Showing posts with label 4e. Show all posts
Showing posts with label 4e. Show all posts

Wednesday, May 29, 2013

How tough is too tough? Encounter design in 4e

As with the prior article, if you're playing in my RPGX game and would prefer not to have your illusion of immersion damaged, you might not want to read this.  You've been warned!

Recently, I managed my first kill as a DM.  Killing a player is certainly not a goal of mine as a DM, and I felt pretty horrible about it.  In play by post games, in particular, players spend hours crafting not only their character's mechanics, but also their backstories and relationships.  Play by post as a medium is extremely good for encouraging deep roleplaying, and I've been fortunate to have a group of players who enjoy doing just that.  Therefore, it is no small thing to kill off one of their creations.

DnD 4th edition has a reputation as a system in which player death is extremely difficult to achieve.  In fact, the lack of lethality in 4th edition is one of its most common criticisms.  But without intending to do so, I managed to kill off a PC in what was intended to be a pretty uneventful encounter.

In this case, my players were working their way through a small dungeon based on a mini-delve created by Benoit over at Roving Band of Misfits.  They came upon a trapped door.  Without even bothering to check for traps, our party's Skald opened the door, launching a combat as a series of constructs came to life and attacked the party.  The biggest of the constructs rolled high on his damage dice on charge attack against our party's squishy thief, which pushed him just past his negative bloody value.  In one punch, he went from bloodied to dead.

I was pretty sad about this.  Thanks to the player's wonderful efforts to flavor the thief, he had become one of my favorite characters in the game.  And while his death has allowed for some excellent roleplaying opportunities for other characters, I still would probably have rather preferred that it not happen.  The party ended up abandoning the dungeon before they could fully appreciate the story around it, I think it hurt the group's enthusiasm for the game a bit to see that character die in a meaningless sidequest.

In any case, I've been trying to decide if my encounter design is to blame for what happened.  The DM Kit recommends the following distribution of encounter levels during each level:

  • 3 encounters at the party's level.
  • 1 encounter at the party's level - 1
  • 3 encounters at the party's level +1
  • 1 encounter at the party's level +3

Prior to this, I'd given my 1st level party three encounters, which were pegged at level 2, level 4, and level 2, respectively.  The first encounter was pretty easy.  The second was very challenging but do-able, especially because the biggest threat ran away at the end of the combat.  The third was a little scary (due to a lurker), but ultimately was over quickly.

This encounter with the constructs was technically avoidable.  Players could have rolled a series of thievery checks to disable the trap system on the door, though it would take good rolls from their thief to do so.  It was also possible to turn off the constructs with a combination of successful arcana and thievery checks during the combat, and the constructs were also set to reset if the players exited the room the way that they came (they tried neither of those approaches).  Finally, it was the only real encounter I had planned for the entire dungeon, and that the characters were fresh from an extended rest with full resources.  Therefore, given all of this, I pegged it as a level 2 encounter: hopefully challenging, and a punctuation mark on the mini-delve, but very much within their scope.

I only had four monsters to oppose my party of six:

  • 1 Thaalud Constructor (Elite Brute), de-leveled from level 5 to level 4 (350 XP).
  • 3 Iron Defender (Soldier), level 3 (150 XP each, 450 XP total).
  • Total XP budget: 800 XP (level 2 encounter cutoff is 750 XP for a party of six)

This seems pretty reasonable, even in retrospect.  If I made a mistake, it was probably in not de-leveling the Constructor enough.  Taking it down to level 3 would still allow it to be an imposing figure, but he'd have about 20 fewer HP (as an Elite), hit slightly less hard, and have slightly weaker defenses (which were already low--he's a brute).  And given that it was a sidequest, without any real bearing on the main campaign plot, I could have knocked off one of the iron defenders to get it into level 1 encounter territory.

In the end, though, even if I would have done these things, the constructor might still very well have killed the thief.  When you use elites, solos, or lurkers--enemy types designed to make attacks that do the damage equivalent of several rounds or opponents in a single strike--it's pretty easy to kill off a player without intending to do so.  In fact, the same thing almost happened in the prior encounter when I used a level 4 lurker against the party: a character was within 1 or 2 HP of her negative bloody value.  Those things hit hard!

Lessons Learned

It may well be true that 4th edition is less lethal than prior editions of Dungeons and Dragons.  But it certainly is still very possible to kill your players by accident!  When designing combat encounters in the future, I will probably be a bit less aggressive with encounter levels, and will pay more attention to not just the monster XP budget, but also the levels of the individual monsters in the encounter.

Setting a soft limit of party level +2 to the monster level seems like a good rule of thumb (even though I've seen +3 mentioned somewhere--which is what I did with the Constructor).  I'll also probably make plot-irrelevant sidequest encounters be built at the characters' level or lower.  If I'd done two iron defenders and a level 3 Thaalud Constructor, I'd still be at 600 XP (level 1 encounter for a party of 6), and my feeling is that the players would still have felt that it was a fitting challenge in that tomb.

That said, maybe what I did was actually pretty reasonable and I'm just feeling gun-shy!  Combat is supposed to feel scary, after all.  Monsters are dangerous and unpredictable tools for the DM.  The fact that their effectiveness is dictated on the randomness of dice rolls is part of what makes the game exciting to run: even the DM doesn't know how it's going to turn out!

Tuesday, May 21, 2013

DMing with Improvisation

Improvisation is a big topic around the online DM community.  It is, for example, a key message from Sly Flourish's latest book, the Lazy Dungeon Master, and is the heart of countless how-to articles on DMing.  Good DMing requires one to take what the players give you interactively to spin a story.  Otherwise, players start to feel railroaded, which can ruin the sense of immersion in a living, breathing world that is so important to making a game work.

I've been DMing a game of my own for the last 6 months or so at RPGCrossing, and while I've been having a great time, it's become increasingly clear how important improvisation is.  As an example, here's a synopsis of what I put together as the opening chapter of my game, which is set in the Nentir Vale.

....If you're one of my players, you might not want to read this.  Pay no attention to the man behind the curtain, and all that. :)


My Anticipated Plan: River Rats Plague Lowtown Fallcrest
  • Amara Azaer hires the PC's as adventurers to solve the problem of an extortion ring in Lowtown, Fallcrest (the default 4e starting town).
  • PC's start poking around Lowtown near the Lower Quays, where a lot of the extortion has been happening.  Get ambushed by gang members, who are simply trying to rob them.
  • A shifter who spies on them during the battle sneaks away, and PC's follow him to the Bluffs on the other side of lowtown where they have a minion-filled battle outside the River Rat's hideout.
  • PC's find incriminating evidence in one of the buildings at the bluffs linking them to Kelson of the Lucky Gnome Taphouse.
  • PC's confront Kelson at Lucky Gnome, have a boss fight, win the day, save the town, and move on to bigger and better things.


What Went Wrong: The PC's Go Off the Rails

After receiving the quest, the PC's decide to bait the thugs by posing as a rival gang at the Lucky Gnome Taphouse.

Are you kidding me?  The very first thing the PC's decide to do is go to the home of the Big Bad?  This was a blast.  Kelson, who was tending bar when the PC's showed up, made some great bluff rolls, and immediately began making plans to deal with the PC's once they arrived.

I also invented a new character, Arya, who was playing dice games (i.e. gambling) in the corner of the room.  She was based on an enemy I'd already planned to feature in the first fight, but she never had any real personality or background before there was a need for her to populate the bar.

Springboarding off of something that one of the NPC's said about the gang potentially having infiltrated the Fallcrest Guard, the PC's took steps to entice crooked guards to show up.  This included recruiting one of my PC's to spread word of a new gang operating in the area among the guard.

I hadn't thought this through when my NPC said it, but I was planning to throw a couple of guards into the final battle to justify that statement.  The PC's really latched onto it, though.  So, I instead opted to create a pair of crooked guards, which I named Horace and Jasper (Jasper was female, though), who promptly showed up at the bar and started harassing the PC's.

I was a little worried about whether it was too convenient that the players' plan would work so well.  But if nothing else, it seemed like a good way to get them out of the bar once the crooked guards left.  This actually worked brilliantly. The thief in the party immediately followed the guards to a safe house that I invented in Lowtown.  After he was subsequently captured, the rest of the party followed, and I had my ambush battle.  

I decided to try to lead the party back to the Lucky Gnome now, with Kelson heading off to the hideout near the bluffs to organize the gang's effort against this new thread.

Rather than head back to the Gnome, the party decided to send Jasper, who they'd captured, to entice her leader...who they had not yet identified as Kelson...to come to the safe house to parlay.

Little did the PC's know--though perhaps they should have guessed--but Kelson already knew what they were up to.  Therefore, rather than show up to have a conversation, Kelson showed up with the full strength of his gang behind him to wipe out the PC's.  This was a tough fight, but it ultimately resulted in Kelson (somewhat controversially...more on that some other time) fleeing once his gang was decimated.

I hadn't planned for the party to meet Kelson until they hit their third battle in the sequence, but the story demanded it.  I also hadn't planned for him to escape, really, but I wanted to get the group out to the bluffs to get access to an optional sidequest that I wanted to be available to them.

Of course, given that they'd already fought Kelson, I needed a new threat at the bluffs.  Therefore, as a means of linking them into the next bit of story, I grabbed an Iron Cicle Spy from the Threats to the Nentir Vale monster manual and placed her in the bluffs.  Unbeknownst to me when I started, it turns out that Kelson was actually in cahoots with the Iron Circle!  What a great segue, right?


Lessons learned

I spent a lot of time planning, write out descriptions, etc, before the game began...and ended up doing almost everything differently.  What began as a simple little sequence of three battles, with a loose story, became much more as we went.  New NPC's emerged out of necessity, and entire links between plot points developed out of thin air.  While there were some issues with execution here and there, on the whole it became a far more interesting experience than the thing that I'd originally planned.  This improvement was a direct result of the players' contributions to the plot, and the reactions required on my end to make it work.

So, for all of my planning, the most useful bits that I came up with in advance were simply who the main bad guys were, and what specifically they'd been up to until the moment the campaign began.  Everything else came down to playing my NPC's as they would behave, given their motivations and what they knew minute by minute.  Fortunately, in a play by post format, I, as the DM, have the time to get my thoughts together so that I can zag when my players zig.  Something like this would be a lot harder to pull off in real time at around a table!

Thursday, May 16, 2013

Taric Tannershall, take two: Warpriest of Pelor


This is a revised version of Taric, customized to fit Elwen's version of the DnD Encounters season Beyond the Crystal Cave.  The build is fairly similar, but his background and RP sample is completely revised to fit the campaign.

Character Name: Taric Tannershall
Race: Human
Class: Warpriest of Pelor (could also easily convert him to a paladin (cavalier) if needed, though my preference is the cleric)
Alignment: Lawful Good
Gender: Male

Appearance:
With above-average height and an athletic build, Taric can be an imposing figure. On the battlefield, he radiates the brilliance of his god as he pushes through his foes with sword and shield, clad from head to foot in shining armor. Nevertheless, his facial features are fairly soft, and are punctuated by kind eyes that often set those around him at ease.

Personality:
Strong, compassionate, forthright, and devout, Taric embodies the teachings of Pelor. Yet while many of the Clergy seek to proselytize at every opportunity, Taric has found that he is far more effective in accomplishing the goals of his god--and in so doing, winning new devotees--by instead leading by example. As a result, he has earned a reputation in the poor districts of Sybaran as a caring man who is willing to help those in need while asking little in return. At times, he is probably a bit too willing to help; in the past, he's found himself manipulated by those who would take advantage of his selflessness.


 Background:
The Tannershalls are a minor noble house within Sybaran. The excesses of Taric's great-grandfather unfortunately left the family destitute, with few resources beyond the value of their name. This, however, proved enough to help the family get back on its feet. Starting with virtually nothing other than their name, Taric's parents played the politics of Sybaran with great skill. Other houses found that when they need to gather support within the modest noble court of Sybaran, the Tannershalls are often willing to cast their lot to those who can provide them material wealth in return. And by keeping their ears alert to gossip, along with no small amount of guile, the Tannershalls have managed to foil those families who might seek retribution when double-crossed. From an early age, his older brother and sister, Cedric and Dalia, also demonstrated tremendous political competence, and thus house Tannershall is known as a small but rising power.

Taric was the youngest of the family, born a full 10 years after Dalia. While the rest of his family engaged at court, Taric often spent time on the grounds of the local temple. A half-elf priest there named Garren, an extended relative of the Tannershalls and former adventurer, would watch over the boy. Garren played games with him, told him stories, and even taught Taric basic weaponcraft as he matured.

As Taric came of age, he found the life of his family, marked on all sides by the need for political gain, was a poor match of his sensibilities. Indeed, while he had basic competencies in custom and culture, his parents often treated him as a liability, asking that he do little more than smile and nod at social functions. As a result, at 18 years of age, and with his family's blessing, he joined the Priesthood of Pelor.

There, he found his calling. He proved an excellent student of his chosen god, and almost immediately forged a close connection with Pelor. As he completed his studies, he volunteered to work not with the nobility--as he certainly could have done given his connections--but rather to follow Pelor's charge and work instead with the poor. He became a champion on the streets of Sybaran, working with both citizens and the guard to drive out gangs of ruffians and establish social support systems within the city. While he always tried for a diplomatic solution to hostilities on the street, he also was known to accompany guardsmen when they were forced to clear out a den of criminals. Word quickly spread of the young cleric, shining in battle as if illuminated by the Sun, fighting back with divine radiance against those who would take advantage of the downtrodden.

When Count Varis Sybar put out a call for adventurers to help maintain the peace between Sybaran's neighbors, Taric volunteered the next day. There was, of course, still much to do in the slums of Sybaran, and he was reluctant to put that work on hold. Nevertheless, as he believed that Pelor revealed in a dream, war between Crystalbrook and Sildaine's elves had the potential to do great harm to the region. Indeed, were the fighting to spill over into Sybaran's borders, it was the very poor that he'd worked to protect who would suffer the most.


Role-playing sample: 
The moon was still shining brightly in the sky as Taric rose from his bed, a make-shift cot within an equally make-shift house. He looked up at the night sky through a hole in the roof before setting to work. In a small trunk nearby, he collected several small artifacts: a sun-shaped pendant, which he placed around his neck, a book of scripture, and, perhaps the only item he possessed that belied his family heritage, a mechanical timepiece. Those in hand, donned in robe, stepped outside, and climbed a ladder up to the roof.

Gazing about, he could see and smell the slums around him starting to awaken. A trickle of people made their way through the streets: some leaving for the day, others finally returning home. Looking to the east, he could just make out the first hints of dawn. He sat cross-legged upon the roof, left hand grasped around the holy symbol at his neck, and immersed himself in familiar ritual. As the minutes ticked by, he read softly the creed of his god, though he knew it by heart. "I will alleviate suffering wherever I find it, just as sun of mercy shines upon those in need. I will bring Pelor's light into places of darkness, showing kindness, mercy, and compassion. I will be watchful against evil, just as the Lord of Light casts his gaze to the earth throughout the day."

As he completed his prayers, the sun peaked over the horizon. Following custom, he focused just below the horizon, averting his eyes from the power of his god. As he meditated in the glory of the morning light, he had a vision of a great conflict. Elves warred against man, bow against shield, forest against plains. And caught in the fury, he saw the slums of Sybaran burning.

The vision faded as the sun cleared the horizon, leaving Taric to his thoughts. There was still much work to do in the slums. But the announcement of Count Sybar's call for adventurers hung in his mind, as did the image of his town burning. He knew what he had to do.

Wednesday, May 15, 2013

Harmony Dawnchorus, Pixie Bard

This character is the first that I've ever submitted who did NOT make the cut into the game.  It's been almost a year since I started playing at RPG Crossing (formerly Dungeons & Dragons Online games), so I guess that I was due!  But it probably isn't my best effort...or, at least, not my most compelling hero.  The application was for a Pixie-only game, and pushed whimsy and charm.  I'm sad not to get in..but at the same time, I'll readily admit that I was going to have a hard time executing this character.  She plays pretty far from my strengths.


Character Name: Harmony Dawnchorus
Class: Bard
Role: Leader
Theme and/or Background (if any): Fey Beast Tamer (for both!)

Appearance/Personality: With flaming red hair, pointy ears, glimmering wings, and a radiant voice, Harmony is the definition of charming. Strangely, she seems more or less oblivious to this, content to linger on the periphery of crowds, and rarely taking center stage. She's not shy, really, just blissfully unaware of her gifts and skills--even incredulous of those who would try to convince her otherwise. When she begins to sing, however, all eyes and ears turn to her.


Background:
Born the daughter of the renowned pixie minstrel, Sagegrass Dawnchorus, Harmony grew up in the shadow of her two older sisters, Melody and Cadence, who were five and seven years to her senior, respectively. Both were heralded as prodigy musicians, and her father had spent most of her life touring pixie communities and performing, leaving Harmony with extended family.

Her aunt Appleblossom lived near the edge of an enchanted pond, where, among the dragonflies, young faerie dragons darted through the sky, chasing after little bugs, small birds, and each another. Disenchanted with formal musical training, she spent the years prior to this adventure playing among the faerie dragons, and eventually befriended one: a beautiful creature with wings that, when the light passed through them, shone like emeralds. Together, they spent much of a season darting among cattails and sneaking up on frogs. Inspired by her companion, she would often sing nonsensical songs as they played.

As the years went on, she spent more and more of her time with Emeraldwing. At the same time, the ties to her family became more distant, as her father and sisters hadn't returned to visit her since leaving on tour a year before. As she came of age, she began to feel a sense of wanderlust. Time spent exploring the pond and nearby environs with her faerie dragon friend had given her a taste for the adventure that might lie in the world beyond, and she had just begun to seriously consider leaving on a journey of exploration when King Sunfire spread word of his impending proclamation.


RP sample:
Flushed from their race across the waterlilies and glistening in the warm sun, Harmony alighted on a large toadstool. Emeraldwing, her faerie dragon companion, landed next to her with a coo. She laughed merrily as she rubbed the dragon's snout. "Some day I'll beat ya, you cheat!" she teased the dragon, who seemed to chuckle, unfurling the crest behind its head before it shook its head in the negative. She sat back, folding her wings down under her back and resting on her elbows as she gazed into the blue skies above. She sighed. It wasn't really a sigh of contentment, as much as she enjoyed their games on the shores of this pond where she'd grown up.

"You know..." she cooed, as she turned to her companion. "There's some kind of big announcement happening tonight. King Sunfire himself will be speaking. Everyone's talking about it, and rumor has it that it's something to do with the Murkendraw." The dragon shorted derisively as she uttered the name of the cursed swamp. "Yeah, I know. But I think we should go! Who knows? It might be exciting to hear what's going on! Maybe they figured out some way to stop that Rotten Ethel!"

The dragon looked nonplussed at the idea. "Oh, come on you old stodgey-stodge! I hear all the cool pixies and dragons will be there..." The dragon snorted again. Harmony responded by singing a frolicking, playful tune. "Pixies and dragons, fur-balls and wagons, drunkards and flagons, to miss would be an...infraction!" Harmony giggled. "Oh, I know it doesn't work! I'm just playin'" The dragon seemed to chuckle a bit, before lowering it's head, almost in a shrug. "So you'll come with me? Oh great! We haven't been to town in AGES!" With that, she pulled grabbed hold of the dragon's front legs, flapping rapidly up and pulling the beast along with her. "Let's go!" she called, letting go of her friend and taking off for town.

Why you want to play this game: I've wanted to experience this adventure ever since I saw it in Dungeon. I really only gave it an overview, and don't remember specifics. I don't think that I know anything that would spoil it for me or for anyone else. I'm pretty good about avoiding metagaming.


Notes on the build:
* I've built her as a "Cunning Bard," and as such there is some off-turn movement stuff that we'd need to talk about during combat. Virtue of Cunning, in particular, is a power that lets me slide an ally 1 square when they are missed by an enemy attack. I think we can coordinate that to keep it from being disruptive--maybe even let you make the decision about where they shift if you feel that you can do that--but it is something that could potentially slow the game down. Similarly, Majestic Word allows me to slide an ally 1 square with a heal. If they are going to have input on where they slide to, it could slow things down...so we might have to all make some decisions in advance to try to coordinate this.

I could potentially go a different route with her build, but I don't see her as a weapon user unless she has to be. But singing songs and shooting some kind of pixie/bard magic with her wand? Yep, that fits.

* She's a fey beast tamer, but I'd like to reflavor the displacer beast as the faerie dragon. It can work exactly the same way as written, mechanically. But my preference would be to make two changes if you're up for it. 1) make it tiny instead of medium sized, and 2) allow it to fly (same height restrictions as pixie flight). But if you're not comfortable with that, I can run it exactly as described in the rules. Maybe the dragon hurts its wing or something so that it can't fly.

Wednesday, June 27, 2012

Comedy in a PBP game

I had to share this fun little exchange from a play by post game I'm in.  Emmett (played by robotbear) is a rather feral barbarian, who just abruptly exited from a meeting between the adventurer party at the local city Baron.  While the adventurer's continued conversing with the NPC, Emmett went and found himself something to do...
Robotbear: MEANWHILE, in another part of town: Emmett is starring into the eyes of a horse, neither creature giving the other any clue like they are going to blink first (Insight check: 12+6=18). 
Enthusiast (DM): While his erstwhile allies held audience with the Baron, Emmett was staring at a horse, wondering what secrets were housed within the animal's soul. The horse, meanwhile, stared blankly, hoping to lick the barbarian if he inched close enough. He looked nice and salty. 
The creature made a feint (Bluff: 12-1=11) to one side, hoping to draw the barbarian close enough for a lick, but the horse's prowess was no match for Emmett's quick mind. He knew exactly what the beast was up to, and there was no way he was going to fall for its trickery. 
Stubborn as a mule, the horse made every effort to resist the urge to blink (Saving throw against blinking: 6). Alas, it was no use. Emmett, apparently, was even more stubborn than a mule. He savoured the sweet taste of victory.
Shame that the horse didn't make that saving throw...but that's funny stuff, right there.

Thursday, June 21, 2012

Character Application: A Warlock (Hexblade)

NameArmin Brent
Race: Half-Elf
Class: Warlock (Hexblade), Infernal Pact - Striker
Alignment: Neutral
Age: 28 (though the RP sample below happened when he was 16)

Description:
If there’s a typical half-elf appearance, that’s basically Armin: brown hair, cut short, 5’11”, 160 lbs, slightly tapered ears, more slender than a typical human, but bulkier than a typical elf. Upon closer inspection, however, one does notice a few unique characteristics. His eyes, though they appear brown at first, seem to have a subtle, flickering, iridescent red quality to them when he stares intently at you. Second, his posture isn’t what you’d expect for someone with elven blood running through his veins; though a good athlete, he holds himself with a small slouch in his back, as if he were shouldering a great weight.


Personality:
Armin is a friendly, amicable individual prone to good natured humor. Speaking with him for only a few minutes, you might begin to think that you were making a new best friend. He is confident, listens well, and is quick with a compliment. While hardly a storyteller—in fact, he is often quite evasive, if not deceptive, about his past—Armin tactfully involves himself in conversations and seems memorably innocuous.

Some of that, however, is a front. He rarely makes lasting friendships, and in conversation is extremely evasive about his past, his motivations, or his plans for the future. A person might spend an evening thinking she was really getting to know him, only to realize the next morning that she spent the evening talking about herself...and that Armin is now nowhere to be found. Uncommonly, Armin has even been known to vanish with someone’s gold or other treasures, never to return. He is not an evil man. But he seems haunted by something in his past, and seems to be wandering his way through life without goals or purpose.


Background:
What good are choices when all of your options are terrible?

Armin was born in a small farming community on the outskirts of a major city. His mother, Serah, was single, and he didn’t know much about his father. Serah told him that he was a ranger of a sort, and as Armin grew older he surmised that he was the product result in a one-night affair. His mother was dedicated and loving, however, and worked hard to give Armin a place in the world. Among other things, this included a first-rate education. They could barely afford it, but she felt it was the best gift she could grant her child.

As he entered his teenaged years, however, a summertime drought dealt a severe blow to the farming community where he grew up. As farmers’ crops failed, food prices soared at the same time that the community’s income faltered. Refusing to abandon her hopes for her child, Armin’s mother moved them to the city and fell in with an organized crime syndicate. She served as a courier for over a year, transporting ever-increasingly sensitive materials to and from crime bosses. She quickly earned her superiors’ trust, able to conceal important documents and treasures through dangerous roads and military checkpoints alike with a combination of girl-next-door charm and a knack for stealth. It paid well, but she was often away from home, leaving Armin to fend for himself. He spent much of his free time in the library; Armin was a good student, and was considering a career in either wizardry or law. During this time, he met and befriended Belkin, an elderly wizard who had spent most of the last 20 years reading his way through the stacks of arcane volumes in the library’s archives. In those occasional nights when his mother was home, however, the two of them defied the typical relationships between parents and teenagers, remaining very close.

One day, however, his mother was intercepted on one of her missions by a competing syndicate. They beat her brutally. But even worse, they stole from her a vital portfolio of information full of secret details about personnel, safehouses, and current schemes within her syndicate. The price for such failure was certain death for both Armin and his mother at the hands of their assassins. And her superiors would know what had happened within a day’s time.


RP Sample:
The old Wizard stared into his book for a long time after hearing Armin’s request. Slowly, he raised his eyes toward the youth. “Do you understand what it is that you are asking? This is not something that can be undone. You may well be forfeiting your soul.”

“I understand—I do, really. But this is our only chance. You have to help us!” Armin replied desperately. Just last week, Belkin had delighted in telling Armin of how he’d found a loophole in the convoluted laws of the hells that would permit someone to steal immense power from infernal lords. He longed to put his idea to the test. But, as the old man told him, he was too close to the afterlife to be picking fights with devils.

Now, in his despondency, it seemed Armin’s only option. They would try to run, but the Syndicate would surely track them down. They had no chance in a fair fight, much less the ambush that would surely await them on a moonlit road as they fled. He was desperate, and here seemed to be a solution that could save them.

“I am sorry Armin, I want to help you, but I can’t do this for you. You are too young to be making this kind of a decision,” the old Wizard replied.

“What good is a soul if you lose your entire world protecting it? I’m as good as dead without this, and so is my mother.” Armin replied.“Please.”

The old man gave him a long, sad look. “May the Gods forgive me.” He turned, lifted an enormous tome from the shelf at the back of the room, and led the youth down a long flight of stairs into the depths of the library’s cellar.

---

Armin stared at the sword in his hand. It was black upon black, and seemed to absorb all light cast upon it from the flickering torches nearby. Turning it to the side, he saw that it was almost without a third dimension: it was infinitesimally thin, and seemed impossibly sharp.

Tonight had been terrifying. But the ritual, horrible as it was, seemed to have gone as planned. Armin could feel a sinister power coursing through him, and knew that it would take him a long time harness it. In the meantime, however, he hoped it would be enough. He hurried to barn just outside the city, where he had brought his battered mother for safety while he visited with Belkin. Now, with luck, they could have a head start before her employers learned of what had happened.

As he entered the barn, he saw his mother look up in relief. Through the darkness, he could see that one of her eyes was swollen shut. The other paused for a moment when she saw the sword sheathed at his side. “We must go,” she said urgently. But in the next moment, arrows shot through the room, grazing Armin’s shoulder.

The room was a blur in the darkness. Armin unsheathed his sword, which moved as if guided on its own as he struck out at their attackers. Armin felt blood splattering on his clothes as he fought. With each foe he felled, the sword emitted a burst of energy that seemed to feed his strength. They came at him from all sides, but were no match for this blade of annihilation and its wielder. Here, in the thick of combat, Armin felt unstoppable.

Just as he began to think they might survive, however, he heard a sickening thud behind him. Slicing through a last combatant, he turned to see a lone assassin standing over his mother, where she lay covered in blood. In a rage, he screamed—and as he did, bolts of energy shot from his hands. The first shattered the man’s torso, detaching his arm and crushing his chest. But the second shot to the right, striking the support pillar in the center of the barn and causing it to buckle.

In an instant, the barn came crashing down around him. Armin lay for hours beneath the rubble, sobbing. While he had survived, but he knew his mother was dead. And somewhere in the distance—or maybe just in his head?—he could hear a deep voice laughing at his plight.

Wednesday, June 20, 2012

Play by Post: First Impressions

Role-playing
Play by post gaming is sort of the opposite of this, thank goodness. (Photo credit: mricon)
I first heard about play by post games via the Exemplary DM Podcast.  On the surface, it sounded neat: play within the bounds of your time.  But the description that the guests on that show provided ultimately turned me off: focus on literary style, emphasis on roleplaying and light rules, lack of control of your own character, etc.  I think I'm a bit of a "right of center" gamer, and this just didn't seem like it would be for me.

As I mentioned, though, a few weeks ago I decided to give it a go.  Whoever runs the twitter feed for DnDOG followed me on twitter, so I decided to check them out.  I found an amazingly vibrant community of roleplayers playing all kinds of games, though it's mostly DnD 3.5 and Pathfinder, with the occasional 4e game thrown in for good measure.  I lucked into joining a 4e game with my first application, and have been hooked ever since.

My experience has been rather unlike what was described at Exemplary DM.  There certainly has been plenty of writing, and I'm fortunate to be playing with several fantastic writers (including the DM).  The only time I can remember trying to write dialog since eighth grade was when I was working on my nwn2 character creator module, and I've found it to be both fun and challenging.  Even a few paragraphs have taken me a very long time to write in the early going, but I think I'm getting faster as I find both my voice and that of my character.  I'm playing a fairly quiet character, and that's worked out well, as I don't need to take the lead in conversations...and any awkwardness fits his character pretty well.  :) Nevertheless, we're definitely still playing DnD.  The forums at DnDOG have a nice dice-rolling mechanism that permits you to embed honest dice rolls into your posts for skill checks and, of course combat.  This tool permits players and DMs to run a game that feels very dnd.  Right now, we're meeting the Baron of a small city, and my character has been rolling perception and insight checks left and right, while the talky-talky PCs are rolling diplomacy, bluff, intimidate, etc, as needed to interact with the NPC's.  The DM wisely places substantial modifiers on roll outcomes based on the roleplaying.  Therefore, if you roll a good diplomacy check, but write an insulting, uninspiring dialog you'll likely encounter a penalty...and similarly, if you roll badly but roleplay well, you might well succeed in the check.  And some of the time, you won't even know if you've succeed--you just go with what the DM gives you.  It's very immersive, and yet it's still driven by in almost equal parts by the character sheet and the player behind the character.

We also did a small combat, which I found to work very well.  It plays very closely to how it might on a table, with a few exceptions.  First, while everyone rolls initiative, the monsters all tend to go as a group, as do the PC's.  This allows all of the PC's to post their turn as time permits, without having to wait for whoever is in front of you to finish.  After each turn, our DM updates the grid (which he draws on his computer, in powerpoint I'm guessing?), and gives us reports of the monster conditions and such.  The actual combat is delivered in character, but with lots of out of character references to character actions and statuses.  Again, the forum software is great for because it allows you to hide or otherwise disguise these out of character elements within the game thread to clearly separate them from the roleplay.  It even lets you post secret information that is just between the DM and the player.

There are some downsides combat.  First, it is a bit harder to play a controller under this framework.  For example, one of my Hunter's best abilities is the ability to slide enemy PC's two squares with a damage-dealing, at-will attack.  One use for this might be to move "squishy" spellcaster-types closer to the front lines, and I'll certainly do that.  But another use will be to move foes into a position where they can be easily flanked.  If I'm doing this, I need to be really careful about who has already posted and who has yet to post as I execute the maneuver.  If "my" strikers have already posted that round, that tactical option is more or less often off the table.  But given how much the "everyone goes at once" framework speeds up combat, I think it's a worthwhile trade-off.

The second downside, of course, is that because we're playing within the constraints of eight individuals' schedules, play by post is kind of slow.  Or, rather, it's bursts of activity followed by long periods of waiting. As it's summer and I'm not teaching, now is a great time for me to be playing.  Therefore, I've submitted applications for a couple of other games.  As the semester starts up again in the fall, I'll see about reducing my commitments as needed.  Probably, it will just mean that I'm posting a bit less often than I am now.  And that's fine, as most games only ask for 3-5 posts per week.

Over the next few days, I'll post a few of the other characters I've written up for applications.  I don't know who will read them, but they were fun to write. :)

Tuesday, June 19, 2012

RPG Podcast Mini-Reviews

English: Podcast or podcasting icon Français :...
(Photo credit: Wikipedia)
As I started getting into DnD again over the past year, I've been listening to a number of podcasts.  I thought I'd do a quick overview of some of ones I've enjoyed.

Exemplary DM Podcast - ***** Simply the best rpg podcast out there.  Timeless, genuinely funny, well produced, on topic (mostly), and bursting at the seams with great ideas for DMs and players alike.  This is a podcast about playing tabletop games, not about any specific product releases, and as such it will be as relevant in five years as it is today.  For the most part, it works for any gaming system, though they focus mostly on DnD.  I love this podcast.  They recently released their last episode of season two, and I hope that they will be able to continue in the future...though one of the hosts is moving, which makes this hard to guarantee.

Official DnD Podcast - ***** These are not frequently produced at this point (though there has recently been more activity following the release of dndnext), but there's a tremendous back catalog of episodes spanning the entire history of 4e.  Many of these feature designers pitching their products, which can be interesting on their own.  The best part, however, are the Penny Arcade actual play sessions.  Most are DM'd by Chris Perkins, who is a phenomenal DM, and the characters include the guys from Penny Arcade as well as (starting in series 2) Wil Wheaton.  Yes, that Wil Wheaton.  They are super funny, and are a wonderful model of how DnD can be played.  Really fun stuff.

Haste by Obsidian Portal - ***** Great current events in gaming podcast.  They cover everything, from indie rpg's to kickstarter, but DnD gets a bit more attention than other systems in my experience.  I love that it's fast, focused, and often has interesting guests.  They also take questions from twitter and provide DMing tips and such.  It is a vehicle for advertising Obsidian Portal, but these are genuine gamers behind that company so it is easy to overlook this...and they're not in your face about it.

Icosohedrophilia - ***** With the possible expection of the DnD podcast, this is the best live DnD action podcast that I've encountered.  I tried to do with it like I did with Critical Hit (see below)--start from the first episode and move from there.  Unfortunately, early episodes have pretty bad sound, which makes it very hard to keep track of all 7 PC's.  I gave up on it this, but then later tried again by listening to "The Story Thus Far" episode and going from there.  This is definitely the way to do it.  More recent episodes have far better sound, this lets you enjoy the strengths of the podcast.  Chris Heard is a terrific DM, with great mastery of the rules, and more importantly the ability to concisely and yet vividly tell a great story--both in and out of combat. The recent Kiss of the Spider Woman chapter was amazing fun, so perhaps start there?

Critical Hits - **** I've only recently started listening to this one, so I haven't explored the back catalog.  But recent episodes include Mike Shea interviewing another blogger or industry person about a specific topic.  I enjoy Mike a lot, and he does a great job conducting interviews.  He asks good questions, and is always focused on pulling practical tips that can be directly integrated into folks' tabletop games.

Beer and Battle - **** Another live DnD action podcast.  This one's overlooked, I think.  It's focused on fun, but DM Peter tells a very good story (though sometimes can be a bit too heavy-handed with combat descriptions).  The PC's know how to run their characters, and are genuinely funny people.  I'm sort of taking a break from it for now, but that's more due to competition with other podcasts for space on my playlist than a lack of interest in continuing to listen.  This sounds like the kind of gaming group that everyone wants to be a part of.

Critical Hit by Major Spoilers - *** This is the first live DnD action podcast I started listening to.  It's ok.  Rodrigo has created an extremely interesting world, and the story is absolutely top-drawer.  I also quite enjoy DnD Brian (Randus), as he seems like a great guy and is does a great job as a player.  Some of the other players, however, can be maddening.  For some reason, I keep coming back, though I think it's mostly for Rodrigo.


The Tome Show/Dice Monkey/4geeks4e - *** I'm throwing all of these into one, which is probably not fair ...although they are all (as far as I know) basically part of the same family of podcasts.  They are part of the same network (along with Icosohedrophilia) and often feature the same cast of characters.  With the exception of the occasional (and quite good) Dice Monkey podcasts, the Tome Show and 4geeks4e podcasts tend to be pretty long and freeform.  That's often not a good thing.  Their product review episodes are worth listening to, but I often find myself skipping past substantial portions of their other episodes.

Monday, June 4, 2012

Joined a Play-By-Post Group

I got the good news today that I made it into a play by post group over at DnD Online Games.  I had gotten the impression some time ago that these kinds of games were almost entirely narrative-based.  But upon investigating, I found that the games that folks play over there can include combat, complete with grids, etc!  Given that I have essentially given up on injecting actual tabletop games into my life for the time being, this is probably my best alternative (in addition to video games).  I'm pretty excited to give it a try.

The game I joined is called The New World and designed by a guy who calls himself Enthusiast.  It's a neat concept: a well-established, culturally developed Empire discovers and colonizes a new continent, and we're playing just 30 years after the first settlement was founded.  The continent is populated by shifters, an indigenous people who possess primal magic.  The game is essentially the story of how this empire attempts to take hold in this New World.  Mine was one of 29(!!) different character applications submitted by 24 different people, so I feel incredibly fortunate to have been in the group of 7 that made it in...especially given that this was my first try!

Here is my character application:
Name: Erethil 
Race: Elf 
Class: Ranger (Hunter) 
Role: Controller 
Alignment: Good 
Deity: None 
Appearance and Personality:Erethil is smaller than a typical Elf, and is slightly built. Yet even by elven standards, he is unusually graceful. He moves about in smooth, quiet steps that allows him to go unnoticed in both the wilderness and urban settings. He has black hair that is often tied back, and sharp eyes that he uses to pan about the room. It is as if he sees everything. 
Erethil can come across as a bit gruff; he's generally quiet, but quick and to the point when he has something to say. He prefers to avoid long conversations and chit-chat, and has no qualms about walking for miles with a companion and not saying a word. That said, he has learned to work amicably in a team via his experience as a wildness guide, and is a reliable, generous companion to those he trusts. 
Background:Erethil was among the first Erathic children born in Medrona. His mother was a dignitary of some importance in Amarin, where her father was a sergeant in the local militia. When Erethil was just 10 years old, however, both of his parents went missing while traveling to Port Calia shortly after its founding. His parents were not wealthy, but left him with sufficient resources to survive until he had completed his education, while his mother's colleagues were available to help him on his way. 
Nevertheless, Erethil spent much of his teenaged years roaming the wilderness between towns. At first, it may have been in a desperate attempt to learn what happened to his parents. But the long months spent in solitude also brought Erethil solice. He found himself in awe of the combination of beauty and brutality in the natural world, and in time began to feel intimately connected to it. Through careful observation of the cunning fox, he learned how to deftly maneuver to avoid threats while in danger. By watching the wolf spider, he learned the power and efficiency of stealth and a sudden, deadly attack. 
Erethil became an accomplished hunter, renowned for his accuracy with the bow and uncanny ability to down his quarry with a single strike. His preferred hunting grounds are in the Oliddian Wood, the lush coastal forests between Olid and Amarin. Able to make a modest living selling game, he also has found employment as a guide. Wealthy Imperial citizens, recently arrived in Medrona, take comfort in hiring him as a guide as they travel between settlements along the coast of Medrona. 
While comfortable, Erethil continues to be drawn to the wilderness. He has rarely interacted with the nomadic clans of shifters that live on the continent. But what little he has seen of them hints at their deep connections with the natural world, which manifest in powerful primal energies and powers. When the Baron of Olid sent an appeal for adventurers to procure a mysterious artifact, Erethil jumped at the chance. Perhaps this artifact might hold some secret that would allow him to grow more in tune with the wilds. 
RP Sample:From his perch in the treetop, bow drawn, Erethil watches his prey. The deer has been milling about on the other side of the brush. While he could hit it now, the cover might keep him from targeting it precisely at the base of the neck. Such a strike would kill the deer instantly, preventing both pain for the animal and noise that could attract unwanted attention. With a bit of patience, soon he will have a perfect shot.
Suddenly, from within the brush, something stirs: the doe has a fawn! Lowering his bow, a small, contented smile forms on his lips. Erethil might not sell a deer today, but the snares he set up nearby were sure to provide dinner. For now, he could simply watch the beauty of a mother caring for her offspring.
 That RP sample took a long time to write, so I'm hoping I get faster at this kind of thing!!

My character sheet is currently hosted on DnDOG's character sheet system, though I'm looking at Character Distiller as an alternative...But that's a post for another day.

Sunday, January 22, 2012

Essentials Race & Class List

Very small thing: I'm rolling up (for fun) some characters from each of the Essentials classes.  I created a small spreadsheet that shows the various ability bonuses you get, and the special abilities they use.  I also identified which classes fit best with each race, based on nothing more than the key abilities noted in the Heroes books and the races that give you bonuses to those abilities.  Here it is:


(if that doesn't work, here's a direct link to the spreadsheet)

A few quick hits:

  • Drow gets the most class matches, thanks to the Dex + Wis or Cha combo.  Bah, I hate drow.
  • Half-Orcs not surprisingly make terrific slayers.  But I was surprised to see them show up as elite athletic thieves.
  • Knight, Slayer, and Cavalier all clock in as having just one ideal race.  
  • Least versatile race?  Eladrin, which only make elite Mages based on the abilities (though teleport could certainly make an eladrin dexstriker, like a rogue or scout, pretty darn interesting).
  • Most accepting class?  Hexblade, which needs good charisma and either good dex or con.