Showing posts with label but hey I'm dungeon master. Show all posts
Showing posts with label but hey I'm dungeon master. Show all posts

Friday, September 7, 2018

The One About Cons

This year, Harbinger and I went to GenCon for all 4 days, and Saturday only of Dragon*Con. So I am going to talk a little about those, though it's been... a minute since GenCon, and I have likely forgotten everything, or most things.

The really awesome part was that we got to play- and run- a bunch of games. I definitely want to do more GMming at GenCon, though getting to run around and do whatever is a blast. We played:


  • Most of a session of Grim War II (a sequel to this), run by Greg Stolze, though I had to leave in the middle to run a game, which I'll talk about later.  Note: I am one of the writers on the game! Whee! 
  • A playtest of the Talisman RPG by Pegasus Spiele, run by Ian Lemke. This is mostly notable because Harbinger and I are also writers on this game, and this was the game that we both spent a lot of the con running. I can't talk about this a ton, except that yes, it is a conversion of the board game to an RPG, and it is very much in Alpha-Alpha versions. 
  • 13th Age: Carnival of Masks (I think that was the name), which was fun and awesome, and deeply enjoyable. I forget the GM's name, but she was pretty excellent. I played a Ironforged Cleric who was forged out of a sacred reliquary, and was stolen by the Thief Icon dude, who he felt he owed for teaching him about the rest of the world.
  • Shadow of the Demon Lord, run by James Introcaso, which kind of... happened late, late, late one night in Open Gaming after we'd been hanging with some folks in the Alexandria RPG Game Library- which, by the by, deserves all the donations, as it is awesome. Seriously, they have amazing stuff, and are a fantastic resource. As for the game, it was absolutely balls-out gross and crazy in the best way. It all sort of blurs, except I was playing a changeling and I kind of really enjoyed the single d6 resolution mechanic. 
  • The King in Yellow- Gumshoe-based horror; I kickstarted this one, and was super excited to play it. Not sure what I think about Gumshoe, except that I think it's really hard to write adventures for it which aren't deeply railroady. I was playing an androgynous muse bohemian type, which was like... barely roleplaying. Also, our dice were cold as ice for the main battle part of it. And there were a lot of /awful/ French accents. The GM's was kind of amazing. This was the one game that Harbinger did not join me for, as he was running more playtests. 
  • Illimat - Dealers' room demo! Resulted in us purchasing the game. It is gorgeous.
  • Dragonfire - Another dealers' room demo! We did not get this one, though it was very tempting. Just too much of a time sink.

Now, Panels!

  • Over The Edge, which was kind of a... bizarre cabal meeting where 5 True Believers, Jonathan Tweet and Cam Banks worked to convince one Interested Seeker to Immigrate to Al-Amarja. A note that I backed this kickstarter for embarrassing sums of money.
  • Eberron, which involved Kieth Baker looking for ideas for what else people wanted to see re: Eberron content. 
  • Ars Magica, in which the room scandalized John Nephew by insisting that the actual magic mechanics were more important to them than the Order of Hermes. Which is a vast oversimplification, but the real important part is that now Harbinger has agreed to run Ars Magica for a bunch of us, which is excellent.

I feel like we might have done some other panel, but I don't recall. At some point, everything blurs. Also, I should really get into what we purchased game-wise, but I do want to post this someday. Lots of good stuff. 

As for Dragon*Con... well, that was pretty much a trip to the dealer's room and some room party time, though we did get to play Secret Hitler, which I have mentioned in the vague elsewhere. Actually playing it... well, it does make you confront that most useful competitive RPG mechanics can be pretty easily classed as fascist- a number of the fascist policy abilities are char powers in the Battlestar Galactica board game. Would play again though... it probably deserves it's own post, here or in the ol' Cringing in Terror DeadNazi blog. Now, the list of Cosplays we saw, since that's the most important part of D*Con (nobody but nobody was getting into any panels; they were all crammed): 

* fewer Deadpools and Harley Quinns than years past
* Some excellent T'Challas and Erik Killmongers
* A decent number of Pearls, Steven Universe, and Rose Quartz
* A fairly excellent Slipknot
* Classic Mario characters seemed to be the by quantity winners as far as property goes. 
* Probably the best Billy Dee Williams Two-Face I've ever seen
* A spot-on Mad Eye Moody
* A fantastic Thormund Giantsbane, who was only a bit shorter than the dude what plays him
* At least 3 classic Scarlet Witches. This makes me incredibly happy.
* A dude playing DKR Bane, with two giant mastiffs (they were his service animals). He was standing in front of a real van legit painted as the Mystery Machine from Scooby Doo. There might have been some cognitive dissonance going on here. 
* Some MtF Crossplay, but less than at GenCon. My favorite was a pair of middle aged dudes doing the two creepy twin girls from the Shining. 

Anyway, that's what all stands out in my head at the moment. I'm working on some game systems of my own, also, so y'know, I should actually post about that sometime, when I actually... post. Ever. Yeah. 



Thursday, May 17, 2018

Over a year and roundup time.

...Wow, I suck so much. I promise you that the lack of posts in the past... years has been from lack of time, and in no-wise lack of topics. So let's walk through some Roundup stuff, shall we?

Running

I'm running Liel, my D&D game, and... that's about it. I'm enjoying the hell out of it though. I like running games... maybe more than playing them. I want to talk more about this soonest, especially because we just went through about 3 sessions of the players dying, being dead, and then making themselves not dead again, which meant it was a fairly good test case for ideas I put forth in that article I guest wrote for Tribality that one time. I think it went pretty well, and it was also a nice example of a theme that bears repeating: When the players pick up all the hints and figure out what's going on, they should probably just win.

...because, y'know, I need more blog topics. Right.

Playing

Aurikesh - Harbinger's D&D 5e game. Continues to be great. I'm mostly focusing on my Blademaster 2 weapon fighter, who is level 7 now and feels like an unstoppable badass. I need to get my Tomelock and my Royal Sorcerer caught up more. That said, my main is well in the middle of accomplishing one of her major character goals, so I've got that going for me. 

Granite Sledge - Standsinfire's 5e game. Planescape on a boat! A big, rocky boat. I am playing a Lamia Monk, which is really interesting... StandsInFire created cool rules for her; I'm blood of Abraxas. The game itself is gonzo in a good way... thing

Forgotten Realms - Harbinger is also running a 5e Realms game with me and a couple of friends. I am playing a gnomish Mystic Theurge who worships the god of runes... really, I just wanted to play a Theurge. So far, I like it pretty well... it sure is a wizard who gets to use cleric spells. Not super special, except thematically. 

Over The Edge 25a - Harbinger has run a couple sessions of this, and basically, I always want more. I've said this before, but MAN do I love the playtest dice rules so far- I feel like I could run almost anything with them, particularly if I want something very light, that is heavy on the RP.

Cuphead - does anyone really play this game, or does this game play them?

Love Nikki- Yeah, I said it. But seriously, it hits all my weak points- collection, completionism, aesthetics, and exploration. It's a time and money trap like no other. If you value your cash and sanity, AVOID (but seriously, my friend code is 106448785).

Flight Rising- Yup, still. Not a ton to say about the dressup dragons except it seems the community has mellowed some, and it's gone to always-open registration, so check it out if you are so inclined! For reals though, it's a really good introduction to the culture of subgaming and in-game IRL economics beyond gold sellers (just... search on 'adoptable' sometime), and how pet games are fascinating for the econ lessons.

Pokémon Go - What? Don't you judge me, you know you're playing it too. And no, I don't have Mew yet. I'm about halfway there, still stuck looking for friggin ghost pokémon.

Writing

I wrote a Campaign Starter Kit for Unknown Armies 3 which is out to the backers now! Likely it will drop on DriveThruRPG soonish, and when that happens, I should definitely post it here, and not, y'know... forget.

For myself, I'm working on a Very Deconstructed Game called (tenatively) At What Cost, and if I actually manage to not get swamped by Day Job, I will post design diaries here, or sommat. I am hoping to have a playtestable version of it by Metatopia, assuming we're able to actually go to Metatopia this year. We'll see.

Also, I should make sure I'm not under NDA before I talk about anything else I'm writing for anyone, but Harbinger and I will be at GenCon, so there's that.

Reading

Midgard Heroes - by Kobold Press. More on this later as well, but the short version, there's a lot here I want to pick apart and feed on to grant my games strength, much like the necrophage described in its pages. Find it here

In the Company of Unicorns - by Rite Publishing, specifically, converted for 5e by my own dearest Harbinger. So, in the dim and tawdry days of 4e, I was working on a set of equine racial options called Pwny Island, which apparently, I actually thought was funny at the time. I never finished it, like so many things, but look! B basically has- well, at least, the unicorns- and managed to make them interesting, serious but not over-earnest, and fairly compelling. I'm actually unironically interested in playing a unicorn character after reading this book. I really want to do some sessions with it and post roundup reviews, because Yeah I do! So really, go! OBTAIN IT.

From Kickstarter, we got our copies of Epyllion, Changeling 20th, and I'll be picking up Dawning Star at GenCon this year, and I'm further waiting on too long a list to mention, so I'll make the attempt to talk about those games as I receive them. 

And that's the news. Why am I actually posting things now? 

...well, why indeed. 

Because I missed you, probably.



Tuesday, May 15, 2012

The Way of the Rules Chick.

So, I like rules.

The reason I like rules is because, apropos of Shieldhaven's post about Wizards, and some other stuff I've seen in games, when systems don't have comprehensive rules, they go SQUISH! and you're floundering in an undefined world where, it is reasonable to ask, "well, why don't you just teleport Frodo into Mordor" because there's nothing defining what the possibilities actually are.

This is a huge problem when we're talking about magic, but it applies to other systems too, particularly in games, where you want your magic users, your fighters, and your fighter-mages (among your other tropes) to be at about the same competence for amount of time spent building skills.  Yes, I am assuming that game/character balance is a desired thing. And I refrained from saying, of the same level to allow for systems without levels, like Ro3 LARPing, or World of Darkness Tabletop, which define advancement in other ways. 

I know a number of people, however, who do not like rules. At least, they express discomfort with rules which ranges from, "I am just not a rules person," to "I fucking hate rules because they get in the way of my ability to Just Play."

I won't get into the expectations connected with who hates rules and why, but will point out that for most people, the thing isn't that one really hates rules. One hates rules that...

  • Seem arbitrary (also called, "are too obvious/visible"), 
  • Are badly presented,
  • Are convoluted and difficult to parse,
  • Change or explode too frequently to keep up with,
  • Are 'solved' (there's a right way to do things) or easy to exploit (unbalanced).
So allow me to go into some completely unsolicited advice for people who do think of themselves as Rules People, who love to design, modify, or add to rules systems for fun and/or profit.

Thursday, August 11, 2011

Session Roundup #19

I actually have two gaming sessions for you this week! only sort-of because I skipped last week. But nu, I ran my game, for the first time since March, last Friday! That was a lot of fun; I had missed it quite a lot. A DM isn't really supposed to admit this, but boy-howdy was I flying by the seat of my pants on that one. Also, Mage: The Awakening tonight! So without further ado...


Tradya's Workshop: So, last session having been about a million years ago, and life being insane, I had done virtually no prep for this game. I'd left them at the first room of Tradya's library, back where they'd started. So they decided to try another path; the one beginning with 'A'.

They went down A, then R, Then B, then B again, then O, then wound up facing a huge construct spider, based on the Young Volcanic Dragon elite, scaled for their level (5) and with some adjustments...it was really completely terrible. The aura 1 5 poison damage that went to aura 3, the burning web zone that lasts a turn and deals 5 damage, plus webs that restrain, and a horrible bite that deals ongoing 5 fire, plus a triggered burst when hit with fire... yeah. Awful. I will post the stat block sometime when I am less wiped. Either way, it was a short session, but fun, and I look forward to getting back into the swing of things.

Mage: The Awakening: Followed hard upon last session, and also really good. We (by which I mean Sequela and Tommy) cleaned our evil-selves out of the gems we found, though Suriya's got out and tried to run. So Sequela commanded it to stay put while Tommy and Suriya shot Awakened Guns at it. I had... little to do in the fight, as nothing was susceptible to mind and Space doesn't have anything to attack with, so I worried about creating wards to calm down the craziness of the Fucks-With-Space labyrinth we were in. At any rate, we were able to trade the empty gems with the Indian spirits to get them to let us take the other two folks, and in exchange we would carry the spirits, in the gems, to museums that talked about their in-life tribal cultures. So that was all right.

On the way home, we called the Gravediggers to let them know we'd rescued their D00ds, then chatted with Diomedes and Madog (the other two d00ds) all the way back to Boston. Diomedes had been trapped in the labyrinth since the Clinton administration, so he had a lot to catch up on. Madog... used to be our evil-dopplegangers' apprentice. So we had much to talk about. We found out, in the long run, that the kid was from a reality where The Prince of A Hundred Thousand Leaves was the Reality. So my guess is that we're not in Total Recall, we're in Many Worlds, and that's... better. As the idea of having actually lost 3 years of memory, plus, was super unsettling.

Anyway, super cool. This weekend: AE. Foon!

Thursday, June 9, 2011

Pwny Island, 4e Act 2: Earth Ponies

Now that I've posted the base stats and some design ideas for the pritty ponies, time to fill out the roster with powers and abilities. Each of the breeds belongs to an elemental type, because, well, of course they do. Today, we shall focus on the Earth-based ponies:

Earth Ponies: +2 STR, +2 to any one other stat.
Unicorns: +2 INT or CON, +2 WIS
Kirin Ponies: +2 INT or DEX, +2 CON
Purr Ponies: +2 DEX, +2 STR or CHA
Reindeer Ponies: +2 DEX or CHA, +2CON or STR

Thursday, March 10, 2011

Session Roundup #7

This week was dominated by video games and by me running my D&D game last Sunday. Yay punting!

Sunday: Tradya's Workshop-- After last session with the theatre and the rats and everything, it was about time for a low/no combat session. Which was great, because I hadn't the brain to prepare any stat-blocks for a special encounter or anything, and odd, coz I had no idea where the players would go next, but being that this is a fairly old-school dungeon crawl, the options were limited by the long pre-existing map. So they were pretty much going to go explore the northern part of the first level, which they'd looked at a bit before, or were going to go south and explore the few things that remained down there. This latter is what they wound up doing, which permitted them to get their hands on another one of their quest objects, and had them find the entrance to the hidden library maze. I won't go too deeply into the mechanics of the maze, as they haven't explored all of it yet, but it might sound a little familiar to people who really like, say, Sean Connery in monk robes.

Basically, they found themselves in a large, octagonal room with four doors, one in each wall, and stacks of books of various kinds in concentric circles. They rolled skills to see what sort of books were in the room, and if they found anything particularly useful, and also marked that above each door, there was a letter-- in order, T, R, A, & J. They knew, from the previous adventure, that the dude what owned the dungeon was called Jaylamer Tradya, so they decided to take the J path, and see if the subsequent rooms would have the rest of the letters of his name. And lo, they did! Each room was a trapezoid-shaped chamber filled with books on a common theme, with varying numbers of doors and a letter over each. This was consistent until the room with the final 'R' in Jaylamer, anyway, which contained 2 doors which had no letter. They found some palimpsests (not to be confused with the city of the same name... or were they?); the Avenger was able to create a rubbing to see the note that used to exist on the page. This gave them a couple of hints as to what they could find in each direction, and they decided to go through the one at the top of the trapezoid, which said it led to 'the center'. This took them back to the first, octagonal room, and of course, going back the same way did not work. Alas!

In the course of their searching, I remembered that this was the sort of party where I could give them magic treasure what didn't have any combat application, and so they found the following trinket:

Box of Delicious Creation
An ornate silver box with a lid of black wood, just large enough to hold a mug of something tasty.

Daily (standard): Creates a single item of food or drink, which is wonderfully delicious and comforting. Use of this daily item does not count against other daily magic item uses.

Random, I know, but the players seemed to really like it, and that made me happy.

Also, a couple of other plot advancement items were accomplished that I prefer not to discuss here, but which pleased me greatly.

Shadow Hearts: Covenant-- So, I forget which day it was-- possibly Monday?-- but the day sucked holy ass, and required that I go out to dinner with Shieldhaven immediately, and also buy a video game. Instead of doing so, however, I bought a PS2, and set about playing another run through of my favorite JRPG, Shadow Hearts: Covenant. It's frigging hilarious, and also a festive testament to the Japanese obsession with Jewish Mysticism. Fun!

I also have the first one, but the second added depth and scope in a way that I've only seen in games like Overlord and Overlord 2. Here you have the perfect setup what people ask for-- give me a sequel that's a game changer, keeps what we loved about the original, but does something new and better. The full customization of the judgement ring combat mechanic, having the turn based combat care where you stand for AOEs, and the addition of a combo system were all that is awesome, and I'm enjoying my second playthrough quite a bit.

Pretty much the rest of my whole world is eaten by culture packet writing for Dust to Dust, so yeah. That.

Wednesday, March 2, 2011

Run, Rabbit Run.

So, I am considering running something semi-regular in addition to my 4e game, in part because I've never run anything non-d&d, and because I want to run something that shieldhaven can play in. I haven't ever run a tabletop game that wasn't some edition of D&D though, and the sorts of things I might run... well, let's have a look, shall we?

In no particular order:

1) Nobilis-- B's had this book for some time, and lent it me back in the day because of the Pritty. And man, is it Pritty. Also, Samhaine's Opinions Matter.

2) Changeling: The Lost-- set in the universe of the novel I am writing about a lass named Timothina and many Thousands of Kingdoms. There are fey in the story, and it might map pretty nicely, and be deeply interesting to me.

3) A 4th Age Middle Earth Game-- I am not sure what system I'd use for this, but the idea is that the PCs are Orcs, Southron, or Halflings just after the end of the War of the Ring. Based on the premise that Orcs are twisted mutations of Elves, Ulmo or Illuvitar or someone has wakened the Elvish soul in some of them, those where that part lay sleeping only lightly. This turns them from brutish beasts incapable of order without the control of a tyrant into real, thinking creatures with consciences, interested in getting redemption from themselves, and gaining some form of acceptance in the lands of Middle Earth. There's a bunch of challenges in even setting this up that I'm likely to address more in depth here later.

4) Something else that I just haven't thought of, if there's anything that my peeps might wish to play.

Also, I still mean to run my Dawning Star short-run horror game, but Shieldhaven will be helping me write and run that, rather than playing in it, which defeats some little of the purpose.

If one has an opinion, they might comment about it here, or fill out yon LJ poll.

Thursday, February 10, 2011

Session Roundup #3

The only gaming this week would have been the run of my game, in which we finished up an encounter that had been called in the previous session on account of snow.

It was a pretty darn elaborate set-up, and I tried a lot of fiddly moving parts for it. There was a big stage with a dias about 3 feet up, and large stone pillars. Two members of the party (The Rogue and the Avenger, my trouble twins) had been sucked into performing as the "Hero" Wizard who had built the dungeon and his sidekick, while the rest of the party were stuck in the audience. They could affect various things by making skill checks to interact with the Shadow Attendants who worked as stagehands.

In the meantime, the two actors made skill checks to carry out tasks narrated by a booming, invisible voice, in sort of a 'Whose Line Is It Anyway?' way. Successes gave them bonuses to successive checks, or affected the outcome of the play. Also, I had given them stage swords, which (though they weren't entirely aware of it), ignored the Insubstantial quality. This would be important later.

Or, pretty immediately, as they were attacked by shadowy-wererat minions pretty quickly. Yes, that means dire rats with the Insubstantial quality (though they did not regenerate). Fun! They dispatched them all right, and then were sucked into a plot where the Hero-Wizard was dragged off and forced to become engaged to a Shadow-Actor "Rat Queen," much to the Dismay of her "Royal Vizier".

According to the narrator, the Wizard had crafted a magic wedding-ring, which turned the Queen into a beautiful Eladrin woman, causing her to scream and faint dead away, and the Vizier (an Elite) to be pissed as all hell.

Roll for initiative.

The rest of the party then Diplomacied a Shadow Stagehand to take them to the greenroom, so they could "join the play".

Okay, so the setup.

First of all, many thanks to Shieldhaven for writing up the statblocks for me, as I was creating this stuff at the very last minute. Also, everything I've described so far happened in the previous session, more than a month ago. Yippee!

Anyway. There were more stage weapons available at the sides of the stage, which would solve the Insubstantial problem for the weapon users. The implement users however had a real problem. My solution was to have three spotlights, which moved around the stage, which allowed magic to do full damage. Also, I decided (though this could just be the case) that insubstantial meant that the minions just didn't take damage from normal weapons. Bad times.

The problem was getting the players to figure this out. Some really amazing Arcana checks hinted at it strongly, and one of the wererats was a standard Leader, who also had to stand in the spotlight to use any of his abilities The Vizier alone didn't have this problem. It wound up not mattering for the Vizier, for a couple of reasons.

At each quarter of health, the Vizier summoned 8 or so wererat minions and 2 standards-- a skirmisher and a Leader. So that was fun. The Vizier managed to do his first summon just before the rest of the party made it to the stage, which created some problems with the rats having advantage of position, and the newcomers not having stage weapons yet.

For starters, the Rogue used a sneaky trick, concentrating on a magic necklace in her possession, and changed into the fainted Rat Queen, bluffing the Vizier into believing that she was really said Queen. His insight bonus being all right, but not awesome, he fell for it hook, line and sinker. They managed to interrupt combat, and convince him to send the Real Rat Queen off for questioning with two of the standards, and to dismiss the minions. It also gave the Cleric time to filch some stage weapons for all the magic users. Once that was done, they got back in a fight and beat him down pretty hard, which piffed his bloodied summon of minions, and brought down the curtain on the first act.

Now, Minions that can't be killed are a pain in the ass-- since no one in the party figured out the spotlights in time to use them. However, I made a punt when the party entered the stage that wound up sort of invalidating, quite by accident, my previous mechanic.

So when the party came on stage, they wanted to wear costumes, which were available, though I had no idea what should be. I rolled on a random list of dungeon dressing for inspiration. The Invoker got a fiery gown (from rolling 'matches'), the Artificer got a cloud (from rolling 'pillow'), and the Cleric got a sort of faunish, leafy thing (from rolling 'pipes'). Once they were on stage, their costumes made them seem like elementals, and I decided that damage sources that worked with their costumes would ignore insubstantial.

Yeah, so the invoker can deal full fire damage, and the Artificer with the Lightning Spheres cam do full thunder/lightning. So... yeah.

After a short rest, they went back out for the second act, which involved fighting the Rat Queen-- a level 4 (I think) Solo. She got off one attack and a summon of a bunch of minions before the Rogue changed back to herself and convinced her, through bluffing hard, that really, all she wanted to do really was marry her, and the Vizier was a traitor. The Rat Queen's insight being even worse than the Vizier's, I gave them a round of skill checks to extract themselves from the battle. Yeah, everyone rolled like, 25s on each skill they used. Fully. So the end of the play had the Wizard-Hero properly marry the queen, and granted them a magic item of rat summoning pipes. It also gave them enough xp to level them to 4th.

Went pretty well, for being 2 sessions with a month in between, and the party really liked being able to get out of combat with a skill check. I do not have the crazy skill-check fu that Stands-In-Fire has, so I'm sure there were ways to make it a bit smoother. But once again, I do so love using skills in 4e.

Apart from that I've mostly been playing Fallout: New Vegas or watching Shieldhaven play Overlord, which are good times both. Sadly, since I am a sniveling, console-monkey weakling, I have to be content with the slim playlist offered by New Vegas radio and the few other stations offered by the game, and the damn bug that replays, "Ain't That a Kick In the Head?" all the time, when I'd rather hear "Mad About the Boy" or the one about the Ranger with the Big Bar on His Hip.

Tonight is another DtD Update, which is cool, as people seem to dig getting LARP rules/website patch notes. Who knew! Software Development Practices are awesome!

Monday, January 17, 2011

So, more about my game... custom gods and feats.

In the company of Such Illustrious Game Designers (by which I mean thems what has actually found themselves paid for this sort of thing. Whereas I have only been paid for the heartless crushing of dreams), it is with a little trepidation that I offer up my humble efforts in this realm for scrutiny. Nevertheless, it is perhaps of interest to some few of you to see the ways in which I have potentially broken my D&D game horribly with a few extra Divine Feats.

To explain. In the setting I have created, a world called Liel, the most prevalent form of religion is called the Giedame. In this faith, each worshiper claims a personal pantheon of six gods, which may be any god in this setting, or any other setting for which rules exist in 4e-- and if rules/feat choices did not exist for a deity a player of mine wanted, I promised to make some up. As for setting deities, I provided the local pantheon of Ar'Siva, the island continent where the main of the game takes place. Entering the worship of each god allows access to that god's feats, which may be taken at any level. In the interest of avoiding tl;dr, I'll break this up into groups. So here's the first bunch:

The Hero-Gods (Atailan)

The Hero-Gods, Begaren, Vai'Varin, and Pi'kati, are called thus because of their roles in various myths and stories. It is not known whether they were once people who lived and were later deified, but the stories treat them as if they once, indeed, lived in the world like men.

Begaren

-- The God of Honor, Valour, and Nobility, his worship is common to warriors and those who value codes of honor above all else. In Ar'Siva, he is a favorite god of Military Knights, though his worship is more common in the other countries. His worship suggests proficiency with all manner of heavy (not thrown) swords and/or shields. His symbols are a sword cutting through tendrils of dark energy coming from below, or a shield with a hand and three orbs upon it, parting a wave of dark energy from above. Those who consider themselves Dedicate to Begaren may choose from the following divine Feats:

Shield Brethren

If you have shield proficiency, grant +2 to a defense as an immediate interrupt, once per encounter to one ally who is adjacent to you, or adjacent to the attacking enemy.

Sword Brethren

If you have proficiency in light or heavy blades and have a sword equipped, +1 to attack rolls for flanking allies using melee weapons.

Vai'Varin

-- The God of Humility, this god is never himself depicted, though like Begaren, he is considered a hero-god, and spoken of as such. His symbol is a common household item-- a shoe, a kettle, a broom, et al-- held singly, or on a plain field. Leaders benefit most from the worship of Vai'varin, and many warlords serve him. He is a common household god on Ar'Siva. Those who consider themselves Dedicate to Vai'Varin may choose from the following Background Feats:

Helping Hand

Adjacent Ally gains a +3 bonus to their surge value when they spend their second wind, +5 at 11th level and +7 at 21st.

50 Feet of Rope

You may spend your move action to grant one ally an extra 5 move before the end of your next turn. Allies who start a climb or a jump adjacent to you gain +2 to their Athletics check.

The Best Cook Ever

During an Extended Rest, you may sacrifice a Healing Surge to add +2 to all Allies Surge Value, as you are up cooking the entire time.

Pi'kati

-- the God of Tricksters and Rogues, he is a god widely worshipped by people in all walks of life. He is especially popular in Ar'Siva, in the country and among the proleteriat. It is not uncommon, apart from those who are of the Rogue or Bard profession, for someone to feel themselves Pi'kati's in Soul, and honor him thusly. His symbol is a four-holed flute with one hand open and one hand closed; sometimes with his grinning Face behind it. Those who consider themselves Followers of Pi'kati may choose from the following Divine Feats:

Unassuming Pickpocket

+2 to stealth and thievery or you may also treat Stealth and Thievery as trained skills, even if your class does not permit it. Once per encounter, you may make a bluff check as a minor action to gain combat advantage over an enemy within close burst 10.

Made You Look...

Once per encounter, as a move action, you may shift from a square adjacent to an enemy to another square adjacent to the same enemy. You have cover from enemies until the end of your next turn as long as you remain adjacent to that enemy.

Coming next: The Gods of Ascension and the Gods of Detriment.

I will also note that thanks to DDI, adding custom feats and making them apply correctly is really bloody difficult, and thus a hard thing to have 4e players do. Also, I have not really dealt with Divine Power dailies for these gods, except for Vai'Varin, as my Cleric and my Artificer worship him (The Rogue and the Avenger primarily worship Pi'kati). Still, the most efficient way of breaking one's game is through handing out utterly stupid custom magic items. But more on that later.

Tuesday, October 19, 2010

Semi-weekly maunderings.

So today is (likely) B's Game, meaning that there's been one episode of the same, a Chessenta game, and an Eberron Game since the last time I posted on tabletop. Also a session of mine. And yet, my thoughts on such are all that is scattered and lame. But.

A thing to which I wish to give more thought-- probably aided by intense scrutiny of the monster manuals-- is keeping controllers alive. In my last game, I wound up doubling an encounter because (though they had very good plot reasons to do so), the players pretty much alpha struck the Controller before she could do any of the cool things she could have done to wreck them. On the one hand, this is good-- do the players really need to know how awful the controller's stuff is? This being something that my players ran into in their very first encounter, when they let the Goblin Hexer hang out and do horrible things to them through its allies. Alpha striking necromancers = absolutely the right thing to do.

On the other hand, there's something... I dunno, weak? About the alpha strike being too easy to pull off. There's a balance there, or a right set of additional baddies that are just nasty enough to protect the Controller by drawing off aggro, without just rolling the party hard. As last weekend's LARP reminded me-- if the GM wants dead players, they can always have them. It's not that hard. What's hard is live PCs who feel like they were actually at risk of dying horribly.

Anyway, it's a lowby something to think about, but something I am thinking about RightNowThisMinute.

Monday, September 20, 2010

Are We Having Fun Yet?: The Mirror of Life Trapping.

After the last session of my game, it occurred to me that there were a few things that had happened that I don't think I could have pulled off in my other gaming groups. I am going to see if I can phrase this without giving away any of the things my party did not figure out, as they could still do some stuff in this room. But nu.

Lemme 'splain.

Basically, in one of the rooms there is a mirror of life trapping which, in order for there to be any real intrest or immediacy to the adventure, requires that one of the PCs fall into it, whereupon they are stuck in a small black room with no doors, and only one window-- to the room where they just were, where they can see and hear their party members, but cannot interact with them. Generally, they can't do anything now but wait until the party rescues them. This could potentially go very badly as more members of the party get trapped, which, after the first one, releases one random creature that had been previously trapped in the mirror.

If you are a gamer like my usual team, you are probably thinking, "Oh man, if that happened to my pc, I'd be so pissed off! I might walk out of the session. Sitting there trapped with nothing to do is not my idea of a good time. That would hugely suck. I feel so lame."

And you'd have a valid point. I have gotten hugely upset myself in the AE game upon falling unconcious, when, since I was all but out of spells, waking me up while the combat was going on would have been a serious waste of party time. That's right, I'm sitting there with nothing to do because, the way combat is structured, to do so would be sapping valuable rounds in which damage could be done, because there's no way to heal and do damage on a single turn, and AE doesn't really (as far as I know) have dedicated healers, unless, say, you went hardcore mage on nothing but the Positive Energy Template. But I digress. Being locked out of the action is no fun, and I can't deny that.

Nonethless, the players I have run through this have all really liked it (in the interest of full disclosure, the second time, I trapped a player who was going to be missing the session), and I am going through this here in part to try to suss out why, and also to justify why I thought this was a good idea in the first place. Anyway, here's the skinny on what justifications I can think of for why this might not just innately suck:

1) the puzzle /is/ avoidable.

The first two times, run in 2e and in 3.5e, you had a dex check to avoid looking in the mirror, and a will save if you did look. When I ran it just now in 4e, I had skill checks to avoid looking (with a bonus after the first party member got trapped, since they knew what it did), and the mirror made a +10 vs. Will attack (yes, against 1st level characters-- not looking is supposed to be the best way to avoid this) if you did look into it. After the first person got trapped, most of the party had no trouble keeping their eyes averted-- the Rogue kept covering it and uncovering it as they tried to get the Avenger out, flubbed one roll, and wound up getting caught also. Fortunately, by that time, they had figured out the keywords, and had no trouble getting the Avenger out. The Rogue... well, that's another story.

That said, if the whole party manages to avoid looking, you're fine. Also, when the party enters the room, I made a random roll to determine which of the 3 mirrors in the room (a heavily modified Mirror of Mental Prowess and a non-4e style Mirror of Opposition) is uncovered; the other two have cloths covering them. Which is a mixed blessing, as poking at the covered mirror may well get you trapped, when you don't know what's under there. But there are ways, such as utilizing the mirror of Mental Prowess, to figure out what is going on with the mirror and even solve the puzzle of it without a party member getting trapped-- if say, the party decides they want to free the other things that are trapped in the mirror.

Which brings us to...

2) There are multiple ways to solve the puzzle.

The first two times I ran this, the players solved it pretty much the same way, which was not even close to the way the 4e party solved it. Using the mirror of Mental Prowess (which worked kind of like an Infocom game in that you had to phrase things in very specific ways to get the results you wanted, but asking enough questions or even regular conversation where the mirror could 'hear' would eventually get you clues to help you out), the party figured out the passcodes to the Lifetrapping Mirror, and only wound up acidentally freeing one thing that was trapped beforehand-- and that one was friendly. There was another way they could have done it-- finding some other living thing (or the creature they'd released, an Orium Dragon Wyrmling) and forcing it to look in the mirror in hopes of releasing the party members randomly, and that option got discussed. Also, if they'd come up with something really neat, I'd probably have let that work. Actually-- well, here.

Because of a number of factors, one of which was that the Rogue was the one who had solved the puzzle of getting the passcodes in the first place, and had tricked the mirror of Mental Prowess into believing she was its master, I allowed the Rogue to make a skill check from inside the mirror to free herself. Doing so was narratively the right choice-- it served the drama of the scene, as for reasons of her own, the rogue bluffed the party into believing that they had actually freed her. One person made their insight roll and is now suspicious, which adds interest to the role play. On the other hand, I can't really claim that this choice was anything but DM Fiat, which topic ought to be another post entirely. But my thought, basically, is that in this case the players trust me enough to realise that if I see them not having fun with this, I am going to do my damdest to make sure they start having fun again as soon as possible. Also--(very tiny invocation of) rule of cool, which in this case is more, Rule-Of-Your-DM-Is-a-Narrativist. Which is yet another future post topic.

That said, I am curious about opinions as to whether this kind of thing is really too risky to run much-- I mean, overdoing the, "oh no, now you're trapped in something and have to be rescued" is no good, but on the other hand, dangers that aren't death seem like a kind of neat thing. Does it fall into the realm of, "This is Not Okay, and you should only do this if you want at least one PC to have a miserable session," "Naw, this puzzle is cool! Do it moar!" or "Well... run right, I guess this might be okay sometimes in moderation," as far as things that might actually ruin a game.

I suppose that part of the reason that I am wondering is because this is not a question I'd even ask myself in 3.x or earlier. I'd say, to any player that whined about it, "don't lawyer me, suck it up and deal. "Having played more 4e-- and just more, with more power-type gamers-- I worry about mechanics screwing things up a lot more, as I like the players knowing how the world works and how to use the tools they have to fix problems-- hence, my love of skill challenges. I've been very fortunate in having players that enjoyed 'stuck in a box' rp-- and man, the poor Avenger has been running foul of every trap in the dungeon, coz she doesn't like to check things out before she messes with them. Whoops. Anyway, I can't help worrying if this sort of puzzle is actually a Douchebag DM Trick(tm) that's squeaked by because I have players who have the patience for it and don't know better, or if it's really all right, and I've provided enough outs.

Anyway, tis something I am thinking about right now.

Also, I will add that this is something you should NEVER do in say, a LARP. Taking agency away from characters when they do not have the option to, you know, go get a snack or go to the bathroom or make snarky commentary around the table, and they have to be in character is a recipe for lameness all around. Also, your resources are very limited, so back up plans to salvage the situation are probably going to look even dumber. But LARP mechanics and Tabletop mechanics are two very, very different things. Well, obviously.

Yes, this is a reference to something that happened at Eclipse this weekend, though not to me. Still, it was a thing which reminded me that I wanted to make this post in the first place.

B's Game tomorrow, gaming schedule-wise. Delicious 12th level assassin antics.

Fun for all.

Thursday, September 16, 2010

...So, About My Game...

(Last Direct LJ Re-Post for a while, I swear. This one is, surprise surprise, after the first session of my current game. Context is so awesome.)

All right, finally, I'm gonna talk about the game I am running in specific. I have five players, all girls, only two of which (not counting myself) are currently playing another tabletop game. Two others have played before, but not for years and not 4e, and one has never played a tabletop game ever. The party makeup is as follows:

Juuntzi -- Shadar-Kai Avenger (Never played 4e)
Rory -- Halfling Trickster Rogue (Never played 4e)
Dhalia -- Deva Invoker (Also plays in Chessenta)
Aretha-- Deva Artificer (Never played tabletop before)
Dian-- Human Cleric (Strength) (Also plays in Planescape)

So, if you know anything about 4e roles, the first thing you'll notice about this party is that there is no defender. the Avenger has also spiked Dex, which was an interesting choice, but I believe she's gone with the Pursuing Avenger build, which is all right for that. The only one with a Strength score at all is the Cleric, which is all right since there is a second Leader in the party to heal her. The most interesting thing about that is how much of the party decided to go for daggers (the Rogue, the Artificer, and I think the Avenger are all using daggers)-- we'll see how that goes in the long run.

I suppose that the adjective which applies here is 'naturally'-- naturally, this is a fairly roleplay focused group, but the interesting thing that I've noticed is that there isn't really more rp than the other games I'm in. This may have to do with how, since everyone is pretty new, the level of tutorial and rules/strategy table talk is pretty high, and this group may want to cut it out later, but I'm unsure on that. There's a lot of table talk in my other games, and, at least in those, since pretty much everyone is involved in it and setting up what they're going to do, it doesn't slow things down too much. There are certainly games where it could, and I've been in games (though I've been playing 4e with pretty much the same bunch, so those not so much) where the chatter just got obnoxious. We'll see how it goes. Either way, the introductory bit, where the party got their instructions from the half-elf components merchant who has hired them, went pretty okay, and the party used it to help them get into their characters by and large. The Rogue and the Avenger, as it was pointed out-- probably by Dian or Aretha, I don't remember which-- are set up to be quite the pair of Trouble Twins, both being thieves by profession. The Invoker, Dhalia, and the Artificer, Aretha are fairly quiet by comparison, and Dian the Cleric is the grounded, Rational One.

A moment about Clerics in this campaign. All PCs have the option of worshipping a pantheon of 6 gods called a Giedame; they can choose from any deity in the game, or the ones I've created. They can only purchase god-related feats (or Channel Divinity powers) that are for a god in their pantheon, and, though it's a bit rules-breaky, I am allowing Clerics to use an extra Channel Divinity power that is specific to one of their 6 gods once per day, which does not count towards the 1 Channel DIvinity power per combat. I may also make that for divine classes in general, though I'm still mulling it over. I'm not really worried about the power level in this game just yet, though that may well change.

As they left the tavern and approached the curio shop which is the entrance to the Dungeon, I threw them directly into combat with a bunch of goblins that had come out of there-- the party is not sure why, natch. Being that this was my first time running a 4e combat, I went with a fairly basic spread-- 1 3rd level Goblin Hexer (controller/leader), two Goblin Warriors (1st level skirmishers) and 7 ist level minions.

The important thing to keep in mind about goblins, who are sneaky little bastards, is this right here:

Goblin Tactics (At-Will)
Trigger: The goblin is missed by an attack.
Effect (Immediate Reaction): The goblin shifts 1 square.

All of the goblins have this. This is compounded by the following power of the Goblin Hexer:

Incite Bravery (immediate reaction, when an ally uses goblin tactics, at-will)
Ranged 10; the targeted ally can shift 2 squares and make an attack.

But initially, they had just seen the two warriors, who were behind the rogue and the Avenger in the initiative order. So Rory and Juuntzi decided to try their hand at tanking, ran as close as they could, and started throwing daggers and oaths around, to some effect. The Warriors, being skirmishers, skirted the group and threw javalins, getting +1d6 to their damage if they moved at least 4 squares. Then came the minions-- all seven of 'em, dogpiling on the closest good guy-- in this case, the poor halfling.

Which is why controllers are awesome. When it came Dhalia's turn, her Area Burst 1 attack took out all but two of the minions, bam!

Then came the Hexer, who has a lockdown ability that resets, a blinding ability, and this awfulness:

Vexing Cloud (standard; sustain minor, encounter) Zone
Area burst 3 within 10; automatic hit; all enemies within the zone take a -2 penalty to attack rolls. The zone grants concealment to the goblin hexer and its allies. The goblin hexer can sustain the zone as a minor action, moving it up to 5 squares

After a couple of turns, the Warriors were finally locked down into melee with the Avenger, and the Rogue was locked down by the the Hexer's Stinging Gaze, which does 3d6+1 if you move on your turn once it's hit you (save ends). Un-fun. This is also the part where Goblin Tactics and Inspire Bravery started to really suck, as the goblin warriors kept getting an extra attack on Juuntzi, while trying to be sure that they were both adjacent to her at the same time. She did a pretty good job of this when it came time for her to use her Oath of Emnity, and poor Rory did the best she could with ranged attacks. So the Hexer decided to help out his buddies by dropping the Vexing Cloud on Rory, Juuntzi, and the Warriors, and then high-tailing it out of there.

At this point, the Cleric decides to charge the Hexer. And we start to get into that whole Economy of Action thing that I love so much. All class healing, and quite a lot of general healing is done as a minor action, which means that Dian can heal Rory after her pummeling, then charge down and try to smack that Hexer. Which she does successfully, because her melee basic attack is pretty darn decent.

But yes, you heard right, those of you who don't play 4e and don't know why anyone would. This is why. Because the party healer can heal you in combat, and also hit things ever. Also, most Leader powers, in addition to doing damage, hand out smexxy buffs to the party. This does not mean the other classes are short-shrifted, oh no, they can grant movement, combat advantage, knock things prone, and do all kinds of other stuff to help everyone out. So yeah, you're a team, in mechanic as well as attitude. And no one is useless. Really, you want everyone to be as effective as possible, because if you all as a party are running at max efficency, you are bloody unstoppable. It takes time to get there, of course, but yeah. It's a really cool feeling to me-- that no really, you'll pass up something that might upgrade you, if it means making up an item deficit for another party member. Also, resource management matters to everyone. No one is standing there looking and feeling useless because they're out of stuff-- only if they've gotten stunned or something. But I digress. If there had been no other changes but this, I would swear by this edition for it. But moving on.

Unfortunately, the Hexer's rolls were all really gross, and he wound up blinding poor Dian (save ends) and locking her down with a reset Stinging Gaze. Doubleplus not-awesome. She wound up going down shortly, as one of the warriors and the last were dispatched and the Hexer and the other Warrior tried to take off. Which is why having a second Leader in a Two Striker Party is so very good an idea. The Artificer, having not spent any of her heals yet, was able to get in close burst 5 and get Dian up within the round, and the party chased the Hexer down-- while being careful to stay on the outside of the gawd-awful zone that the Hexer was hiding in. The Avenger pulled him to the edge of it, and-- I forget who killed the last warrior-- but Aretha nailed the Hexer finally for Exactly Enough damage. It was at that point that I realised that the only one who did not have a magic weapon/impliment was the Invoker, who had had some issues with the fight-- fortunately, the Hexer had a +1 Hexer Rod on him, and she-- well well!-- uses a rod impliment. So that worked out well for everyone.

The party now being free to explore the curio shop and the dungeon entrance, they did so, and this is where I'll stop, though they did some more exploring-- one because this is getting very long, and two, because that encounter is not entirely over. I did it as sort of an informal skill challenge, which I think I would have preferred to have more... tight? Alors.

Anyway, I want to maunder on the topic of skill challenges some other time, but for now, sine.