To quote Bill Murray from the movie Stripes, "Well, that was interesting."
I'd never done something like this before. And I didn't know what to expect, but I was surprised by a few things. The entry that generated the most conversation was Evolution (y'all have thoughts about other editions of D&D. I see that now.) The least amount of participation was, of course, Suspense. Again, I'd like to apologize to any Texas Aggies who may have read the entry and thought I was stealing their joke. I meant no offense.
Everything else in between was about the same, but I did see an uptick in the days where I gave out some delicious home brew for my game. Those posts were quietly and fervently consumed with very little drag.
My biggest regrets were the 11's, the ones where I dipped back into RPGaDay's Past to build a blog entry because I didn't have anything for the prompt. Now, having said that, I told you that to tell you this: I'm a pretty clever guy, and I dug deep for some of these entries, which is why the blog jumped around like it did. If I couldn't come up with something based on your prompt, it was probably a little too broad. No disrespect to David Chapman, who has been spearheading this for six years. Lots of questions, lots of prompts (186, to be exact). I get it. I am just saying I would not mind more specific cues going forward.
I'll most likely do this again next year. But having now read a month of my meanderings, I have a few questions for the handful of you who made it through the month unscathed. What would you like to see, going forward, on this blog? More posts about me blathering about the good old days? More war stories? (I have a number of entries I could write about my time at Chessex). More campaign notes and homebrew stuff? I got a lot of that, too. Is there something else I could be talking about that I am not?
Any comments or direction would be great. I've got some of you, and I'd like to keep you around, so here's your chance. Tell me what you want, please.
Here's the full list of topics on each day, all in one place for your clickity-click-convenience.
First
Unique
Engage
Share
Space
Ancient
Familiar
Obscure
Critical
Focus
Examine
Friendship
Mystery
Guide
Door
Dream
One
Plenty
Scary
Noble
Vast
Lost
Surprise
Triumph
Calamity
Idea
Suspense
Love
Evolve
Connection
Last
Showing posts with label RPGaDay 2019. Show all posts
Showing posts with label RPGaDay 2019. Show all posts
Monday, September 2, 2019
Saturday, August 31, 2019
RPGaDay 2019: 31 Last
I was hoping to stick the landing, here, but this word
just…well, again, there’s too much real estate to realistically cover and I am
tired. So, in keeping with my brand-new, just-made-it-up tradition of
re-writing the 11’s to better serve my needs, Here’s my answers the previous
year’s questions for Day 31.
#RPGaDay 2018 31 Why did you take part in RPGaDay 2019
I caught wind of this at the end of last year, when it was
far too late to participate, and I vowed to do it up for real next year. This
year, in fact. I think I did!
We will know that the industry is out of ideas when Toon gets reworked for “the world’s greatest fantasy role-playing game.”
I think more and more people are going to bring their campaign worlds to life using
the D&D OGL. That model is what will keep the interest high and also keep
the money pool shallow. A perfect cottage industry.
#RPGaDay 2016 31 Best advice you were ever given for your
game of choice?
If you don’t like the rule, don’t use it. That freed me up to concentrate on the stuff
that mattered to me.
#RPGaDay 2015 31 Favorite non-RPG thing to come out of RPGing
I love that game theory and game studies are now a real
thing at colleges and people far smarter than myself are digging down into the
underpinnings of this hobby. It’s fascinating stuff.
#RPGaDay 2014 31 Favorite RPG of all Time
My heart will always belong to Call of Cthulhu. The system
is largely unchanged, the mechanics are simple and effective, and the rules
reflect that world with just a couple of simple precepts. It’s the only game on
the market, before or since, where character death is a fun, interesting and
awesome thing because it’s built into the game world and stated up front.
Despite its subject matter, it was a tonic during the Satanic Panic of the
1980s because no one ever flipped out when their investigator went mad or got
slurped up by a monster. Everyone just laughed about it. Which is good, because
it’s just a game.
But it’s a great game. My favorite.
But it’s a great game. My favorite.
Thanks for playing, everyone. We have some lovely parting
gifts. Please sign the guest book on your way out. It would be great if you subscribed to this blog or bookmarked it, too. I'll put more stuff up soon. I promise.
Friday, August 30, 2019
RPGaDay 2019: 30 Connection
Isn’t that why we’re all here? To make connections? I mean
on the Internet. Not in real life, God, no. Meatspace is gross!
Only kidding. After all, what is tabletop gaming without the
sights, the sounds, and the smells?
Again, only kidding. Mostly.
But I do want to point out that it’s not secret that gaming
brings us together, over a shared activity, a shared vocabulary, a communal
liminal space, written by committee on the fly, and managed through random
arbitration. That’s gaming, in very clinical and not-sexy terms.
The magic of gaming is our ability to link up our neural
networks to make that communal space. My narrative and your inner eye, bolstered
by your fellow player’s comments, creates this amazing stage that you can see
and also interact within. It’s a dream space, where you pull back to see
yourself in the space, and then zoom back into your avatar’s head to speak
words, engage opponents, and interact with other players.
There is nothing else like it. Video games can simulate that
experience, but you are limited to what the development team decided a scorpion
orc would look like. You don’t get any input into that. You also are limited by
how you can interact with the monster and the world. If they don’t want you
climbing the walls to get out, then you don’t climb the walls until after the
big bad monster is dead. Talk about a railroad!
Our connections to the shared experience is a kind of
alchemy, and I just now realized that the church people from the mid-1980s were
right all along. It is a ritual, though not a satanic one. It’s this
intentional mental space you put yourself into that allows the dungeon master
to feed you input via visual and auditory stimulus, and you engage with that
artificial reality as if it had gravity, mass, and weight.
Thursday, August 29, 2019
RPGaDay 2019: 29 Evolve
Looking at the evolution of Dungeons & Dragons is pretty
interesting. Forty years. Let’s be charitable and say there have been seven
iterations of the game, with each successive edition being a zeitgeist of the
times. That’s what makes fifth edition so interesting. Sure, in many ways, it’s
everything that forth edition wasn’t, but in terms of tone and can-do attitude,
it’s more like vintage D&D than any other edition. In this regard, we’ve
kind of come full circle.
Likewise, the players have evolved with the game—sort of. I
think that gamer larvae start out pretty much the same: “I kill it with my
sword!” But thanks to the rich vocabulary that has developed to support
role-playing as a cultural pastime, and the highest levels of engagement in the
hobby to date, and also a proliferation of tutorials and op-ed YouTube channels
and podcasts and all of it, gamer larvae grow into gamer butterflies much
faster these days. Or they leave and go back to Grand Theft Auto. But most, I
would venture to say, see the value and the appeal of true freedom in gaming.
My groups all have. They love God of War, but they talk about their table
adventures with the same fervent and reverent tone of voice.
I can’t think of any other game that has tried so hard to
keep up with the times. There’s a reason why D&D rules the roost; they have
put the sweat equity in. Let’s throw a little love out.
This was the awkward, wonky, uneven, crude and strange
version of the game and you know what? I still love it. I think it more for
nostalgic reasons these days, but there is some great stuff still in the
original game system. And there are a lot of old school players who feel that way, because they keep re-re-re-reprinting their version of the game, over and over, changing flavor and updating artwork but keeping all of the charts and tables that seem so quaint in the modern age.
There is still a lot to like about the original game, no matter how tangled its origins. It gets the credit for being the first and it really could not have gone down any other way. The language for role-playing games hadn't been invented yet. The systems for keeping track of things, combat, experience points, even skills--none of it was there. Not until this. And as creaky as it seems, if you sit down with a few friends and start playing it, it'll all come rushing back on you, muscle memory, and you'll be transported again--maybe not to Grayhawk, but definitely back to 1982.
Old gamers, the grognards and the neckbeards, often grumble and kvetch about these kids today not knowing their roots, and my first thought is always, "Oh, you make sitting down with you lecturing them for four hours seem so bloody interesting, it's a mystery why they don't." I get the seed of their frustration, and I sympathize with it, but I don't blame all of the new gamers. Au contraire, I welcome them. For one thing, they are way less grumpy than a lot of the guys my age, so, right there, I'm on board with the new blood. And if my group gets a taste of the "old school" style adventures and classic modules via 5th edition, they are way more appreciative of my age and experience because I'm not talking down to them. But I digress. We were throwing love, not shade.
There is still a lot to like about the original game, no matter how tangled its origins. It gets the credit for being the first and it really could not have gone down any other way. The language for role-playing games hadn't been invented yet. The systems for keeping track of things, combat, experience points, even skills--none of it was there. Not until this. And as creaky as it seems, if you sit down with a few friends and start playing it, it'll all come rushing back on you, muscle memory, and you'll be transported again--maybe not to Grayhawk, but definitely back to 1982.
Old gamers, the grognards and the neckbeards, often grumble and kvetch about these kids today not knowing their roots, and my first thought is always, "Oh, you make sitting down with you lecturing them for four hours seem so bloody interesting, it's a mystery why they don't." I get the seed of their frustration, and I sympathize with it, but I don't blame all of the new gamers. Au contraire, I welcome them. For one thing, they are way less grumpy than a lot of the guys my age, so, right there, I'm on board with the new blood. And if my group gets a taste of the "old school" style adventures and classic modules via 5th edition, they are way more appreciative of my age and experience because I'm not talking down to them. But I digress. We were throwing love, not shade.
Second Edition
Okay, well, we might as well get this out of the way: I felt about this the way most Millennials feel about fourth edition. I didn’t like any part of what happened in Second Edition. Well, except for the artwork. The artwork stepped up, way up, and has stayed great ever since. But I hated the Monster Manual three-ring binder. I hated To Hit Armor Class Zero. I hated the “neutering” of the monsters (no demons or devils—and while I never used them in my games, this was all part of the same campaign that wanted to censor Warner Brothers cartoons and other such nonsense).
By this time I had moved on to other games. We still played AD&D, just not second edition. I did this up until probably 1991 or 1992. Second edition was for the youngsters, with the new math and all of the fancy artwork. What a weird line in the sand to draw, but hey, that's what your twenties are for, right?
Okay, well, we might as well get this out of the way: I felt about this the way most Millennials feel about fourth edition. I didn’t like any part of what happened in Second Edition. Well, except for the artwork. The artwork stepped up, way up, and has stayed great ever since. But I hated the Monster Manual three-ring binder. I hated To Hit Armor Class Zero. I hated the “neutering” of the monsters (no demons or devils—and while I never used them in my games, this was all part of the same campaign that wanted to censor Warner Brothers cartoons and other such nonsense).
By this time I had moved on to other games. We still played AD&D, just not second edition. I did this up until probably 1991 or 1992. Second edition was for the youngsters, with the new math and all of the fancy artwork. What a weird line in the sand to draw, but hey, that's what your twenties are for, right?
While I wasn’t in it at this time, in hindsight, creating
the Open Game License was the smartest thing they ever did. I know that because
I was selling it to game and comic shops at this time, and it was like a whole
new game. Now, did that kinda backfire on them, eventually? Yeah, it did.
Players (and DMs) felt the “keeping up with the Joneses” vibe in that there was
always a new book coming out with new feats and three spells and you just had
to have it all. Might have been great for Wizards of the Coast's bottom line, but it looked
like a cash grab to me (at the time).
There are still a number of people walking the earth that think D&D 3.5 is the superior form of the game, no take backs. I mean, where do you think Pathfinder came from, anyway? I did appreciate what 3.5 tried to do, which was fix stuff that was wrong with 2nd edition. Well, that and the very idea of giving the core game away for free and allowing all of these small companies to prop up and support your product line. I never took advantage of it, but I always thought it was a genius move.
There are still a number of people walking the earth that think D&D 3.5 is the superior form of the game, no take backs. I mean, where do you think Pathfinder came from, anyway? I did appreciate what 3.5 tried to do, which was fix stuff that was wrong with 2nd edition. Well, that and the very idea of giving the core game away for free and allowing all of these small companies to prop up and support your product line. I never took advantage of it, but I always thought it was a genius move.
The dreaded 4th ed. This is so taboo that we’re not even
supposed to talk about it, especially if we liked 4th ed. It’s like how the
Klingons aren’t supposed to talk about the smooth-headed versions from the
original Star Trek series. They acknowledge it with their stony silence.
This was actually my re-introduction into D&D. I bought
the Starter Box for my niece one Christmas and I ran a game for her and my
brother, cold. It was a lot like my initial introduction to D&D in that I
had to stop and stare at the rule book and try and decipher some of the changes
while my two players rolled dice and drew elves on scratch paper.
It wasn’t my favorite, but I did like some of the things
they tried to do. Stepping back from it, I do think that they were trying to
mimic the feel of turn-based video games, and it was a great success, as a simulation of that.
But I think maybe they forgot that they were, at their core, not video games. They were
Dungeons and Fucking Dragons. They don’t copy everyone else, they let everyone
else copy them.
Here we are. The current version of the game; simplified and
also expanded greatly with just a few interesting concepts. Gone is Thaco, and
instead is the elegant armor class that we should have had all along—a target
number. And speaking of “all along” the idea of advantage and disadvantage is
so simple to grasp that it feels like it’s been there forever. I love the idea
of conditions that are hung around character’s necks. Simplified skills are all
folded into proficiencies now. And there aren’t a string of plusses you have to
count up.
The esprit de corps of 3.5 is present, in the DM’s Guild, a
marketplace for anyone to publish their additions to D&D for anyone to try.
Most of these additions are inexpensive and some are even free. This means that
there is support for the game on a daily basis, freeing the developers up to concentrate
on big ticket items.
Looking back, it’s weird to me that character classes like
the Barbarian—a class no one would dream of leaving out of the mix—was a class
I remember being introduced in Unearthed Arcana as a new thing back in the
mid-80’s. There’s a lot of seemingly vintage ideas that are back in, the
biggest of which is the role-playing part of the game. If fourth edition went
too far into skirmish and tactics, fifth edition is practically touchy-feely
with all of the different ways you can make a character part of the overall
story.
And I’m sorry, but the background system is kinda perfect.
The idea that you get to walk onto the stage having already done something is
just brilliant. It’s the thing that keeps your players from rolling up
dead-eyed baby killers who burn down villages. It’s much easier to apply
consequences to actions. It’s accessible and playable as a referee with just a
few tables in your hand.
I really do think it’s the best version of the game we’ve
ever seen. It embraces everything from the last forty years and takes the best
parts of itself and leaves the rest. Few other game systems have the longevity
to even try that as an experiment and the ones that do have the history haven’t
tried to overhaul themselves more than once, maybe twice. I mean, the seventh
edition of Call of Cthulhu is out, and while there are certainly more rules
than ever, the basic game still looks almost identical to the one I first
picked up in 1983.
I don’t know what the sixth edition of D&D will look
like, or when if ever we’ll see it. I can’t fathom what that would be or why
they would need to get away from what they have settled on here. I mean, there
was almost a perfect storm of 5e hitting the marketplace, timed to coincide
with the fortieth anniversary of the game, and the outing of all the
celebrities in geek culture who were “secretly” playing D&D. You couldn’t
make that up.
It brought so many people back to the game, myself included,
in a big way. And with few modifications, I was able to drop my old stuff into
the new game and hit the ground running. Smart design, simple concepts, and a
wide-open game license. It’s no wonder D&D is at the top of the food chain,
the apex predator of role-playing games. And as of this writing, there is no
meteor in sight to topple the old dinosaur’s reign anytime soon.
Wednesday, August 28, 2019
RPGaDay 2019: 28 Love
I love the control and the instant story delivery system. I love
taking what players do and spinning that into new developments for them to
discover. I love the spontaneity of the table.
What do you love about D&D?
It’s an old shoe. It’s comfortable to wear, to move around
in, and is still surprisingly durable and resilient.
What do you love about this challenge?
It’s forced me to hunker down and work on content. I’ve got three large homebrew projects that are hanging around, half finished, that I want to put up here, and possibly develop as a pdf for the DM’s Guild. This has been a good reminder to work to completion. I also love the engagement that has happened between me and the readers.
It’s forced me to hunker down and work on content. I’ve got three large homebrew projects that are hanging around, half finished, that I want to put up here, and possibly develop as a pdf for the DM’s Guild. This has been a good reminder to work to completion. I also love the engagement that has happened between me and the readers.
How do you handle love in-game?
I don’t unless the players want it. In that case, I always let them tell me what they are comfortable with. It’s the best way to not overstep. It’s only come up a few times before. I am a big believer in cutting away when the lights go out, too. No need to make things any weirder than they already are.
I don’t unless the players want it. In that case, I always let them tell me what they are comfortable with. It’s the best way to not overstep. It’s only come up a few times before. I am a big believer in cutting away when the lights go out, too. No need to make things any weirder than they already are.
Do you love today’s writing prompt?
I’m not loving it, no.
I’m not loving it, no.
Please, Crom and Mitra, yes. Make it stop.
Tuesday, August 27, 2019
Monday, August 26, 2019
RPGaDay 2019: 26 Idea
I recommend keeping a notebook with you as a DM at all
times. You never know when something cool is going to come to you and
you will need to write it down. I know you don’t think you do, but trust me,
you do.
There’s all kinds of studies about the positive effects of
journaling—writing something down by hand—as an aid to increasing your memory
and also in making connections, linking ideas, and so forth. Keeping a journal
is going to free you up to create.
I would suggest you look at the Bullet Journal as a system. Here’s a great starting place to learn all about it, and of course, there’s this book right here. But
before you go buy a twenty five dollar German blank book and expensive colored pens and all of that
stuff, stop for a minute and think about if you even want to go that route
first.
This may have cost me 50 cents. |
Okay, all you need to get started is a notebook and a decent
pen that writes reliably.
Your notebook needs to be something with a decent number of
pages in it, at least 80. It can be a spiral notebook, a sketchbook, or whatever
you like so long is it large enough for you to write comfortably in and ideally,
inexpensive. At least for now. If you really like this, there are no limits to
the amount of money you can spend on special notebooks, stationary, and other accouterments. I like graph paper, and there are some inexpensive notebooks made of graph paper from the big box stores that cost all of 99 cents. If you want to split the difference, here is a notebook aimed at DMs doing this exact thing. It's nice because it's got a mix of lined, graph, and hex paper included. Pretty swanky.
You don’t have to have a pen. Just use what you most like to
write with, as long as it works for you. You don’t want to have to scribble on a
page for five minutes to get your cheap Bic to work every time you need to
write something down. I like gel pens because they are reliable, but you do
you. I got one of those four ink in one pen pens and I love it. They were my favorite as a kid and I like them even more now.
Go through the entire book and number the pages. Make them
easy to see and in the same place. You will need these numbers to make the
system work.
A rookie mistake is to write in the corners, you know, like every book you've seen before in your life. But there is a reason not to do this that has to do with linking your pages together. So resist all of that conditioning and write in the middle of the margin.
A rookie mistake is to write in the corners, you know, like every book you've seen before in your life. But there is a reason not to do this that has to do with linking your pages together. So resist all of that conditioning and write in the middle of the margin.
Open the notebook up to the first two-page spread. This is
your index. Write the word “Index” across the top of one of the pages. If this
is a notebook for your game and nothing else, you are done.
In a regular bullet journal, you may want to create divisions for larger topics. It’s hard to know what you will need without doing anything first, so I would leave it alone for now. Just set the two pages aside as your index.
In a regular bullet journal, you may want to create divisions for larger topics. It’s hard to know what you will need without doing anything first, so I would leave it alone for now. Just set the two pages aside as your index.
For a gaming notebook, you are pretty much done. You might want
to create a calendar page so you can mark important dates, like when school
starts again, so you can make plans accordingly. But it’s not necessary, unless
you are a calendar person. That said, let me add: if you are running multiple games, or your sessions change regularly, or you keep getting caught flat-footed and running by the seat of your pants because you forgot to work something up, then you really should look at the calendar module for bullet journaling. It's quick, easy, and useful. Trust me on this.
Using the notebook
This is the thing—it doesn’t work unless you use it. So take
it with you everywhere you go. If you get in the habit of always taking it with
you, it will serve you well.
Whenever you have an idea, open up to the first blank page and
start scribbling. If you need to draw a map, draw a map. Or make a to-do list.
Whatever you need. If you have another idea later in the day, open to the first
clean page and write away.
Now, either at the end of the day or the beginning of the
next (or whenever you have a couple of minutes of down time), you will look at
what you wrote down, flip back to your index, and note it there. Leave room for
other topics and page numbers. I’d go every other line until you know what you
will need. So, you’d make a note like this on your index:
City-State Notes, Pgs 4-6
City-State Notes, Pgs 4-6
Map of Main Sewer, pg 7
Magic Items, pg 8 (sword of chaos)
As new ideas occur to you, grab a blank page and write
everything down. At the end of the day, index it. You will quickly see that
your City-State notes are going to be spread out throughout the notebook. So,
just go back to your entry and add page numbers, like this:
City-State Notes, Pgs 4-6, 18-20,
Map of Main Sewer, pg 7
Magic Items, pg 8 (sword of chaos) pg 12 (wand of trickery)
The index is what makes the notebook truly useful. You can
find what you are looking for at a glance.
There’s an advanced trick you can do with your page numbers
that will keep you from flipping back to the index. It’s a little more work,
but not much. On the city-state pages, you will drop down to the page number
and draw an arrow pointing forward and write down the next page number that
deals with the same topic. If you’ve come from a page with the same topic, you’ll
write an arrow pointing backwards and the page number you came from to get
here. That way, if you’re paging through your notebook and you spy something
that interests you, just glance down at the page number and it’ll tell you
where the threads of the idea continue.
I know. Mind Blown, right?
With the index in place, you are not limited to just holding ideas and plots. You can use the book to track session notes, too. Open to the first blank page, date the page, and then go to town. Every new NPC, every extra side note, all of the great ideas you had mid-session, put them all down there. Afterwards, go back and index the page as above. You're already using the notebook for planning. Why not keep session notes with your plans?
That's the point: anything you need for your game can go in the journal. It's all in one place, organized by your specific needs in the way that makes the best sense to you. It's like a road map of your brain.
When you get to the end of your notebook, grab another one, make a new index, and keep going. If you want to pre-designate areas of your index for things you know you need a lot of room for, you can do that. Otherwise, it’s lather, rinse, and repeat.
That's the point: anything you need for your game can go in the journal. It's all in one place, organized by your specific needs in the way that makes the best sense to you. It's like a road map of your brain.
When you get to the end of your notebook, grab another one, make a new index, and keep going. If you want to pre-designate areas of your index for things you know you need a lot of room for, you can do that. Otherwise, it’s lather, rinse, and repeat.
Tips and Tricks
One of the things that confounds people new to the
journaling process is the idea that they can only write down the good ideas.
Well, how do you know if it’s a good idea until you write it down? Trust the
process and put it all on the page, even (and maybe especially) the half-baked
ideas or the tiny thoughts.
Doing it this way ensures that you capture what you were
trying to articulate, and it also frees your mind up to think about something
else. I’ve rewritten the same idea with only slight variations down in my
journal three or four times. Each time, it cleared the decks for me to expand
on the thought or simply move on to the next thing on my mind.
Because I’m that-guy, I’ve got a campaign notebook
(separate from my journal) wherein I write down all of the finished ideas and
usable content I come up with. Anything good from my notebook gets transferred
over to the campaign notebook, which is much nicer and far less chaotic.
Eventually my campaign notebook will get re-organized into a pdf document with
a searchable index and a hyperlinked table of contents and oooooh, it’ll be so
fancy. Until we get there, though, this system works like a charm.
Sunday, August 25, 2019
RPGaDay 2019: 25 Calamity
This is a war story.
My group was on the second level of a classic module. They
had been slogging through it for some time and had just gotten out of a major
trap and were pretty beat up. Half of the party wanted to go back to camp, and
the other half wanted to stay and clear more rooms. This turned into a longer-than-normal
table discussion.
One of my players (we’ll call him Cain) was built for action, not talk. He routinely zoned out if a discussion ran longer than a few minutes. Cain was a druid, but he was about as druidic as a goblin assassin, which he probably would have enjoyed playing. He was in the “go back to camp” group. The other player (“Abel”) was a big, thick fighter and he wanted to clear more rooms. The four players were gridlocked at two and two.
While the rest of the group was yelling, Cain said to me, as
quietly as he could, “I’ve got rope, right? Fifty feet?” We checked his
character sheet and sure enough he had 50 feet of fine adventuring rope.
The party was on the second level, about 100’ high into the
mountain tower. Their exit was an opening with a ledge on it and a straight
drop down, or a careful spelunking with a Dex check at the end.
I naturally assumed that Cain was going to just start
setting up the rope for everyone to descend. One of the party had a ring of
feather fall, so he was fine. The others would have to solve this relatively minor
logistical challenge.
As it was, I was trying to referee the discussion when Cain
said to me, “I want to tie the rope around Abel’s leg.”
That got Abel’s attention. “What?”
Cain refused to look at him. There was a prank in progress.
It was how they operated, this group. “Okay,” I said, “you need to make a
Stealth roll, and you, Abel, get to make a perception check.”
They rolled. Cain rolled a 19. Abel rolled a 3.
That rope was now tied around Abel’s boot. “What now?”
Cain looked right at Abel and smiled. “I grab the other end
and run for the opening and jump out.”
Abel said what we were all thinking. “Why?”
“I’m sick of talking about it. We’re leaving!” Cain looked
at me and said, “I jump and take him with me.”
Howls erupted from the table. These guys were always doing
stupid shit like this, but this was the first time that hit points were going
to be lost. “Okay, fine, but we’re doing this in slow motion. First off, make a
Strength save to yank this giant guy off of his feet.”
Cain rolled. “Sixteen!”
Dammit.
“Okay, Abel, you have been yanked off of your feet and you are sliding as fast as Cain is falling toward the opening and the ledge.”
“Can I grab the ledge?”
“Okay, Abel, you have been yanked off of your feet and you are sliding as fast as Cain is falling toward the opening and the ledge.”
“Can I grab the ledge?”
“You can try,” I said. “Make a Dex save.”
The d20 rattled into the tray. “2.”
“Okay, you can SEE the ledge as it zooms away from you, and
now you are falling.”
The other players are now starting to laugh, mostly because they aren’t the ones about to take a bunch of falling damage.
The other players are now starting to laugh, mostly because they aren’t the ones about to take a bunch of falling damage.
Cain was not to be denied. “Can I pull Abel down faster?”
Abel said, “I throw my arms out, trying to grab anything I
can.”
Sure, why not? “There’s a tree limb sticking out of the side
of the rocks. Make a dex save.”
Dice rolled. “18!”
Dice rolled. “18!”
“Okay, you’ve got the limb, and you’re hanging on for dear
life.” I turned to Cain and smiled. “Make a Strength save to keep hold of the
rope, because you’ve just jerked to a stop about halfway down the cliff.”
Cain rolled. “15?”
“Yeah, you can keep hold. So, now…”
Cain interrupted. “I want to brace my legs and pull Abel off
the limb.”
“Really?”
“Yes, really!”
“Okay, so, make a strength check. Abel, you, too.”
You can guess how it went down.
“Abel, you are falling straight down again,” I said.
“Am I closer to Cain now?”
“Yes, you are.”
“Am I closer to Cain now?”
“Yes, you are.”
“Can I catch up to him in the fall?”
“We’re in slow motion. Sure, why not? Make a Dex save.”
“Natural 20!”
“We’re in slow motion. Sure, why not? Make a Dex save.”
“Natural 20!”
Who am I to argue? “Okay, he’s within your grasp.”
“Wait, can I get out of…”
“No, you can’t. Abel, what do you want to do?”
“Wait, can I get out of…”
“No, you can’t. Abel, what do you want to do?”
“Are we close to the ground?”
“Oh, yes.”
“Oh, yes.”
“I want to position myself so that I’m on top of Cain.”
“And I want to be on top of Abel.”
“And I want to be on top of Abel.”
Of course you do. “Strength
versus Strength. Go!”
Abel lost. Abel hit the ground first, and took enough damage
to knock him out. Cain made a saving throw and took half damage from the
relatively soft landing. The character with the feather fall ring floated down
and threw the ring up to the last member of the group. Abel was healed, and
Cain got punched, but they were all too busy laughing and telling me what an
epic encounter that was.
It was like running a game for the Marx Brothers, but they
loved it. And that effectively ended the session for the day. Oh, we did a
little more, but we all knew nothing was going to come close to matching the intensity
of the Tandem Slo-Mo Rope Fall.
Saturday, August 24, 2019
RPGaDay 2019: 24 Triumph
These guys were prophets. |
Man, that’s such a weird word. Triumph. It’s weird because
when I hear it, I bring two things immediately to mind: a famous card trick
invented by Dai Vernon (and one of my favorite tricks to perform) and conversely, my least-favorite Devo
song “Triumph of the Will” from the album Duty Now for the Future. I know I’m supposed to think about overcoming
adversity, but I don’t.
So, trying to bore down on what I am supposed to be talking
about, I came to this conclusion: D&D games aren’t about winning. They are
about triumphing over the forces of darkness.
Maybe not all the time, but certainly when it comes to those
big, long, multi-level campaigns with a giant bad guy and massive conclusions.
“Win” is a decisive term. It sounds final. It implies that
the game is over.
“Triumph,” on the other hand, is still positive, but it’s
more open-ended. It implies that the battle is over, but not the war. The
forces of darkness have been beaten back, but only just. I usually envision the word "momentarily" in front of triumph.
In a campaign world with consequences that influence and
drive games forward, having your players
triumph instead of win is essential if you want to maintain that verisimilitude
of authenticity. The bad guys are banished, but never really destroyed. You can
kill villains, as long as you want them to stay dead. The major forces that
move the world always come back.
This is probably my personal life bleeding over right now.
Sorry about that.
In my home-brew world, I like to have the events at the end
of a major campaign spiral out and affect everything around, and then push
those new developments forward ten, twenty, thirty years and see what it all
looks like after that. The next game will be set in that approximate time
period, as the new characters will be dealing with the consequences of the last
set of characters. They triumphed, but the battle continues down the line.
Friday, August 23, 2019
RPGaDay 2019: 23 Surprise
Oh, what the hell. It's Friday.
I wasn't going to do this just yet, but hey...SURPRISE! It's an archetype from my own home-grown campaign setting for you to peruse and swipe if you like. My world has a lot of complicated old gods, and this particular thief archetype is an exploitation of that very fact. Click the link below to get it.
Thief Archetype: The Divine Archaeologist
This is a spell-casting thief, with an emphasis on utility spells, such as hiding, running, and transporting heavy objects. That's why the Divine Archaeologist also gets a second fourth level spell, and a fifth first level spell at Level 20, unlike the Arcane Trickster.
There is also an "Indiana Jones" component to the Divine Archaeologist; the clever fellow who has read up on the temples of the blood god and knows that every treasure room has a pressure plate right...there...or, maybe it was there...? I wanted the skills to reflect someone who learned a lot about ancient history, but little else. The notebook seemed like a good way to reflect that, with the added incentive of it being potentially stolen the night before a major temple raid.
My intention is to talk more about my campaign and the stuff I've done to 5th edition to accommodate my brilliant ideas and grandiose vision.
And Just for Grins, here's all of the other tidbits of homebrew and campaign stuff I've shared since the beginning of this 31 day challenge, in case you missed anything.
5e Background: Bureaucrat
5e Background: Exterminator
5e Background: Pilgrim
Familiars--Homebrew
Alternate Critical Hit System for 5e
Noble House Random Generator
I wasn't going to do this just yet, but hey...SURPRISE! It's an archetype from my own home-grown campaign setting for you to peruse and swipe if you like. My world has a lot of complicated old gods, and this particular thief archetype is an exploitation of that very fact. Click the link below to get it.
Thief Archetype: The Divine Archaeologist
This is a spell-casting thief, with an emphasis on utility spells, such as hiding, running, and transporting heavy objects. That's why the Divine Archaeologist also gets a second fourth level spell, and a fifth first level spell at Level 20, unlike the Arcane Trickster.
There is also an "Indiana Jones" component to the Divine Archaeologist; the clever fellow who has read up on the temples of the blood god and knows that every treasure room has a pressure plate right...there...or, maybe it was there...? I wanted the skills to reflect someone who learned a lot about ancient history, but little else. The notebook seemed like a good way to reflect that, with the added incentive of it being potentially stolen the night before a major temple raid.
My intention is to talk more about my campaign and the stuff I've done to 5th edition to accommodate my brilliant ideas and grandiose vision.
And Just for Grins, here's all of the other tidbits of homebrew and campaign stuff I've shared since the beginning of this 31 day challenge, in case you missed anything.
5e Background: Bureaucrat
5e Background: Exterminator
5e Background: Pilgrim
Familiars--Homebrew
Alternate Critical Hit System for 5e
Thursday, August 22, 2019
RPGaDay 2019: 22 Lost
So, this is fun: Conan and Valeria encountering a
dinosaur-like creature in the classic “Red Nails:”
Through the thicket was thrust a head of nightmare and lunacy. Grinning jaws bared rows of dripping yellow tusks; above the yawning mouth wrinkled a saurian-like snout. Huge eyes, like those of a python a thousand times magnified, stared unwinkingly at the petrified humans clinging to the rock above it. Blood smeared the scaly, flabby lips and dripped from the huge mouth. The head, bigger than that of a crocodile, was further extended on a long scaled neck on which stood up rows of serrated spikes, and after it, crushing down the briars and saplings, waddled the body of a titan, a gigantic, barrel-bellied torso on absurdly short legs. The whitish belly almost raked the ground, while the serrated backbone rose higher than Conan could have reached on tiptoe. A long spiked tail, like that of a gargantuan scorpion, trailed out behind. "Back up the crag, quick!" snapped Conan, thrusting the girl behind him. "I don't think he can climb, but he can stand on his hind legs and reach us—"
So, it’s basically a dinosaur, right? And if you can’t quite see it that way, Barry Windsor-Smith sure could. Here’s a page from his critically-acclaimed comic book adaptation of “Red Nails.”
Through the thicket was thrust a head of nightmare and lunacy. Grinning jaws bared rows of dripping yellow tusks; above the yawning mouth wrinkled a saurian-like snout. Huge eyes, like those of a python a thousand times magnified, stared unwinkingly at the petrified humans clinging to the rock above it. Blood smeared the scaly, flabby lips and dripped from the huge mouth. The head, bigger than that of a crocodile, was further extended on a long scaled neck on which stood up rows of serrated spikes, and after it, crushing down the briars and saplings, waddled the body of a titan, a gigantic, barrel-bellied torso on absurdly short legs. The whitish belly almost raked the ground, while the serrated backbone rose higher than Conan could have reached on tiptoe. A long spiked tail, like that of a gargantuan scorpion, trailed out behind. "Back up the crag, quick!" snapped Conan, thrusting the girl behind him. "I don't think he can climb, but he can stand on his hind legs and reach us—"
So, it’s basically a dinosaur, right? And if you can’t quite see it that way, Barry Windsor-Smith sure could. Here’s a page from his critically-acclaimed comic book adaptation of “Red Nails.”
click to enlarge |
I love dinosaurs. If you don’t have a favorite dinosaur, you
need to leave. I am serious. Dinosaurs are Monster Kid 101. They are a part and
parcel of fantasy and science fiction both and stories of dinosaurs (from Lost
Worlds) interacting with the humans that stumble across them are part of a sub-genre
that is literally over a hundred years old.
Dungeons & Dragons understood this, and dutifully
included stats for the most classic dinosaurs in the AD&D Monster Manual.
Here’s a very classic-looking T-Rex from
Diesel for TSR’s Monster cards from 1982 (think flash cards for AD&D monsters with only slightly better color artwork than the black and white masterpieces in the Monster Manual).
TSR also published a classic module (by Zeb Cook and Tom Moldvay, no
less), called The Isle of Dread, and it’s a classic Lost World wilderness hex crawl adventure on a
strange island full of dinosaurs and other exotic creatures right out of Jules
Verne and Arthur Conan Doyle by way of Ray Harryhausen.
Dinos in D&D. Boom. Done. Everything should be platinum.
I should be happy, right? Right? Well I can't get happy. It's physically
impossible for me to get happy.
Maybe it’s my weirdly Puritanical streak when it comes to
high and low fantasy. If we’re talking knights and wizards, I think dragons,
not dinosaurs. After all, the game is called Dungeons and Dragons, not Dungeons
& Dinosaurs. Why, then, does it not bother me when we insert Dinosaurs into
modern-day settings (Jurassic Park) or the wild west (The Valley of Gwangi) or
the Pulp era (King Kong).
Two reasons come to mind. One is that those other examples
above all make use of a Lost World, whether by natural accident or man-made
engineering. Lost Worlds have dinos, and that’s all the explanation you need.
Also, in every other instance listed above, Dinosaurs were the apex predator,
the aberration, the monster in a monsterless world. This is not true in Dungeons
and Dragons; it creates an ecology where you have to figure out why the dinos
haven’t eaten all of the monsters or vice-versa. After all, aside from the
treasure hoarding, a red dragon and a Tyrannosaurus Rex have more or less the
same diet, the same habitat, the same mannerisms, and certainly the same pants-shitting
size and scale to terrify players.
The T-Rex can’t fly, cast magic, or breathe fire. You
know, so it’s like a dragon, only...not as cool. And dinosaurs should never be not cool. Ever.
Tim Truman's cover art for The Isle of Dread reprint. |
But…stay with me now…what if there were no dragons? If
instead of dragons, your big bad was the T-Rex, that becomes your default for
the “oh, shit” moment when you realize the necromancer you’re supposed to fight
has a pet therapod.
I’m thinking of a heroic fantasy world, where sorcery is
more uncommon, and the humanoids are out in full force. The monsters of the
world have managed to tame the dinosaurs in this world to act as beasts of
burden and war mounts. It’s Dinotopia, only with Goblins and Drow. Dwarves
charging into battle on Triceratops. Orcs riding allosauruses. The Lizard folk
use Pteranodons as winged mounts. Monster armies are bad enough, but when the monster armies have conscripted dinosaurs, they become the stuff of nightmares.
Humans have none of those advantages, but maybe they are more
adept at psionic abilities, and they use massive dino-killing siege equipment,
as well as clockwork automatons scavenged from the wreckage of the last great
war. High magic has disappeared in the wake of the rise of chaos. One of the
campaign goals may be to find the source and re-awaken it to jump-start the Age
of Wonder. It would mean the death of the dinosaurs and bring magic (and
dragons) back into the world.
I would play in that game. Hell, I may have to write it.
Wednesday, August 21, 2019
RPGaDay 2019: 21 Vast
Here’s another term that probably seemed like a good idea at the time,
but is too nebulous to adequately lock down into something meaningful, so I’m
going to borrow from Day 11 and answer the previous year’s questions for Day
21.
#RPGaDay 2018 day 21: Which Dice Mechanic Speaks to You?
I have to give it to D&D 5e for Advantage and
Disadvantage. It’s so easy, and so universal, and instantly translates to any
part of the game. Plus, you get to roll two of the most exciting dice in the
game. D20s are the Corvettes of your dice bag. Lots of people think it's d12s, but they are wrong. D12s are the Deloreans of the dice bag. What were we talking about?
#RPGaDay 2017 day 21: Which RPG does the most with the Least
Words?
Godlike. It’s such a strong concept, stripped down to its
essential components. Super Powers in war. No, make that, Super Soldiers in
war. Yes. Your character gets one thing. It may not be impressive in the Marvel
Universe, but in a world without super powers, the guy with toughened skin is godlike.
Bonus: you get to beat the shit out of Nazis. Never bad, always good.
#RPGaDay 2016 day 21: Funniest misinterpretation of a rule in
your group?
No rules misinterpretation ever caused hilarity. We just
acknowledged it and moved on. I did have a player that always mispronounced
concepts he used. He always called “Bardic Inspiration” Bard-of-Inspiration and
no amount of correcting would fix it. He could NOT say "bardic." Not exactly
hilarious, but I’m trying my best, here, you guys.
#RPGaDay 2015 day 21: Favorite RPG setting
Pulps era. It’s so versatile. You can go dark and horrific,
or slide into crimefighters and pulp heroes, or take the weird stuff out and do
detective and film noir, or just mash it all up and have it bang into one
another.
#RPGaDay 2014 day 21: Favorite Licensed RPG
To this day, Call of Cthulhu remains a comfortable old
friend. I know a lot about the early 20th century, more than most people, and
that’s useful to know in a game set in the 1920s and 1930s (see above). And Cof C
was the first game I came across with specific rules to handle the unique
aspects of the game (sanity and the Cthulhu mythos). I haven’t played the game
in years, but if I were handed the book this very instant, I’d be able to drop back into it with
no lag whatsoever.
There. A "VAST" array of interesting answers. How much you wanna bet I'm going to have to do this little trick at least once more before this is all over?
Tuesday, August 20, 2019
RPGaDay 2019: 20 Noble
One of my favorite Erol Otus characters. |
As much as I love the Backgrounds system in D&D 5e, a
few of the options are hit and miss for me. The most egregious misfire to me is
the Noble. I can see why they wanted to include it in the Player’s Handbook but
I think that as it is written, it tries to do too much in the limited framework
it has and as a result, it doesn’t do enough. In a section with soldiers, local heroes, and
urchins, the extra lifting and gymnastics required to make the noble work
without setting one player high above the others is a little outside the scope
of new DMs.
My solution to this was to split the noble background up
into three distinct categories.
The Dilettante -Someone who comes from wealth but isn’t
interested in being wealthy, or at least, do not want to live their life according to their family's expectations. This is for role-players who want lots of family
interaction as the filial obligations of their upbringing can potentially clash
with their adventuring career. I was specifically looking for a way to create a
D&D version of Bertram Wilberforce Wooster and this pretty much covers it.
The Disgraced Noble- I think this is the closest in function
to what the PHB was trying to do with this background. The difference is mainly
that this background really leans into it. It’s good for plotting and hooking
players into the story, as there are plenty of options, secrets, and
interesting bits to tease out. It should be noted that the Disgraced portion of
the background can come from any source;
as simple as “you joined the bard college against the wishes of your family” to
something like Athos, from The Three Musketeers.
This background also works well for setting the kinds of political situations that were the bread and butter on Game of Thrones. Tyrian Lannister is a disgraced noble in the eyes of his father because he drinks and whores and plays the part of the imp. Jaime Lannister is a disgraced noble because he killed the king he swore to protect.
Bill may very well kill me for using this. |
The Knight Errant— for all of you paladins and cavaliers out
there, here’s a background that is right up your alley, supporting action and
combat, with plenty of things to do, and as silly (Lancelot in Monty Python and
the Holy Grail) or as serious (Robin Hood) as you want to make it.
Breaking them up along these lines makes the player choices
more nuanced and also better supports most, if not all, character classes. The Warlock
Dilettante, for example, might have stumbled into his patronage during one of
his fantastic benders. The Warlock Disgraced Noble clearly brought shame upon
his house by invoking dark magicks, and the Warlock Knight Errant is a
monster-hunting tyrant-killing man of the people. All of them come from this
noble class, but they actualize it in very different ways.
Anyway, that’s my fix for the Noble. I’d love to hear any
feedback you may have on these backgrounds. Share your thoughts, people.
As a bonus--call it a "thank you," if you will, for all of the great responses and shares I've gotten from all of you, I've included my Noble House Random Generator. It will build you a family history with just a few die rolls. You can grab free PDFs of the "Expanded Noble" backgrounds below:
As a bonus--call it a "thank you," if you will, for all of the great responses and shares I've gotten from all of you, I've included my Noble House Random Generator. It will build you a family history with just a few die rolls. You can grab free PDFs of the "Expanded Noble" backgrounds below:
Try these out and let me know what you think.
Monday, August 19, 2019
RPGaDay 2019: 19 Scary
I love horror movies, horror stories, monsters, aliens and
all that kind of thing. In Internet Parlance, I’m what is known as a “Monster
Kid.” Make of that what you will.
It follows, then, that I would be an early and avid adopter
of games like GURPS Horror, CHILL, and my first-love, go-to
horror game, Call of Cthulhu.
My games were always well-attended and with good reason: I
was a great Call of Cthulhu game master. I wrote many of my own C of C scenarios
and they were always a hit. I tried to keep the eldritch vibe but I also wanted
“traditional” scares; zombies are a great palette cleanser when you stare too
long into the Abyss and the Abyss stares back.
The first scary encounter I ever used was, it turned out, my
best one. I re-used it with different groups, and even ‘ported it over into
other games. It never failed me. I am now going to release it into the wild for
your edification and/or swipe file.
The Set Up
This needs to be under ground, either in a sewer, or a
partially flooded dungeon, or both. You need some water for this. You also need
some holding cells. The players are looking for someone who has disappeared and
their quest has led them to here, where it’s clear that something sinister is
going on.
They walk down the hallway, peering into the cells. Iron bar
gate, and every cell is sunken. Water from somewhere has gotten into the cells
and there is about a foot of brackish water that comes right to the top edge of
the gate. It’s easy to spot, as long as someone asks. Anyone rushing in would
make a Dex save to avoid tripping down the stone step and crashing into the
stinky water on the floor. That would seem to be the gag and should be played that way, i.e. "Okay, now that you know there's water in the cells you can easily avoid falling in and you can even see the step leading down into the cells."
In the first cell, there’s a skeleton, in chains, sitting in
the water.
In the second cell, there’s another skeleton, half-slipped
out of the chains, also in the water.
In the third cell, there’s a man in a brown tweed suit, in
chains, and he’s hanging upside down, his head completely underwater, his legs
and body struggling furiously, and there’s a mass of bubbles around him. He’s panicked…
It’s usually about now that someone screams “I run in and
save him!”
What do you do? Do you pick the lock on the chains? Or do you want to pull
his head up so he can breathe?
“That’s it! I pull his head up!”
“That’s it! I pull his head up!”
The character grabs the man by the shoulders and lifts…and
he’s got no head. The neck is a gaping wound, and even as you let go of the
corpse, you realize what was bringing the body to life as a horde of rats swarm
out from the neck, running all down your chest and your arms and your back and,
well, make a sanity roll now.
Sometimes they end up with a phobia. They always pick “fear
of rats.” The swarm does little to no damage. The rats hit the water and swim
out of the room. The corpse is actually a few weeks old. It's not who they are looking for. But whoever took their friend also did this, so this missing person's case just got a lot more urgent. And now you’ve set the tone for the rest of the
evening.
Sunday, August 18, 2019
RPGaDay 2019: 18 Plenty
I have plenty of dice. If I never bought dice again for the
rest of my life, I’d never want for any more dice. In fact, I’m going to say
something that I never thought I’d say: I have too many dice.
This is tantamount to heresy and is punishable by
excommunication. I know this, and yet, I would have you hear me out, for this
is not a situation of my own making. It’s not my fault. I am not weak.
Allow me to elucidate: The industry standard for a set of
dice looks something like this, right?
Seven dice. One of each polyhedral: d4, d6, d8, d10, %d10, d12, and d20.
You buy those dice and you think, “I’m set! Now I can
finally play D&D, just like my favorite movie stars!”
Only, the first game you play, you quickly realize that you
need 2 d20s, because, let’s face it’s easier to roll two dice and take the
higher number than it is to roll one die twice.
Two sets, then. Probably way more dice than you'll ever need. But whatever, NOW you can play the game!
What's that? Rolling up characters? With what? FOUR six-sided dice? Who do they think you are, anyway, a Rockefeller?
But the other dice? You can just borrow those. Cool. No
problem.
Oh, you’re playing a wizard? With Magic Missile?
*sigh*
Can everyone please pass their d4s to the new guy?
You really need three—no, four sets of dice in order to
cover the full range of what you can expect in a campaign that goes up to level
five. That will get you character builder dice, plus enough spell damage dice
for whatever you’re throwing, or extra feature dice like for bardic inspiration
or battle maneuvers.
Unfortunately, you will end up with some dice you don’t
need. Like this.
So, in conclusion, I have a lot of dice, but it’s not my
fault.
If I were a dice manufacturer, I would over a set of dice
that is designed specifically for actual D&D play, and I would advertise it
as such. Here’s what it would look like:
3 d4
4 d6
2 d8
2 d10 + 1 %d
1 d12
2 d20
2 d20
15 dice, total.
That’s a bare minimum number to ensure that you can cast
anything, use all features, make characters, and roll with Advantage or
Disadvantage.
Now, any veteran player knows that the above list is a good
one, but it’s not comprehensive. Here’s the real and true numbers for seasoned
campaigners:
5 d4
10 d6
4 d8
3 d10 + 1%d
2 d12
2 d20
=27 dice.
I know, it’s a lot more than 7 dice in that little acrylic box.
And the numbers are weird, but you have to trust me, this is not unreasonable.
I know a lot of people who keep a separate set of 4d6 dice just for character
building.
To be totally fair, some dice manufacturers are making
overtures already by including 2 d20s or 4 d6s (or both!) in their starting
set. It’s a nice idea and for an introductory set, need not be super expensive.
This is the set of dice that come with the new D&D Essentials box set. They
are simple, well-made, easy to read, and functional for a starting player right
out of the box. It’s not hard to do!
In conclusion, I think you’ll agree that none of this is my…what’s
that? Those Kickstarter dice I just backed? Well, those are very different,
aren’t they? It’s a whole other motif, and…wait, what are you doing? DICE JAIL!?
That’s not for people! Wait! Stop! I’ll be good! I Prooooooooomiiiiiiiiise…
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