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Building Bad: Tips on Creating Memorable Villain NPC’s

January 6, 2020 Comments off

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It’s easy, relatively speaking, to run a villain in most campaigns.  You’ve got technical application of the rules, some rudimentary tactics, and keeping track of stats, spells, and wounds, sure…. And sometimes that can be burdensome, but any GM worth their salt should be able to readily handle that aspect of the game, if not right away then early in their GMing career.

But how do you take a pile of stats and make it memorable?  Make it truly villainous?  here are a few tips to creating a bad guy that your players will love to hate.

Reputation / Infamy

You hear about a villain, or their actions, before you ever see them:  You come across the scene of the murder.  You hear the villagers talk about the tradgedy the villain has brought to bear (even if they don’t know that’s who is behind it).  People talk in hushed tones about the warlord  in the neighboring province.  Villagers tell tale of the creature that lives in the woods.

This is best delievered as background noise, tavern rumors, or news reports.  Better yet, it’s learned when the party is busy with another problem.  It builds a richer world, one fraught with problems where the party can only do so much.  The villain is a problem that the party has to work itself up to.  Haunting scenes of death and destruction or chilling tales from victims or survivors build the villain’s reputation.

Villains use others to do their dirty work.

While some villains may be solitary, many villains that wield enough power will draw followers that seek to benefit from the riches or influence their dastardly patron.  Others may see a chance for wanton violence in the company of someone who has mastered it.

This could be as minimal as a hobgoblin or bugbear that commands a small horde of semi-faithful goblins.  It could be a petty crime lord that pays a biker gang to ferry his contraband and protect his holdings for a cut of the take.  It could be an army.  In this agency, there is power over the innocent.  These perhaps not-so-powerful followers can affect change by virtue of their numbers.  They can destroy a village, derail a train, and in big enough numbers, crush a nation.

Use these minions to exact the will of the Villain, spy on their enemies, and create confrontations that remind the party the villain is active without putting the villain himself at risk.  Furthermore, these minions brag about their patron villain.  They want people to know that they are to be feared and respected because of their patron’s power.  Let your minions tell tales of their patron villain, threaten his wrath, and predict his retribution.  You’re building a relationship between the villain and the party without the villain saying a word themselves.

Villains attack heroes where they’re most vulnerable.

Only so much force can be brought to bear agains the heroes themselves.  They are, after all, the heroes!  They were built to overcome adversity.  When a villain cannot eliminate the heroes, they can make them pay.  Often, they have friends, family and loved ones that don’t have the same capability to fight back.  And there’s nothing to make a villain more hated than attacking or exploiting the innocent, especially if the heroes are close to the victims.

Villains live to fight another day.

There is no single thing that drives a party mad more readily than a villain slipping through their grasp.  Villains should plan ways of making their escape so that the heroes cannot follow until it’s time to stop telling their story.  Dedicated retreat can be difficult to counter, especially for a Villain applying a little forethought.  Take note, however, that if you do this, there are two rules you have to follow: One, the escape must make sense in some form or fashion or the party will see the escape as a cheat. Make sure evidence of their escape plan is clear and reasonable. Two, you must eventually let the heroes catch the villain.  The contract you have with the players as a GM is that you will give them the opportunity to be heroic. Give them that opportunity, if not right away.

Villains use their resources to make your misery their hobby.

Villiains have time and resources that allow them to do things that an average hero wouldn’t even consider.  It might be having their goons ransack the heroes’ base, burn down a town, or spread nasty rumors about them.  They can take their time or drop a little money into making the heroes miserable, including impersonating them while doing their worst.  Fire is cheap.  The watch and judges can be bribed. While the possibilities are endless, the goal is to anger the party, not to kill them.  They are owed a confrontation, and their anger is the spice that will make that fight all the more satsifying.

Villains aren’t just cruel to the heroes.

If a villain is cruel, there are plenty of ways to show it.  Sometimes, this involves slaying their own underlings for their own incompetence.  For the chaotic evil out there, it could be slaying bystanders for almost no reason at all.  In most cases, it’s going to be a villain taking the most direct route to solving a problem, even if that means a few people have to get hurt along the way.  Show these victims to the players in your story so that they get the depth of what a jerk your bad guy really is.  If possible, let your villain do this infront of them, but just out of their grasp.  Use the innocent as human shields to cover the villains escape or distract the heroes from seeking their vengeance.

Villians love to hear themselves talk.

There’s nothing more disappointing than fighting your way through multiple floors of a dungeon or secret base and finally cornering the villian you’ve been hunting for weeks to only have him or her wordlessly wade into combat with you without uttering a word.

This is the easiest, cheapest way to make a villain 100% more satisfying.  Call it a surprise round where the villain takes his whole action talking, or do what I do and say it’s a special “drama round” where you apply GM fiat to tell a cool story.  However you make it happen, have your villain at least say a few lines:

“Miserable stinking imbeciles!  You think you can defeat me?  I am Lord Castigar!  I have slain hundrends of so called heroes like yourselves.  Come at me, if you wish to die!”

It doen’t take much to improv some witty (or not-so-witty) dialogue.  But don’t stop there.  Each round, on the villains action, give them some more lines.  Goad the players, mock them, have them explain the cunning nature of their plan, or if things are turning agains tthe Villain, have them start to negotiate.  And when they negotiate, see if there is a way to be reasonable.  See if you can actually tempt the player into taking the deal.  Don’t be surprised if your villain tells the heroes, “Wait! Stop!” and they actually do it, and hear him out (with hesitation).  There’s something about our human natures that make us willing to hear reason, if its possible, and a villain can use that to his advantage.  A real villain will always welch on the deal anyway, so its nothing to make a few promises and then try to get back to their position down the road.  A good villain bides his time. And if they can’t, you have to remember the last thing…

Villains are people too.

Well, some of them are demons, or space monsters or whatever. But the best villain is a villain that can exist in reality.  Sure, there are murdering psyhopaths that cut a swath of death a destruction through the universe for no reason, but the best villains are ones that could exist, that do exist.  They’re usually greedy, money hungry or power hungry people who bend a few rules at first to get what they think they need or deserve.  Soon, when this becomes easier, or if the reward is just too good, they make bolder moves and more people get hurt.  Maybe life has taught them lessons that make empathy a sign of weakness, and they’ve moved beyond being concerned with how others are affected by their actions.  But a complex villain, one that might yet be turned away from their path, or might show vengence another evil for reasons all their own, that’s a truly well developed villain.  They have reasons for acting how they do, and don’t see themselves as evil so much as driven, regardless of the consequences.

In the end, every villain wants to live.  If the choice is obvious death or the possibility of surviving, 9 times out of 10 a villain will choose life unless losing everything is too great of an insult to their vanity. And then, its up the heroes to show mercy, or perhaps begin the road towards villany themselves. Every villain has to start somewhere, and its a fine line between vengence and wrath.

Review: Legend of the Five Rings Beginner Box

August 28, 2018 Comments off

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First, a little history…

Legend of the Five Rings is role playing set in Rokugan, which is similar to Japan during the Tokugawa shogunate, but with fantasy elements.  The setting features noble samurai,  wise monks and mysterious shugenja (priests)  that wield swords, fists, and spiritual powers (respectively) to obtain honor and fame in the honor-bound feudal setting.  Each character derives from a powerful clan (Crane, Crab, Lion, Phoenix, Dragon, Scorpion, and Unicorn) each with  their own motivations and agendas.

The game got its start in 1995 with AEG, which released a role playing game along with a collectible card game that was fairly popular at the time (and which persisted until 2015).   Fantasy Flight has acquired the rights to this rich setting, and launched things last year at Gen Con with an oriental styled parade from the street through Gen Con itself, gathering quite a crowd.

Here’s a fleeting picture I snapped at the time:

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2017 Rokugan Parade

Fantasy Flight is doing some pretty impressive stuff with the property, including kicking off the new card game (which is about a year old, and I’ve heard good things, but haven’t played). But more importantly for Skyland Games readers, they have been working on a new version of the RPG rules which have been in beta testing for some time now.  You can download those beta test rules HERE.  However, smart money might just guide you to pick up the Beginner box which just came out.  I did, and I’d say on the whole it was worth it, unless you’re sure sure sure you want to play and can’t wait for the final rules to be released next year (TBD as of this article).

The Beginner Box: Contents

The L5R Beginner Box is an attractive set, coming with maps of the larger region, maps of a medium sized city / village, and a map of a large castle not actually featured in the boxed set itself (but available for some online content I’ll discuss later).

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It also features a full set of Legend of the Rings dice, which are unique to the system. As with FFG’s Star Wars beginner boxes, the dice are about a $13 dollar value, which begins to justify the total MSRP of $39.95

The game includes an adventure that presumes no knowledge of the rules or how to play, and teaches both game master and players how to play as the game continues.  While theoretically that would allow you to start playing almost immediately, in reality the GM is going to need to read through the entire booklet to grasp the concepts before sitting down to run.

Without giving anything away, the adventure “The Topaz Championship” is a coming-of-age ceremony for persons of the samurai caste, which includes in this case a Phoneix clan shugenja, a Dragon clan Monk, a Crane clan Courtier and a Lion clan warrior.  The adventurers find themselves travelling together and form an unlikely bond when strange events occur that unite them in a common purpose.

The adventure itself is not the strongest adventure out there, but does unfold the concepts nicely and provides a way to ease into more and more of the rules as you play.  It starts with introducing setting and role playing concepts, then evolves into skill challenges, then non-lethal combat, then lethal combat.  Each character booklet presented to each player gives a skeletal version of the rules, indications of what the symbols on the dice mean, and what various actions can be taken.  A small more detailed rules-lite version of the full rules is also in the box, which allows for more nuanced play outside of the extra-lite rules in the adventure itself.

The Rules

The Beginner box gives us a good idea, if not a perfect idea, of what the game will look like upon release.  First I should note that, though the system holds similarities to the Genesys game that is the framework for many future releases from FFG, it is not that system, which to me was a bit of a disappointment.  While I have no desire to return the the days of d20 where everything was a d20 system and rules became painfully bland, there is some lack of utility in being similar to but different than a new standard from the same company.  Presumably, the rules presented are tied deeply into the concepts of the whole setting in a way to will prove meaningful enough to justify a new play format.

First, players have stats that derive from the Five Rings, (as set out by Musashi in 1645).  Fire = Passion; Earth = Discipline; Water = Adaptability; Air = Precision; Void = Spirituality

These are your core abilities, rather than agility, strength, etc.  The characters also have skills, ranging from law, to martial arts, to courtesy.  Many of the skills are not what you would call your standard fantasy adventure game skills.

Making a check requires rolling black ring dice, in addition to white skill dice.  One for each point you have in the ring or in the skill.

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You may keep as many dice as you have values in the ring you are using.  The versatility of the system is that it allows you to often parlay the way you are approaching something to make it something you are good at. For instance, if you want to knock someone down, you needn’t use Fire + Unarmed Combat (charging at them), you could instead nimbly dodge their blows, striking only with precision (Air+Unarmed Combat) or use their own momentum to throw them off balance (Water+Unarmed Combat).  Some approaches are more effective than others.

Dice have four results:

  • Success:  You need enough of these to reach your target number set by the GM
  • Exploding Successes: You count this as a success and then roll the die again, opting to keep this next roll as part of the first, or dropping it.  These subsequent rolls can go on into infinity and aren’t counted against you as part of your ring limit.
  • Opportunity: This works, as far as I can tell, like advantage in Genesys or FFG Star Wars, but perhaps with more restrictions depending on the type of ring you were using.  Rules are skeletal here, and may be expanded on in the main book.
  • Strife: This is emotion or stress that causes you to lose your cool.

Unlike those other systems, there are no difficulty, challenge or setback dice.  Also, strife appears along with positive dice results (like success, exploding success, and opportunity) thereby baiting the player to take those results.

Strife isn’t the end of the world, but if it surpasses your Discipline result, you can become compromised, which precludes the character from using results that have strife on them (which really cuts your opportunities).  That character can try to handle their situation until they regain composure, or they can become “unmasked” and clear their strife, usually with some loss of honor from their unseemly behavior.

Pros & Cons:

The game seems to have some potential, but as a new player to this version of the game, getting used to the idea of justifying your ring choice presented a little bit of a stumbling block.  With some more play, I’m confident that the game will feel more natural. In some ways it encourages roleplaying the type of character you are to fit your actions, and rewards creativity.

Dice in these games are always an issue.  Many of my players immediately splurged on the dice app available on Google Play and Apple.  These apps help to solve the problem of keeping track of what you previously rolled when you get a good run of exploding successes and start to run out of dice.  With a game at this point in development, everyone would have to own a beginner box to have dice of their own, and that’s not going to happen.  So it’s either pass those dice or get an app (for now).

The setting itself is unique, and as a student of Asian culture, I love a lot of the details, though these might be a little cumbersome for the unintitiated.  I’m unaware if any fantasy history has carried forward over the past 23 years.  People have loved this setting for decades and might not want to let that history go… like this guy:

The game is more serious than a lot of other fantasy settings, as it deals primarily with the conflict between desire and duty.  As such, L5R is likely to be a subtle game, and is really going to be the best fit with experienced gamers, or players that are naturally more serious and have a flair for the dramatic and the setting itself.  Beer and pretzel gamers are probably less likely to enjoy the subtlety of the concepts and the balance required in the game play.

In the past, I’ve always found the game a little tricky to prepare.  The characters are almost by definition at odds where their houses are concerned, vying for influence in Rokugan, and that’s going to make things a little tense and maybe a little uncooperative.  For that reason, it’s not going to be the game for everyone and it may be hard to prepare an adventure yourself with a party so divided.  Fortunately, one can usually fall back on duty to guide the party to a common goal, even if they can’t agree on how to get there.

Fantasy flight has released a free downloadable adventure and additional characters, which I have heard good things about.  The map of the castle in the beginner box is for that adventure, and the characters are set to proceed with unifying purpose which originates in the beginner box, making it worth the quick playthrough.

Total beginner box playthrough time is going to take from 4 to 8 hours.  No word on how long the expansion material will take. This play time will be greatly enhanced by the GM reading the optional expansive rules book in the box and understanding those concepts before sitting down to play.

TLDR:  The Legend of the Five Rings Beginner Box teaches a subtle nuanced game to fans of the genre with minimal impact on players and GM alike, and is worth the price of admission for players who can’t wait for the full rules coming out in the months to come.

 

 

History Check: Gary Gygax High School Yearbook

December 17, 2017 Comments off

A facebook group I frequent auctions numerous gaming items, sometimes common and sometimes very rare.  Several of the members are known gaming industry talents, and others are just collectors like myself.   At the end of November, Garrett Ratini put up an item that was a rare gem from his collection. It wasn’t a game book, but books containing a surprisingly rare set of photos that made up a part of gaming history. And how the auction ended is where the real surprise happened.

The items auctioned were the 1953 and 1954 years of the Geneva Log, the Lake Geneva High School yearbook.  It was during these years that Gary Gygax, Don Kaye and Mary Powell were all in attendance.  A treasure for the gamer who wants to own a piece of history, but especially for the rarity of the photos inside.  To appreciate just how rare, you have to know a little something about the history of these three individuals.

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Gary Gygax, for one, did not finish high school, though did finish his degree years later.  A few months after his father passed, he dropped out of high school in his junior year.  These volumes then contained rare pictures of him as a student.

Secondly, Don Kaye is depicted in the book as well.  Don Kaye, a close childhood friend of Gygax from age 6, co-founded Tactical Studies Rules (TSR) with Gygax and made one of the first Dungeons & Dragons characters, the infamous Murlynd.  While the depiction of these two legends in one book might not appear to be noteworthy in itself, it is one of the few rare pictures of Don Kaye.

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TSR was founded in 1973 by Gygax and Kaye.  Later, Brian Blume bought in and supplied the capital to allow the publication of Dungeons and Dragons.  However, Kaye suffered from a heart condition and needed surgery.  He never disclosed this to his partners, and died of a heart attack before the scheduled surgery could take place, dying at age 36 just as Dungeons and Dragons was beginning to gain momentum.  As a result, few public pictures of Don Kaye exist.

Mary Jo Powell was a friend of Kaye and Gygax, and was wooed by Kaye for some time.  However, Gygax was also smitten, and proposed marriage at 19 years old.  Kaye was upset enough to not attend the wedding, though they later reconciled. Ernie Gygax recently posted a picture of Mary Jo the day after the proposal, shown below:

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Mary Jo once suspected Gary of having an affair while she was pregnant with her second child, but going to confront him in a friend’s basement, found him sitting with friends around a map covered table.  She may have been the first of what my wife calls “Gaming Widows” (being spouses left by the wayside for the husband that games too much).


Garrett Ratini put these items up for auction, and the true collectors of gaming history began to come out to bid.  The buyout price for the books was $1,200.00 and likely that number would have been met, I suspect, knowing the habits of this community of bidders.  But an unexpected bidder placed a bid at somewhere around the $400 mark, and that was Luke Gygax himself, founder of Gary Con and Gary Gygax’s son.

With the permission of all involved, Garrett terminated the auction and gifted the books to Luke.  Now, these books and images of his mother and father are with him, where they truly belong.

Pre-digital history like this is easily lost, and is not on the radar of many historians, with the exception of Michael Witwer and Shannon Appelcline. Hopefully books like this will make it into the archives like the one held at GenCon 50 this past year.  Fortunately, I believe we can anticipate  these books being treasured by the Gygax family, both for themselves and for posterity.

Review: Xanathar’s Guide to Everything

November 13, 2017 Comments off

TLDR: You’re going to want to buy this.

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There was a lot of buzz for Xanathar’s Guide to Everything before it was even in print, so I anticipated this was going to be worth a look.  It reminds me a lot of what Unearthed Arcana (the book, not the webcolumn) was like for 1st edition.  Was it optional?  Yes.  Would you be missing out on a lot of content that is considered generally mainstream to play without it?  Heck yeah.

General Details

Xanathar, a secretive beholder crime lord, keeps notes on everything (he believes).  Hence the name of the book (his goldfish is his most prized possession, and that’s what’s on the stylized cover you see above).  As with Volo’s Guide to Monsters, there are little notes that run as commentary throughout the book, usually a sort of joke or snipe about the subject matter.  As the material is largely mechanics and game lore, it’s less relevant than with Volo’s but still fun.

The book is 192 pages, full color, lots of art, slick non-glossy pages (which I like).  You’re going to get this and think it feels kind of thin, however.  While the book feels light, it has a lot of content, and they pack quite a bit in those pages.

The book has three major division: Character Options, Dungeon Master Tools, and Spells, but also has two valuable Appendices.  Here’s the breakdown of the sections.

Character Options

Subclasses

By far one of the most valuable sections of Xanathars is the Character Options chapter.  This opens 31 new subclasses for the primary classes listed in the Player’s Handbook.  That’s right: THIRTY ONE.  Note that’s not 31 new classes, but subclasses (like Bardic Colleges, or Barbarian Primal Paths, etc).  I like this because I think that too many primary classes waters down your base classes and leads to unexpected bloat.  Some of these may be familiar as they have rolled out through playtesting in the Unearthed Arcana column.

A few favorites include the Bardic College of Whispers, the Grave Domain Cleric, the Samurai and Cavalier Fighter archetypes, the rogue Swashbuckler, and the War Magic Wizard. Adding rules to differentiate these classes and giving them a new feel works well, without making a GM learn entirely new modes of play functionality.

Flavor – Charts – This is Your Life

In addition to subclass details, they also offer fluff fans fun and interesting (but very brief) charts for fleshing out details about their characters and their backgrounds.  More experienced players may feel these sorts of things are unnecessary, but it definitely gives some players new ways of looking at details about their characters that will flesh them out in interesting ways.

Some sections are meatier than others. The Druid Section of the the Character Option chapter lists charts, for example, of what beasts you encounter in what environments for the purposes of exposure to allow wildshape.  You could make it up, but this is just damn handy.  Other elements, like how you learned to be a druid, are more storytelling.  Each class has this sort background material.

This culminates with a subsection called “This Is Your Life” which allows your background to be determined by charts, at your option.  This goes through siblings, parents, family history, and motivations based optionally on class or background.  I’ve always been a fan of a certain online character background generator myself (NSFW for language).  I seem to recall something like this in an older volume of D&D (maybe player’s handbook 2???) but can’t remember which book.  If you know, post in the comments.  In the end, it can be fun, and they’re clear not to be pushy about using it.  Do it, or don’t if you don’t want to.

Racial Feats

One thing you won’t hear me complaining about is more feats.  I especially like the idea of Racial Feats that continue to expand the characteristics of the races in game.  These add additional ways for characters to stand out and differentiate themselves from one another given the more simplified options of 5th edition over early incarnations like 3.5 and 4th editions.

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Dungeon Master’s Tools

Rules Clarifications

As a gamer who runs a lot of games, this section is precious to me, as it answers some questions that speaks more to design philosophy on dealing with rules questions. This chapter shotguns out some rules issues right off the bat with little ceremony, including:

  • Simultaneous Effects
  • Falling (over time and large distances)
  • Sleep Details – Involuntary Waking, Sleeping in Armor, Going Without Sleep
  • Adamantine Weapons
  • Tying Knots (both tying and slipping out of them)

There are two larger sections that go into greater detail as well:

  • Tool Proficiencies – This large section rethinks Tool Proficiency, going into specific items included in certain kits, and spelling out what a player can do with skills and tool proficiencies.  A valuable section that will assist GM’s and players alike in seeing how these should be played.
  • Spellcasting – Concealing and identifying spellcasting, measuring ways of determining gridded templates (with illustrations)

 

Challenge Ratings

One of the most important changes listed here is the Encounters Section.  This lists a new way of calculating encounter challenge ratings that seems to more accurately address the threat of solo monsters based on group size, as well as other types of encounters.  This section probably is an admission that prior CR calculations were not correct and did not accurately reflect appropriate difficulty.

Paired with this is a comprehensive list of wandering monster encounters by level and geographic environment.  For those that use such charts, it’s a masterpiece.  Very convenient.    While not previously a fan of wandering monsters, I’ve found it a useful tool when players are lollygagging or doing things in a stubborn and ineffective time-consuming way (i.e. camping after every encounter, spending an hour bonding with items in a dungeon, camping in a dangerous place, etc).  The lists are detailed, and the setting dressing it provides also fleshes out your world and the creatures in.

Other Sections

Traps Revisited — A sizable section deals with how traps should be dealt with to make them interesting, including details about constructing elaborate traps and the rules that tied therein.  This is more interesting in that it seems to suggest that the standard application of a rogue disarm role should be avoided in favor of a more descriptive approach.

Downtime Revisions –  This section elaborates on revised downtime rules, including the development of a rivalry, buying magic items, carousing complications, and so on.  Helpful if you find yourself using these rules.  We never seem to get to them in my groups, however.

Magic Items – A section here on magic items deals with suggestions on awarding magic items as a GM, and a type of common magic item that has magical effect and flavor without game-breaking power.  A new relisting of magic items by type and rarity, with notation as to whether those items require attunement, is a handy reference.

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Spells

With over 90 additional spells for all spell-casting classes, this chapter alone makes this book a must-have. I haven’t combed through these to see if they have been duplicated in other volumes, but there certainly enough new ones to make it a reference for any spell-caster when picking their list.  Some of these are old classics that have been revamped for 5th edition, others are brand new.

Appendices:

Appendix B is a voluminous list of names from different cultures to help players with naming a character.  It’s a great list, as it goes, with real world cultural names as well as fantasy names.  This is going to make one of your players very happy.

but more importantly, Appendix A is about Shared Campaigns.  

Shared Campaigns

Skyland Games originally began as a gaming group that decided to split off from Living Forgotten Realms organized play to start our own shared campaign.  Part of this split was because of frustration with the management of LFR and the various bookkeeping requirements thereof (and scenario quality, truth be told). We started our own round-robin style of gaming allowing everyone to get some play time, as well as build a common story together.  We’re big fans of it.

What’s proposed here contemplates a Living campaign like Adventurer’s Guild, but could be used for a round-robin home game as well.  It makes use of a benchmark system for leveling based on the number of hours a scenario is designed for and its relative challenge level rather than on the XP value of monsters.

Common rewards are determined at levels, including a treasure point system for awarding magic items from a pre-determined list of magic items agreed upon by the collective DM’s of the campaign. Gold can be spent on common items and maybe a small list of alchemical items.  Major magic items require treasure points, earned through play.

This appendix, however, poses a question: Is this the future (or maybe the present) of Adventurer’s League?  I haven’t been to a game in ages, so I couldn’t tell you if they had moved to this system.  If so, does the abstraction make the game less enjoyable?  I think each player might have a different answer to this question, but if everyone can pay their dues and get the items they want in a timely enough fashion, the abstraction may be worth it.  These guidelines won’t make you purchase the book, but are worth a read for any player.

Summary

Xanathar’s Guide to Everything seems largely about utility and fleshing out things that originally were left to player and GM to determine.  Some might see that as an imposition, but I find it incredibly useful.

A complaint I’ve heard about 5th edition is that the lack of specialization makes many characters seem the same.  I’d point out that, as a player for three decades now, we started with a lot less and never really thought to complain about it.  5th edition is a great expansion on what we started with, but doesn’t lend itself to the hyper-specialization that you see in 3.5 Edition D&D or Pathfinder.  These new subclasses, feats, and spells in no way serve to make 5th Edition D&D more like 3.5 or Pathfinder, but they do give a greater degree of options to make a character stand out and build on unique themes.  The content provided in this tome is very significant, and is a should-have if not a must-have moving forward with 5th Edition.

The Value of Unplugging

October 10, 2016 Comments off

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So after observing that our kids fight constantly when exposed to a lot of TV and Video games, we decided (okay, my wife decided) there’d be no electronics during the week (with a few very specific exceptions) during the regular school year.

Harsh.

I was waiting for the kids to drive her nuts, and for everyone to then drive me nuts, and for that rule to be abolished and things to go back to normal.  To my surprise, after a day or two there were few complaints. The kids starting fighting less, and started actually “doing” more.  They slept better, got more exercise, and generally seemed less cranky. And best of all, we started spending more time together, with them taking an interest in RPG’s and Board games.

If you’re reading this and you’re a millennial tabletop gamer, I salute you.  The discretion to play role-playing games or board games when you’ve grown up with a plethora of media options was an unlikely one; streaming video, various video game platforms with multiplayer functionality, not to mention cell phone games and apps… it took a lot for you to even care enough to try to play a role-playing or board game where humans had to assemble in person around a table after learning rather complex rules.  If you’re older, you may understand that in the 80’s, when G.I. Joe went off the air for the day at 4:30, there was only the news and later Miami Vice or the A-Team to look forward to.  That downtime needed to be filled with something that wasn’t TV, and there was a limit to how much ATARI you could play before ragequitting.

Hence, in my day, tabletop role-playing games, board games , and war games were what we turned to.  And of course, books, sports, etc.  But on your basic rainy day or evening, we poured over the books and made characters or pulled out Talisman or O.G.R.E and had at it. Unwittingly, my wife has re-created that experience for my kids, and now they’re looking with renewed interest at my hobbies as a way to pass some enjoyable time.

I previously blogged about how my son showed some enjoyment from playing Dungeons & Dragons, but since he’s not quite old enough to be literate, he’s not catapulted into it like I had hoped.  My older daughter is a voracious reader, however, and after finishing Christopher Paolini’s Inheritance Cycle books, she’s showing a lot more appreciation for the concepts in fantasy RPG gaming than she ever has previously.

Both, as it turns out, love painting miniatures.

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I’ve had to set some restrictions to make sure they don’t paint things I have plans for, and not everything is a gem, but some are actually quite good, from both the younger one and the older.

Moreover, they’ve both become eager players of board games.  We’ve finally been able to start working through my massive collection of board games, half of which have stayed in the shrink-wrap due to the difficulty finding time with other gamers when we’ve got an RPG schedule that doesn’t allow the time.  Exposure to some of the board games like Wizards of the Coast’s Temple of Elemental Evil has got her interested in a more RPG-like experience.  It’s helpful her friends have read the same books and also enjoy painting miniatures as well (enough to shop for their own figures on reapermini.com).  For better or worse, we may just have a tween girls gaming group in the making.  You can bet I’ll blog about that, should it happen.

The time we’ve spent together has been fun for all of us, and we’re talking and sharing and growing closer as a family when this is going on, which is contrary to the quietude of zoning out in a show or game that doesn’t invite the distraction of conversation.  Of course, you don’t have to unplug to share this time, but you may just find that there’s peace that comes with cutting out those unhealthy distractions and getting back to a simpler time before Netflix.

I got on today to write board game reviews from the new games we have been playing, but realized this was maybe the more important part of the story.  Next week and for hopefully weeks to come, I’ll be sharing more of what we’re playing and how it works with younger players as well.

Campaign Websites – Are they right for you?

November 2, 2015 Comments off

While not new to the gaming scene, Campaign Websites, commonly called Campaign Wikis, are electronic resources used to organize and record the details of your tabletop RPG.  These aren’t sites you use to play a game, necessarily, but are used to enhance and inform your tabletop game.  This is regardless of whether you play that game on a virtual table or a physical one.

Some of these are well known, and have been around for years, while other tools are new to the scene.

Back in 2001, we commonly used Yahoo Groups as a searchable forum for posts, with file storage space and other handy utilities for running a campaign.  Since then, more and more specialized tools and sites have emerged to assist the player with their campaign.  I recall hearing about Obsidian Portal years ago, and thanks to it’s kickstarter success, has kicked off with a new a professional look and added functionality and features.  Also out there are sites like Epic Words, and Google Sites, with templates specific to certain types of campaigns.

Last year I ran a game off of a Google Sites page (Paizo’s Reign of Winter), with positives and negatives.  I’ll get into some of those, but also list some functions that you should be aware exist in these sorts of pages and services, as well as a few pitfalls.

COMMON FEATURES:

GAME JOURNAL –  Every Site has a forum or system where posts can be made documenting the history of the game.  Not all sites have a system that is easily searchable.  Games, especially long running and high level games, tend to have a lot of data.  Longer games can have numerous characters and epic stories.  Locations, NPC’s, items of note, and other facts can be lost with the passing of time.  While summaries are helpful, unless they are easily searchable, they be useless for rebuilding stories or facts related to specific items or individuals.  Obsidian Portal allows for these to be listed prominently, with pages capable of being rearranged by the play date.  Added functionality includes allowing for only certain players to view certain posts, adding GM notes regarding the session that only the GM can see, and selecting who is notified of updates to the page.  Google sites allows for pages and posts to be made freely, but are not as fine tuned as to how these appear, requiring more fiddling to get things to appear as you’d like them to.

Obsidian Portal, and perhaps other sites as well, allow linking from one page to another Wiki that can be repeatedly updated.  Accordingly, a diligent GM or poster can continue to update either their character or the NPC entry or item entry for a page, linking that data and consolidating the narrative.  Embedding of images and other media files is an added feature.

INVENTORY LOG – Inventory management, shared resource tracking, and other minutia can be important for a story, especially if you like that type of a game where the details matter.  Shared ability to access those details and perhaps modify them can be important.  Google Sites has a nice feature for tracking items, but it can definitely be tedious to enter it all.  Obsidian allows a character sheet to be updated, and of course any page could have any listed data you wanted to, but nothing special seems to exist to allow for detailed tracking.

Anecdotally, I recall the Lost Caverns of Tsojcanth requiring a trek through icy mountains.  An avalanche forced us to lose several mules, and our detail oriented rogue had our survival gear written on individual notecards for each mule. While this level of detail can be irritating to some, the player loved the nitty-gritty and was delighted to have it pan out as relevant and somewhat helpful (as the DM was ready to totally screw us over).

CALENDAR – This is really a must-have for many groups, especially mine.  I’m not sure if your situation is different, but I don’t know anyone who has a 9 to 5 job Monday through Friday anymore.  Accordingly, our weekly game alternates between a group of regulars and a steady group of one shot or two shot players that jump in and out as necessary.  A well-kept calendar is a treat.  Google Calendar is used by many, though I believe it does require a google account, which pretty much includes everyone anywhere.  Obsidian Portal has a calendar as well, and sends emails at the direction of the event lister, with confirmation buttons sent for attendees at intervals directed upon creation.  Note that this a pay-only feature for Obsidian Portal users.

CHARACTER PAGES – While these are available on all sites, I would say that they are important, but manage to universally be difficult to use.  Ideally, a player would track his own character, take a picture of the sheet, and post it to the site, which is theoretically possible with most sites out there.  More often, there is an artificial character sheet generator that is not used outside of the page itself, that requires meticulous data entry.  Obsidian Portal’s character sheet is fan-created, and is a bit buggy.  Save early and save often as you enter data into the odd fields available to you.  Google sites uses a spreadsheet, which has its own pros and cons.  No less than awkward method of entry really exists.  Character pages are important, however.  Many times NPC or PC stat’s need to be checked, or a player leaves a sheet behind.  It gives the GM a chance to see how players are developing without obviously or surreptitiously looking over character sheets, and gauge challenges accordingly.  At its most cynical, it allows transparency that discourages cheating and catches faulty or erroneous builds that might misinterpret or improperly exploit rules.

FORUMS – Good in-character and out of character forums are important.  This was perhaps Google Site’s biggest failing and not because they didn’t allow the ability to create as many forums as you wanted.  The problem commonly encountered here was the ‘most recent post first’ posting style that was, inexplicably, unchangeable.   Accordingly, if you wanted to read the flow of events, you had to read from the bottom to the top. While threaded, it seemed that frustration and cross talk was constant, and I could never really get over it.

Back in the Living Greyhawk days, a player created a fictional Tavern called “The Goose Nest” located in the Gran March, in which we posted our various living campaign PC’s.  The characters were able to interact in a way that could never have consistently happened in face-to-face gaming due to the way we interacted with different folks from different locations, as well as characters being separated by level to such a degree they could never adventure together.   The original player occasionally would put a plot device in to facilitate conversation.

Of course, out-of-character play is just as important for planning purposes, discussion of facts that might just take too long or be too convoluted to be carried out in character, and also for just sharing information like cat videos and recipes. Logistics, who’s bringing soda, and other critical issues of gaming life need a common forum.

IMAGES & MAPS – All systems appear to have a raw upload capacity for images, though an image bank is not exactly what is contemplated by any system. Having access to town an area maps, however, can cut down on a lot of confusion, and images (especially embedded images within, say, an NPC’s character stat block) can really bring together the way a PC or NPC is perceived.

COSTS – Google Sites – Free;  Obsidian Portal – Basic = Free, Premium $39.99/yr. (GM only req’d).  Epic Words = $12/yr

SUMMARY

Lots of the functions for these three sites are the same.  The key difference is one of quality, and as with most discussions of quality, the value is in the eye of the beholder.  I will say that Google Sites is free, and so you can’t complain about the amazing value they convey there.  They have all the key areas covered, many in a way that you probably already have the systems at work in your day-to-day.  The downside there is that the programming, navigation, and functionality can be frustrating and difficult, with weird glitches occurring somewhat regularly.  The database is largely very flexible, but all images and information will have to be entered by the user and managed at their peril.

I, admittedly, do not have an Epic Words account.  My tinkering with it have shown it to be less finished than Obsidian Portal, but at an understandably lower price. From what I’ve seen, the quality of what’s available wouldn’t create a strong urge to forego the free service of Google.

Obsidian Portal is pricey. I can swing $40/year, and have done so as an experiment, but that price may make many GM’s eyes water a bit for something they can duplicate or just do without.  For those willing to send $4/month, it’s by far the most user friendly.  WIth an image bank of backgrounds, ability to change names, headings, colors and images, it doesn’t get much easier.  People with the time, knowledge and inclination may find other sites bend to their will easier, but for those who want to get it done, OP is pretty hard to beat.   I remain unimpressed with the character sheet options, which is a universal failing for these types of sites, but have enjoyed being able to easily surf the site without multiple glitches or misplacements of my data.

THE UNIVERSAL CATCH

As with all things in gaming, it all comes down to time. These sites are handy, but only if you keep them up to date, and only if they are used.  In a longer campaign, players and the GM themselves may wish to access the wiki to see what a certain NPC’s name was, or what the story was in regard to a particular event.  But someone has to enter that data, and one would hope that at some point the players or others would read it.

Many hands make the work light.  In my Reign of Winter campaign, a player took on the inventory management, which was detailed and voluminous.  He later undertook a series of published journals, written in character, which was truly magnificent.  Eventually, the toll of such work caused him to get behind, then to stop entirely, leaving the final ten entries unfinished.

In my current campaign, playing catch-up has eaten up many hours of my time, but occasionally has been worth it for the sheer volume of information management.  Some players have been reluctant to participate, but I think those who have appreciate the information that’s posted there, and certainly enjoy the development of plot and story during longer breaks in the campaign where scheduling becomes a problem.

It’s something that a GM has to own, and to evaluate whether they have the time (and indeed the need) to follow-up with it.  Further, the GM and his players should discuss whether it is in fact desirable or necessary to pursue, either in whole or in part.  I, however, think that for longer games, the necessity of such a bookkeeping device is increasingly required to maintain the quality of game I like to play, that being one with numerous rich NPC personages, mysterious items, places, maps, handouts, logs, journal entries, and locales that are best understood when capable of being reviewed at the player’s leisure.

All of these are either free, or have a temporary free option. Try one on for size and see if it might not help your next campaign.

Wonderfully Horrible – How to Run Horror RPG

September 14, 2015 1 comment

My first exposure to horror role-playing was a write-up in Dragon Magazine back in the early 90’s.  The review was for Chaosium’s newest edition of Call of Cthulhu.  The  author described characters “having the life-span of gnats” which I found intriguing, so I learned about Lovecraft in a sort of backwards kind of way. Call of Cthulhu first, then the books.

Running my first game was surprisingly successful, but that had almost nothing to do with me.  We were in my friend’s old decrepit house in a bad part of town.  It was midnight, his folks nowhere to be seen, and the place was known to have rats that would occasionally make an appearance in the wee hours.  It was a good place to try our first horror RPG, though we had more to worry about from real life threats than from Nyarlathotep.

Some players were into the historical element of Cthulhu, set in the 1920’s, and some into the general adventure, but all in a way that was no more engaged than any other RPG, meaning there was chatter, snacking, and thumbing through magazines mixed in with our gaming.  As a clawing came from the other side of a boarded up window in our game, I reached down and scratched at the bottom of the table, so that my players couldn’t see what I was doing, but heard the noise.  Suddenly, everyone was alert, and nervous!  Magazines were set aside, snacks back on the table. One player started sweating.  Steve went to check the locks on the door.  I was amazed at how that focused the game and brought suspense to the table.  The game was a success, and largely because of this small thing that made the game more present.

I cannot claim to be a master of horror role-playing, and would love to see the input of our fans on this particular issue, but I have learned to pick up a few things since those first days

  1. Know your rules or be prepared to fake it – Nothing will limit the impact of a creepy situation like stopping the momentum and looking up the rules of the game, or fumbling documents and stats.  It’s just good storytelling to be able to keep the game flowing. Any time the players can separate themselves from the events or what’s going on with their character, you lose the feel that is so important to the success of this specific genre of game. Better to take your best guess and roll with it.
  2. Know your adventure – This goes somewhat to fumbling, but players in a horror game will go in directions you probably won’t see coming because in some ways, many horror stories have been considered by players before, and a pragmatic, unheroic response to those scenarios might be the one the player chooses.  Characters in these games are often everyday kinds of people, and everyday people aren’t heroic all the time.  Knowing your adventure will help you to be able to respond more freely and improvise more quickly when players go in unexpected directions.
  3. Props – Any Call of Cthulhu fan will know that props are key items that are really emphasized in a number of Chaosium materials, like their award winning Horror on the Orient Express box set..  These are part of breaking the wall and bringing the characters and players into the world of the horrific events.  But, moreover, these games are usually not combat games.  These are games that reward thinking, deduction, and observation.  The combat character, if there even is one, is usually the dead weight. Props allow the player to focus on details, and enjoy the gathering of information beyond the rolling of dice to determine success or failure.
  4. Access the senses – Many games can rely on the verbal imagery to convey the message and be enjoyed, but in eliciting a more visceral response to a game, deviating from the expected can place that player on the edge of their seat.  My simple example of the unexplained scratching noises is one, but using lighting effects (like lighting your room with just a candle for parts of your story where the characters travel in darkness), or apps with sound effects such as Syrinscape  might bring a new level of engagement to your game.  By way of a great example, our GM played this for us when we tried out Fantasy Flight’s End of the World system.  I have never been more haunted and focused than after hearing this message.
  5. Music – Good music can really shift the feeling in a game, especially if coordinated well.  It may be necessary to groom your playlists.  I’ve been using a playlist from Spotify, wherein some particularly good Lovecraftian mixes, but a ‘Creepy’ play list might be just what the doctor ordered for your highly creepy campaigns.
  6. Go with what creeps you out – I know what makes my skin crawl.  I try to access that part of my mind when running these games, then leak bits and pieces.  Not everything has to make sense or be explained, but avoid contradictions or red herrings.  Little things can be the most haunting:  Exploring the suspects home to find a personal item from the investigator’s bedroom or a lock of their hair; a glimpse of someone watching the investigator and the discovery of a lengthy surveillance (cigarette butts in the yard, photographs, etc.);  dead animals appearing in their yard inexplicably; phone calls with quiet breathing on the other end.
  7. Less is more:  A great GM once said “Things are always scarier when you keep them behind the curtain, just giving a little peek or a hint as to what lies beyond.  Show them the monster in the light of day, and it’s just a guy in a rubber suit.”  You’re always better to keep things out of the direct line of sight if at all possible.  If at the last moment they have to see the guy in the suit to wrap it up, so be it, but if your players are finally relieved to see Cthulhu’s face, then it’s Mission Accomplished as a GM..

Finally, realize that horror role playing is not for every type of group.  It may not be the kind of game you can play with your dungeon crawling axe-potato group of murder hobos.  But, with the right group, you can access all that is rewarding about the horror genre.  While these tips are helpful, there are probably numerous tips our readers could share, or great stories to be told.  I invite those of you who do to share them with us, and let us know what keeps you up at night from your favorite horror RPG.

Categories: Adventure, Games, Lore

Princes of the Apocalypse Review PLUS Converting the Temple of Elemental Evil: T1 – The Village of Hommlet to 5th Edition

May 11, 2015 3 comments

First, let’s talk about Princes of the Apocalypse:

I picked up Princes of the Apocalypse a few weeks ago, after we had completed the Hommlet section of Temple of Elemental Evil.  In case you weren’t aware, Princes of the Apocalypse is 5th Edition’s campaign for this year, and is not a reboot of the classic module, but derives core ideas and starts a series of entirely new adventures.  They’ve done good work in not respawning the old story, but creating a new story with continuity to the old.

The philosophy is that Elemental Evil is something that transcends existence, touching down on various worlds through sheer force of will, infecting different communities with its blight.  Ergo, Greyhawk is one of the first places to suffer its wrath, but this time it has found the Forgotten Realms.   I can buy that, despite my intense love for  Greyhawk .

Fortunately, they have a simple and clever conversion guide showing how to place the new events of the Princes of the Apocalypse in Greyhawk, Eberron, Athas, and other worlds.  They translate factions to local entities, making the Harpers equate to the Circle of Eight, the Zhentarim to the Greyhawk Thieves Guild, and so on.

I love the old Temple of Elemental Evil, but as my group stares down the barrel of its 300 room dungeon, I am reminded now that my love is rooted in nostalgia that newer players will likely not appreciate.  Accordingly, it is perhaps necessary for a more modern take on game design be applied to a new module.  The designers nod to the old module, directing you how to get a copy and advising the ease of conversion (which is somewhat true).  I think they have narrowly avoided angering grognards and new players alike by pumping out a spruced up but changed Hommlet and Temple.  They’re not imitating the past, they’re building on it, depriving us curmudgeons of an opportunity to bitch about how they messed everything up in the reboot. So, well played, sirs.

Princes of the Apocalypse contains several new regional settings, great maps, and a story that crosses boundaries, suggesting a unifying element to Elemental Evil.   The remainder of the book contains items make this a must-have for those converting the old Temple.

First, there are several stat blocks for elemental priests and acolytes.  These are kept in a separate section of the book, and are easy to reference.  This is going to save you a fair bit of time when going through the various sects, with stats for elemental creatures as well that are completely new, but add nicely to the campaign world.  Temple of Elemental Evil suffered from a problem of having somewhat limited options (Monster Manual I) for filling the monster hotel.  Choice replacement may spice things up a bit in making your conversion, so I recommend you look at what’s here.

Secondly, Spells, many of which are fairly classic, are found in this book.  I did not pick up the Tyranny of the Dragon Queen, and I’m starting to worry that key and classic spells are going to start to appear in the back of numerous $50+ books, pushing players to collect them for  just a section of the book.  That may be the new way, unless they can be found elsewhere on a legitimate basis.  It’s not a good way to collect information, but I anticipate increasing web resources to fill that gap.

Third, Magic items are found in the book with details on several weapons of great power (artifacts) which I am going to place into my game in key places. Other more miscellaneous magic items also exist, fleshing out the DMG’s selection and providing thematically entertaining tools that keep the mystery of magic items alive.

For those reasons, I would recommend checking it out.  It’s good in it’s own right, and is  a truly epic campaign (taking the players up to 15th level).  I think that you’ll want to have it if you’re doing the old Temple, and see what you want to bring to it or change.

CONVERTING T1- THE VILLAGE OF HOMMLET

We’ve just finished this part of the module, so I can place the conversion material here now.  NOTE THERE ARE SPOILERS AHEAD so anyone getting ready to play the old T1: Village of Hommlet should stop reading now.  Below are a complete list of monsters found in the Moathouse and their page number in the Monster Manual. Some are quite obvious, but others not so much. I found these to most closely match the original intention and play of the first mod, and the challenge seemed spot-on.

  • Brigands p. 343
  • Bugbear p. 33
  • Crayfish, Giant  = (as Giant Scorpion p. 327 but no sting attack)
  • Frogs, Giant (Large) = Giant Toad p.329
  • Frogs, Giant (Small) = Giant Frogs 325
  • Ghouls p.148
  • Gnoll p.163
  • Green Slime DMG p.105 (it’s a hazard now)
  • Guardsman = Guard p.347
  • Lareth the Beautiful = See below
  • Leader = Berserker p.344
  • Lieutenant = Bandit Captain p. 344
  • Lizard, Giant = p.326 but add 2 to AC because of magic shield in its belly. Stupid, but true to form.
  • Ogre p.237
  • Rats, Giant p. 327
  • Sergeant = Thug p.350
  • Snake, Giant p327
  • Spider, Huge p.328
  • Tick, Giant = See below
  • Zombie p 316


Giant Tick

Reaper’s Giant Tick

Medium Beast, unaligned

AC 16, HP 22, Speed: 20′ Climb 20′

Str 14 Dex 8 Con 16 Int 2 Wis  8 Cha 6

Senses: Darkvision 60ft , Passive Perception 9

Languages — None

Challenge 1/4 (50XP)

SA: Blood Drain Melee Weapon Attack: +6 to hit, reach 5 ft, one reature. Hit: 1d6+2 piercing damage, and attaches to target.  While attached, Giant Tick doesn’t attack, each round target loses 1d6+2 for bloodloss.

Giant Tick can detach itself by spending 5 feet of its movement.  Drops off after draining 15 hp.  DC 14 Str check to remove)


Lareth the Beautiful

Medium Humanoid (Drow Elf)

Lareth the Beautiful

Level 5 ClericProficiency bonus +3

AC 21 HP 55 Speed: 25′

Senses: Darkvision 120′

Special Abilities – Sunlight Sensitivity, Channel Divinity (Trickery), Divine Spellcasting, Blessing of the Trickster, Invoke Duplicity

Str 18 (Save +4)

Dex 17 (Save +3)

Con 16 (Save +3)

Int 14 (Save +2)

Wis 18 (Save +7)

Chr 18 (Save +7)

Skills: Deception +7, Insight +7, Persuasion +7, Sleight of Hand +6

Abilities: Dancing Lights 1/day; Darkness 1/day

Attacks:

Staff of Striking [DMG p. 203] (+10 to hit, 1d6+7 plus 1d6 per charge expended)

Inventory – Plate Mail +1, Shield, Staff of Striking, Silver Holy Symbol, etc

Spells (DC 15)

Cantrips –  Guidance, Resistance, Sacred Flame, Thaumaturgy,

Level 1 –Bane, Charm person, Disguise Self, Healing Word, Inflict Wounds

Level 2 – Blindness, Hold Person, Silence

Level 3 –Animate Dead, Bestow Curse, Mirror Image, Pass without trace

Resurrection Revisited

April 6, 2015 Comments off

Avalynethelifegiver1988The Easter season is a time that rebirth is on our minds, with the backdrop of the story of the Resurrection prominent for many, and the revitalization Spring brings.

It made me think about the role of resurrection and ‘raise dead‘ in fantasy role playing. Most systems have something of this sort at some level of play, and conquering death is one of the big fantasies we have in reality and fiction. That said, as an element of a gaming setting, it’s a complete game changer.  And here’s the thing: It is horrible.

Resurrection ruins games.  It ruins good story-telling. It cheapens heroism, belittles triumphs, and obliterates drama. It destroys the impact and gravity of the greatest story telling device there is: Death.  Without death, there is no finality, no consequences to any event that can’t be unmade or recycled.  Heroes need not live up to a higher standard where they might just prevail by way of a Holy Mulligan. It’s a softening of the game world that detracts from the story, and thereby detracts from the game itself.

We finished up Paizo’s Reign of Winter adventure path this past year. After we hit the midway point of the series,  it became apparent that the presence of raise dead and resurrection was quickly arrived at as the easy remedy for character death. A shoulder shrug followed by a quick calculation of how many diamonds it would deplete from the party stores was all the drama that such an event as character death added.  It was a failure of the system if not myself, the storyteller.  Death had lost its finality, and the threat of death was greatly offset by the players calling my bluff of a TPK, which I theoretically wouldn’t let happen (though I would, with some caveats that I went into last year in my article “The Art of Fail“) . That is a problem.

Outside of a softening of the consequences, it is problematic from a general story telling perspective.  How can the loss of life of villagers in a goblin raid remain poignant when someone can walk up and raise the victims?  Why stop there?  Why not raise random people of historical note?  The King murdered?  Bring ’em back?  It only takes 10 minutes in some of these systems, so he might not even be missed!   It cheapens the value of life and the story telling dynamic, and creates numerous plot holes that are hard to work around without clumsy artifice on the part of the GM.

And you shouldn’t do that!  Resurrection and Raise Dead should be rare, almost wish-like events that are costly.  Costly, painful rituals for a loved friend and companion, like we see in Conan the Barbarian.  Some of these costs are built in, but if it’s just money, it’s a pittance (get a character to sacrifice their most powerful magic item and you’ll see them weep openly).  Promises should be required to raise the dead.  Oaths. Blood sacrifice.

Some of you might have played under old rules in OD&D that indicated that an elf could not be resurrected.  We did, back in 1997, and when a elven ranger died at the hands of a certain Troll  in the Temple of Elemental Evil, we all realized that he was DEAD DEAD, and it sobered the players that evening.  When not long after, a paladin of St. Cuthbert was mostly devoured by rats, the drama of her resurrection was a story in itself; an epic race to the nearest city that had a priest of sufficient level to raise her, a debt undertaken, oaths sworn, and a battle with a cult of Iuzian priests fighting to interrupt the ritual.  The resurrection became a story in itself, and carried weight.

It’s a hard choice to ditch resurrection or deny its availability to players.  They will hate you for it, so you had better telegraph those decisions early on before it becomes a resource they anticipate. When the playing field is clear before hand, few have reason to complain (especially where the challenges are freely taken and understood).  Games that let you know that they plan on killing you can be strangely refreshing, like Paranoia (giving you six clones is a good indicator of the cheapness of human life) or Dungeon Crawl Classics, where the 0-level funnel has you generate 3 to 4 peasants who try to try to survive a normal first level adventure (protip: your most unworthy character will always be the sole survivor).  While seemingly depressing, the result is a certain lack of attachment for more lighthearted games, which is surprisingly welcome.  Alternately, for more serious games, a grim determination and earnest concern for other characters becomes more pressing.

Perhaps the biggest downside to this approach is when it takes effect, and a favorite character is gone without the realistic possibility of a remedy.  Sometimes, this can be a game-ending or campaign-ending event, especially if more than one character bites the bullet.  My advice is to play through it and see if you can’t come out on the other side.  That said, you know your players.  The point, is to have fun (Commandment #10) so as long as folks are having a good time, it’s worth it, but remember you may have missed an opportunity for players and characters to grow a little, which could lead to even better results.

Try it on, or say you’re going to, and see how it changes your player’s play-style.  You might just be surprised what the fear of death will do for your next game.

Back to the Classics: Returning to the Temple of Elemental Evil

February 8, 2015 6 comments

The Temple

When I realized the 5th Edition was built with a mind to accommodate classic concepts, I started thinking what I do when any edition of D&D comes out…. TEMPLE OF ELEMENTAL EVIL.

I love this module, LOVE IT.  When I was a kid I played it three times, read it cover to cover, and played it a few more times over the intervening years. I ran it for a group in college, and some variation of those characters and that group for 15 years.  It, like the other classics of D&D (Slave Lords, Giants, and Demonweb Pits, to  name a few) are amazing, iconic stories that are world defining.  When I realized that quite a number of our local grognards had somehow missed the opportunity to play this classic, I knew it was time to see what 5th Edition Temple looked like.

Conversion to a new system is always a crap shoot.  There is always a temptation to convert straight over from the original, without considering the change in difficulty from older editions of the game to the new.  Right now I’m in the early conversion stages (having converted over the Village of Homlett) with a tentative readiness to recalibrate everything after the first TPK. The problem for me is that 5th Edition is so new, and my experience with it so limited (Beginner Box and a couple of Adventurer’s League mods) that am not sure how powerful I can anticipate the players will be.  I know that in the Beginner Box, they took on and defeated a monster or two that I would never have thought possible at that level in any other edition.  5th Edition has a way of letting half the party get knocked to negatives in any combat but suddenly be all up and triumphant by the end.  It’s really confusing to plan around for a conversion and CR’s seem almost irrelevant.  So far, I’m doing a straight conversion to what’s in the monster manual and waiting to see what happens.  I anticipate things are going to become unhinged when they walk into their first room full of bugbears, as apparently 5E thinks very highly of bugbears.  Very highly.  But Temple was tough, and characters died. And that’s something that’s been missing from games for me lately… I’m a little worried death won’t even be a concern in 5th edition, but the Temple always seems to come through in that department, so for now I’m relaxing and seeing what happens.

There are a number of encounters that I look forward to running that genuinely kicked the crap out of my characters every time we went through them, and I’m sure the first encounter most people remember from this series is the most deadly.  I remember our cleric casting his two healing spells and limping back to town and sleeping for three days . Strange though it may sound, it’s exactly that kind of experience I want my players to have…  Not the hopeless slaughter but the challenge and the peril and the overcoming of incredible obstacles.  I want them to never think about a giant tick as being something to sneeze at.  I want them to start carving up the bellies of each monster they find in the hope that there is hidden loot inside.  I want the citizens of Homlett to come alive and become single name icons for a type of character or personality trait (‘Stop being such an Elmo’). Some of the oddball characters that can rise to the fore in a game like this can be surprising.  A few bad guys became good guys in our campaign, and a few good guys became bad guys in others.  Some nobodies became demi-gods (Gwyneth Lilburne, the Silver Stitch; Black Jay, the Patron Saint of Gnollish worship of St. Cuthbert….. yeah, that). I want it to breathe for them the way it breathes for me.

The thing about Temple of Elemental Evil is it is largely a sandbox.  After playing Paizo’s adventure paths for years, it’s refreshing to play a sandbox game where you can really open up options to the players.  I was surprised and amused when one player expressed slight concern that it was ‘too sandboxy’.  I was puzzled that it could be a downside, but I think that kind of freedom can be a little daunting when you’re not used to it.  I think after getting  a taste of it, people are going to wonder why they ever did it any other way.

However, I will say that I have a few fears and reservations.  Going back over the module and reading the campy box text about seeking fame and fortune, I noticed that a lot of the memories that were in this mod were placed there by great GM’s and great players.  Many towns folk are just named ‘Farmer’ and ‘Wainright’.  Much of the rich story has been added in my brain, and the justifications elaborated on to the point where memory greatly surpasses the actual published text.  What if you can’t go home again? What if you can’t go back to Homlett? There’s a legitimate fear there, that maybe this module doesn’t stand up to the test of time, that others might not appreciate it for what it is.  Maybe my low standards and youthful enthusiasm made up for a lot of shortcomings that my older self won’t enjoy.  My feeling is it will prove itself, but there is that fear.

The Good Ol’ Moathouse

Wizard’s announcement that the Temple of Elemental Evil was going to be a feature of this season’s campaign theme strikes me both as a sign of the merits of this series and also as a maybe an unwelcome travelling companion on this journey.  If they redo it, what will it be like?  Will it distract from, enhance, mitigate or overdevelop elements of my story, the old module, the known universe?  Will it be set in my beloved Greyhawk? What will it do?

Temple has been a known quantity for over 20 years.  Changing the mythos tempts fate.  Maybe they do it right, maybe not.  My understanding is that the new material is different than the Temple itelf  Maybe that falls in line… complimenting, not changing.

While this blog post is about the why of starting up Temple, future ones will be the how.  Look back for conversion tips from the Village of Homlett under the category Elemental Evil.  I’d post more now but Wednesday, we head for the Moathouse!