Wednesday, March 8, 2017

Dungeons and Dungeons (potentially, part the first)


Since Shieldhaven brought it up in the comments on this post, I should talk a little about what I do when it comes to dungeon-running.

I grew up playing my dad's AD&D games, which were always dungeons. I think I've only run one game that was not a dungeon, and that one was a one shot for a single player. Contrariwise, except for my dad's game, I don't think I've played another D&D game that has been primarily dungeon based. So I guess it is still a little odd that for me, when I am running a game, dungeon exploration is pretty much everything. Which isn't to say that the world above doesn't matter-- it certainly does. Just that the players won't typically be interacting with it directly; at least, not for some time.

The part that can be chalked up to laziness is where I like the constraints that dungeons put on the party's immediate actions, at game start. There's this map, see? There's only so many directions they can go. I don't suddenly have to gen up a bunch of stuff I'm not prepared for (unless I haven't read my notes in a while, which has certainly happened), or come up with a more artificial way to use something I'd planned. What's there is there.

That said, no one really wants to go through another boring hall after boring hall, fighting incongruous monsters and improbable traps that don't seem to have any reason to be there. Also, there's the problem where you find a bunch of loot that is difficult to impossible to spend, because there's not a ton of good shopping in the underground. Usually. So here's a list of things I think about when I'm preparing a dungeoncrawl campaign.


Friday, March 4, 2016

In which there was Content.

As of Sunday, I will be actually running a game again! My first time running some 5e, so it ought to be interesting. I am a huge fan of the megadungeon, so we'll see how that goes down, especially since it will be my first time running D&D for Shieldhaven at all. Not the first time I've run a game he's played in; the first (and only) such being my Nobilis One Shot of great antiquity (that I never actually posted about ><). Anyway.

My setting, which is called Liel, is the oh so original idea of taking a Sigil like crossroads and making it a whole world, rather than just a city. So pretty much all races and gods are available here. To reduce burden on myself (for some values of reduce), I re-wrote most of the PHB races to get rid of subraces, and broke some of the subrace options into a cultural bonus for being an immigrant (more recently come to this work) or being a colonist/native (originally from the world, or having immigrated so long ago it makes no difference). I also changed some things because the default races are different (humans are common, but not even a little default), and yeah. The important thing here is that the natives/colonists all have an option to take a feat at first level, and I know you're surprised that pretty much all of the PCs are doing that. Go figure!

The main thing this does is make it so that I feel better about starting at first level, rather than going with my 3e inclination and starting everyone at 3rd.

When I last ran this setting for 4e, I had a pantheon of gods that granted a background feat to their worshipers. Feats being tiny and fiddly, this was a lot of good fun to come up with. I wanted to do something similar for 5e, and funnily, it actually fits better. Because there are so many gods available in the world, the most common form of worship is called Giedame, where the worshiper selects six gods of their choice and focuses their piety upon them. Technically, a PC could choose gods not listed below (historically, Dragonlance gods are popular in the world :P), and I'd try to come up with something for that, but I've only actually written things for the gods I made up myself. So... below the cut I have:


  • 1 new feat
  • a bunch of boons (about 1/3rd of a feat to mix & match)
  • 3 new spells (2 1st level spells (one of which is a ritual), 1 cantrip)
And a bunch of gods for spicy flavor. Enjoy!

Monday, June 29, 2015

Where she been, Oooh she been gone! (Sporadic Roundup #3)

Over the past... several months, I completely forget what I've been doing. So let's talk briefly about what I've been up to lately:


  • Dungeons and Dragons 5e -- I'm playing two games at the moment: Shieldhaven's Aurikesh game (as I was, and will be, amen), and also a game called Reborn- a mostly online game run by a friend that I will call Mr. AWESOME. In the former, I am continuing to play my Veytikka Fighter and Beruch Warlock, and have now added a Kagandi Parthé who is a Royal Sorcerer. My Warlock has been the subject of a lot of tinkering and fussing, but really, it was the addition of a couple of new cleric cantrips of Haven's that really helped me have fun in combat (I'm a tomelock, see). So it seems like a lot of the problem was that most of the cantrips at base just weren't interesting enough. Well, and the combination of a) needing to take Agonizing Blast (even though I didn't), and b)  invocations being a little too much like build traps (see item a). But I digress. Hopefully, I'll also get to play a bit of Lost Mines of Phandelver fairly soon, so that will be cool.  
  • 13th Age -- we started a game of 13th age, run by another friend I will call Batgirl, and I'm hoping we'll get to play more of that. I am playing something completely ridiculous, but it's been long enough I can't recall a lot of specifics. 
  • Life is Strange -- a Square Enix story game. I bought the season pass, and am on my second playthrough of episode 3, having completely fucked up the second episode in one playthrough. Or, well, allowed something bad enough to happen that I had to have a second one to see the other primary outcomes. There's 5 episodes total, and it's interesting to see how they handle the branching consequences. So I'm liking that. 

Also, I am working on a Twine game about books that change based on the order you read them in. I need to brush up on my JS skills so that I can possibly write some macros around more robust array functionality, because a lot depends on whether I can make conditional content around whether one item has a higher or lower array index than another. On the subject of a lot of fiddly, branching consequences. Anyway, when I have a playable demo, I will doubtless post it here-ish. 

I have not been working on either of the tabletop game ideas I have; the one about psions, temporarily called The Red Ones, and the one about cities, working title: A City of Dolls and Monsters. 

And that's the news in brief.