radiant Lance, which hit and killed a kobold defender.  I’d been describing the radiant lance kills as bursting the kobolds into flame, so when that happened, I rolled to see what the burning lil bugger would do, and what he did was fall over onto the barricade and prematurely light off the pitch that they had soaked it in…

That, combined with a sleep spell that had caused half the others to drop asleep, cause big problems for the kobolds, and the few survivors fled again, leaving a merrily burning barricade.  The party waited for the barricade to burn down, then crossed and was faced by a fork in the road.  On way let to a kobold dining room, the other to a tunnel for which came a horrible, horrible stench…

They chose the horrible stench.  I’m not sure why players do that – but if you tell them they smell something horrible, they will go and find out what it is, by god.  I think it’s the same reflex that makes us look inside the Kleenex after we blow our nose.

Anyway, the source of the horrible stench was the kobold’s trash-heap, and it’s attendant Otyugh, who was not happy about them attempting to steal his delicious trash.  One short and unpleasant (for the Otyugh) fight later, and the party was able to retrieve a corpse with a masterwork short sword from the pile of garbage.
Turning back, they encountered the kobold scouts who were searching for them.  In a simultaneous ambush, kobolds come off poorly against armored dwarf fighters, and the surviving kobolds fled again.

Things We Learned:
Killing kobolds doesn’t get old.

When pretty much everyone has +3 dmj adjustments, kobolds are pretty much all minions.

Concentrated fire can be very dangerous.  If anyone but the high-hp fighter had run into the kobold crossfire, they would likely be dead.

The thief is AWESOME.  I’ve read some places that the thief is seen as somehow problematic.  If that’s the case, you’re playing the thief wrong.  He has good ranged and close attacks, his skills make him essential for trapped or dangerous areas and his sneak attack makes him brutal if he gets the drop on you.  Last session I really saw the flexibility of the expertise dice for the fighter – this session I saw the versatility of the thief.

Short-range AOE stuff from the wizard can clear out low-hp enemies, but it’s really dangerous.  There is none of the ranged AOE stuff from 4th on display here yet, so the risk/reward is really high, which is kinda good, I think.

I dig this game.  As does the rest of my gaming group.  Hopefully we’ll see more playtest stuff soon, because I’m already planning out a long-term campaign.