Showing posts with label Advice/Tools. Show all posts
Showing posts with label Advice/Tools. Show all posts

Friday, September 17, 2010

The image that says "D&D" to me

I came to D&D late in my gaming career, only acquiring a copy of the AD&D Players Handbook last year, at the ripe age of 27. Thus this image, while dazzling to my adult self, didn't have near the impact that it would have had on my 12-year-old self had I seen it back then.

Anyway, this is the image that says "D&D" to me. Part of me wants to yell "Don't look at that freakin' mouth, there's some glowing eyes at the end of the hallway! Get your shields up!"

Anytime I want to get juiced up for fantasy gaming, I take a look at this image. And whenever I need to get in the right mindset for D&D in particular (what with its adventuring parties, hirelings, 10-foot poles, secret doors and the like) I take a look at the following image.

Friday, April 30, 2010

So a cleric walks into a club...

Question for all you old-school DMs out there: How would you handle this scenario?

My 1st level cleric's mace breaks, so he drops it, draws a dagger, and attacks a charging orc.

What happens? Does the cleric auto-miss? Does his dagger break? Does he instantly forget all his spells for the day?

See, clerics are prohibited from using anything but blunted weapons—which I find to be a very "gamey" decision foisted onto the cleric class for no other reason than to balance clerics against fighters. The idea that holy warriors can't bring themselves to spill the blood of their enemies—yeah, that's crap. If you've got a job to do, you'll hardly turn up your nose at the most common weapon in the entire game (sword) to get it done. Or something.

But still, within the paradigm of "imagine the hell out of it" old-school gaming, how would you referees deal with a cleric player who insists that his character tries to attack with a sword? Or uses a dagger to cut the bonds on a captured prisoner? Or picks up a cursed sword and puts it in his backpack?

I'm genuinely curious, because Mike/Chgowiz and I came up with a neat little workaround to deal with this scenario in his Dark Ages campaign. It removes the gamey aspect of the restriction that I find distasteful, while not overpowering my cleric character. I'll post the details on that later, but I wanted to hear DMs' responses first.

Tuesday, September 8, 2009

Savaging the D&D Monster Manual

My local gaming store is gearing up to host its twice-yearly consignment auctions, so I've been combing my collection looking for unused material to sell off. Since I'll be dropping off a load of stuff in the next couple of weeks, my buddy (and fellow RPG Diehard author) Ben pulled together a pile of saleable stuff from his own collection to add to the auction; this lot included the D&D 3.0 Monster Manual.

While organizing our shared auction wares, I happened to flip open the Monster Manual. Now, I must confess that I've never actually perused any of the various beast books for D&D—if you'd asked me last week, I would have told you that their content is utilitarian in nature...stat blocks for critters and little else.

And although I found stats aplenty, I also found myself enthralled by the narrative description of the monsters. In general, I've turned up my nose at the more mythic, oddball monsters in D&D, preferring instead to populate my wilderness with evil humanoids like orcs, hobgoblins and troglodytes. You know, monsters that can think and strategize. But skimming the Monster Manual really fired my imagination in regards to some of the more fantastical creatures in the book, stuff like thoqquas (the segmented, elemental lava-worms that will fit perfectly into a dungeon I'm working on), mohrgs (more interesting than your average undead), hippogriff (until recently, I couldn't say that word with a straight face) and, of course, beholders.

Before I knew it, I'd pulled out a notebook and begun sketching out Savage Worlds stats for a dozen of the more interesting critters. They're on the way to my campaign notebook now—and Ben's Monster Manual, having offered up one last burst of inspiration, is on its way to the auction and, hopefully, someone else's gaming table.

Friday, July 31, 2009

Gaming and music: Firing on all cylinders

For last week's Autumn Frontiers campaign, I queued up about 70 assorted metal songs and let 'em rip over the course of our 5-hour game. Among those was a record that I consider to be my campaign's muse: Wintersun, an album by a Finnish metal band of the same name.

Back when I was originally brainstorming ideas for my Points of Light-derived fantasy sandbox, I listened to Wintersun a lot. The songs, with their Viking/dreamland-inspired imagery, really juiced my imagination, and even today, it's easy to travel back to the halcyon days of that worldbuilding effort simply by putting on track 5, "Battle Against Time." That song—the melody, really, and the stadium-rock vocalization that opens the tune—never ceases to fire my creative pistons, evoking images of adventurers roaming across a vast, uncharted wilderness, exploring the ruins of past civilizations and spending hard-earned coin in shabby frontier villages—before heading out into the unforgiving lands to do it all over again. Good stuff.

As an aside, I glanced at the tracklist from last week's game. As near as I can tell, Wintersun came up toward the end of the session, as the party's wizard PC was fighting for his life on the windswept cliffs of the Darkwater Keep. In fact, his death very probably coincided with a Wintersun song titled "Death and the Healing," which boasts some very apropos lyrics.
Time is the death and the healing Take your last breath, 'cause death is deceiving Time is the past, now and tomorrow Days fly so fast and it leaves me so hollow

A snowstorm blew inside a wolf's eyes
and the frozen tears covered all the mountainsides But then the time got by and the wolf died and someday that wolf would be I.
Sage advice indeed. UncleBear touches on designing a campaign soundtrack, and d7 over at the Seven-Sided Die compares rpgs to musical genres. It seems music is in the air. What type of music juices your campaign?

Thursday, July 16, 2009

Nobody's ever done me any (gaming) favors

Throughout my childhood and adolescence, I had to beg, cajole, threaten, bully, strongarm, entice and plead with my friends to get them even remotely interested in gaming. Every step of the way, I was on my own. No one did me any favors; I never had a big brother or older friend to introduce me to a particular game. If anything, I had to push back against the more traditional hobbies that my buddies were involved in—sports, dating, video games, music, etc.

So it was up to me to purchase all the gear required (using my meager high school wages), sketch out the adventures and settings, walk everyone through character generation—and then struggle to hold the group together through a series of adventures.

This process repeated itself for card games, miniature wargames and everything in between. I was always the first to come to a particular game line or hobby, and it was up to me to serve as the jolly ambassador, luring my buddies in with assurances that this new game would be better than the last. Only in college did I meet like-minded people, and I was more than happy to pass the cheerleader baton off to the new friends I made there.

In just the last few months, at the ripe age of 27, this process has been repeated yet again, as I've delved into WWII tabletop miniature gaming.

Because of this tireless passion, I have become the consummate gaming marketeer. It's no coincidence that I worked in gaming retail during college and loved every minute of it. I helped organize and run games, but my favorite part of the job was talking to newcomers, folks who had never set foot inside a dedicated game store and, at most, brought in memories of playing Talisman or OD&D from years past. I loved those folks, because they were primed and ready to be re-introduced to the best part of modern gaming.

If and when I ever run a con game, it will be the most badass game ever, because I know how to read players in just a few minutes—and then tailor the game experience to exceed the diverse expectations they bring to the table.

It's also clear, upon reading this post so far, that I'm pretty good at complimenting myself. Ha! But really, the point of this post was to point out that successful games and the perpetuity of our hobby can really come down to just one person, or a handful of dedicated folks. Gamers who lack groups shouldn't lose hope; rather, they should always seek to broaden their horizons
and keep moving forward. The next player could come from anywhere.

Thursday, April 16, 2009

Revisiting the First Adventure I Ever Wrote

I've made no attempt to hide my utter fascination with sandbox-style gaming. Last summer's old-school renaissance, with its focus on non-linear, location-based campaigning, struck me like a bolt of lightning from a clear blue sky. Here, I thought, was the sort of gaming that I had been striving toward for most of my adult life. I've seen the light!

Well, almost.

See, I had an opportunity last weekend to dig through my old RPG notebooks. The earliest was from 1997, when I had become enamored with West End Games' Star Wars RPG. At this point, I'd owned the game for several years—indeed, it was the first RPG I ever owned—but hadn't yet had an opportunity to play it with anyone. I was 15 at the time, and I cobbled together a campaign to run for my high school friends. The game quickly degenerated into a fairly traditional "adventure path" type of campaign, with the PCs shuttling across the galaxy following clues I had painstakingly arranged for them to follow and interacting with PCs that served only to further the game's plot. It was my own original work, but I was definitely railroading them.

But that first adventure, when I was still trying to lure my friends into regular gaming, was different. I had no clue how to write an adventure. All I knew was that my friends—occasional D&D dabblers—had a tendency to run all over the place and get into trouble. Knowing that, I made a location-based introductory adventure set on a wacky space station full of cantinas, bazaars and brothels. I had a few scripted encounters, sure, but my primary motivation was making sure I could react appropriately when they tried to do crazy stuff.

And it worked! We had a great time playing, and the one and only goal of this adventure (get the players a starship!) worked out well.

Fast forward 12 years, and here I am, re-discovering those very fundamental elements of making games hum. Doubtless my 15-year-old self has a few more lessons in store for my 27-year-old self to discover.

Monday, March 30, 2009

Bridging the gap of the miniatures debate

The great miniatures debate perplexes me. Do I need to use miniatures in my fantasy game? No.

But do I like miniatures because they are super cool and a nifty way to visualize characters and scenes? Yes.

I use miniatures only because they're awesome, not because the players are threatening to revolt if we don't map out every square inch of the battlefield and place our figures accordingly. We spend half our time simply pawing through the piles of figures, finding unnoticed gems in my collection and wondering when they'll make an appearance in the game. Miniatures also serve to plant the seeds for a new character concept. (Example: "Whoa—what do you think that sorcerer is carrying in his backpack?")

I use D&D minis and Mage Knight pieces because they're affordable and because I can throw them in a cardboard box between sessions without having to worry about chipping the paint. Yes, I play wargames and paint miniatures myself. I'm just not particularly inspired to paint minis for roleplaying games, y'know?

The point is, my group uses miniatures not as a crutch, but as a way of enhancing our gaming experience. The system we're using (Savage Worlds) is actually written to accomodate and encourage the use of miniatures, but we've had no problem using the rules as-is without leaning on minis.

Wednesday, March 4, 2009

Piecing Together a Megadungeon

Like many RPG bloggers, I've lately been bitten by the megadungeon bug. As I mentioned earlier, my sandbox fantasy campaign is moving into adolescence, having hit a few important milestones recently. The story is now largely in the players' hands. With that in mind, I'm starting to think about a tentpole dungeon thematically tie together a lot of the threats they've faced so far in the wilderness.

The thing is, I've never designed a megadungeon, and right now I'm content to spend my free time actually playing our game, not necessarily creating stuff to put in it. My creative period was last summer, and it was grand. Now, I'm more excited about playing.

With that in mind, I'm going to start piecing together a multi-level megadungeon using various free dungeon levels available on the net. I'll fit these floors together as logically as possible, retaining the monsters and traps that "fit" with my overall idea (and there is one!), trimming off passageways and chambers where necessary and generally jettisoning the stuff that just ain't right.

The goal isn't to create a funhouse dungeon or a mishmash of rooms bereft of any logic, and I freely admit that I may have to take drastic liberties with the material. With any luck, though, I'll be able to string together at least a few floors to create a mysterious, scary dungeon to anchor a fairly large portion of my wilderness map.

I've got a lot of fodder to work with: Amityville Mike has been reliably cataloging his work on Stonehell; Jeff Rients offered up a wealth of information via Under Xylarthen's Tower; James M. started things off with The Ruined Monastery in Fight On #1.

Looking elsewhere, I hope to snag a level or two from Sham's Dim Expanses. Likewise, The Darkness Beneath (itself a collaborative dungeon) has been getting a lot of attention in the pages of Fight On! And Chgowiz's handywork will surely make an appearance via his nifty one-page dungeon adventures.

See what I did just then? I name-checked a bunch of prolific bloggers while casually informing them of my desire to take their creative works, pull them apart and reassemble the pieces in odd ways. I think that's the ethos of the old-school renaissance, and I flatter myself with the thought that they--and the other half-dozen gamers out there who will no doubt provide fodder for my megadungeon--would be pleased.

Wednesday, December 17, 2008

From Common Adventurer to Ruler of the Realm

One of the players in Autumn Frontiers, my Savage Worlds sandbox campaign, has expressed an interest in pursuing that most old-school of endeavors: the construction of a stronghold. It’s the perfect springboard for a discussion about transitions, this month’s RPG Carnival topic, especially as it pertains to player characters who evolve from simple adventurers to lords of their own domains.

The player in question is Ben, my loyal co-author here at RPG Diehard, and he’s playing a gallant paladin serving a flame goddess. We’re only 5 sessions into the campaign, but Ben is already laying the groundwork for his character’s future: he’s starting to improve social skills so he can sway commoners to his cause, and he’s expressed interest in eventually building (or conquering) a small castle to better serve his character’s deity.

Very cool stuff indeed, and Ben is going about it in the right way, by putting things in motion early. But it begs the question: how exactly does a character transition from small-time adventurer to lordly ruler? The AD&D Dungeon Master’s Guide is quite explicit in describing the mechanical aspects of territorial expansion — mapping the surrounding areas, driving off enemy hordes, paying labor crews to build your keep, etc — but is somewhat more nebulous in terms of what is asked of the aspiring ruler.

Surely there’s a transition coming at some point in the future, as the sword-swinging holy knight assumes the role of castellan of his own citadel? I’m thinking this will involve the social landscape of the game. As the paladin’s influence grows, the various groups and factions in Autumn Frontiers will react differently to him as he travels the lands. At some point, he won’t even have to travel to project his will — rather, he’ll be able to dispatch diplomats or companies of soldiers to carry out his business. Leaving him free, of course, to pound on Orcus.

In any case, Gygax’s meticulous mechanics for clearing a territory, mapping the landscape and building a keep don’t fit well with our somewhat more free-wheeling Savage Worlds game. Whatever transition is in store for Ben’s paladin is going to be decidedly stripped-down.

PS — My Obsidian Portal campaign wiki is growing, albeit slowly, as I add in details and adventure writeups.

Thursday, November 20, 2008

Cautionary Tales from the Sandbox

Ripper X over at Advanced Gaming & Theory wrote yesterday about the trials and tribulations of running Isle of Dread as a pure sandbox module — as in, the players wander around a map, discovering cool stuff and fighting off foul beasts. Sounds like fun, right? I’ll quote Ripper X:

On paper, a complete wilderness adventure sounds great! Wandering around blind, not knowing where in the hell you are going, or really what you are looking for. In actual play, this was SLOW!!!! So slow that I was getting bored, and it was all the same thing. I thought that it would be fun, but plotting a coarse and deciding of where to go that day is frickin boring! I don't know if it was my fault, or if I did something wrong, or what. I thought about it! I really did. How can I spice this up? But with such a large map to explore, I really couldn't prep anything or describe a scene more clearer then what I was. I really didn't want to spend too much time talking about a day where nothing happens. I did give the place a lot of sounds and smells, but the players weren't all that interested, and I kept failing my random encounter checks.

His post serves as a cautionary tale about what to avoid in a sandbox campaign. It seems Ripper X was a little too wedded to the sandbox concept and could probably have been a bit more liberal with his random encounters (as in, fudge the die rolls so they actually happen, or adjust the rules so you’re rolling more frequently) without infringing too much on the spirit of the game. Moreover, it’s important to note that sandbox games are defined by their lack of a linear plot — but not necessarily their lack of story. Time spent exploring should be time well spent; the PCs should learn something important about the area, uncover a villain or stumble across a previously unknown map feature.

Plus, those villages aren’t just set pieces. The natives travel the lands, send out patrols, hunt, trade, etc. There’s no reason why a large percentage of ‘em can’t be on the move, thus increasing the chances that the party might encounter them. The island itself was a bit limiting — it’s a finite bit of territory, and if you treat the published module as canon, it’s entirely possible for the players to bumble their way through the least-interesting parts of the map.

I say all this not to condemn Ripper X — quite the contrary. I’m glad he posted his concerns, because I’m running a sandbox campaign myself, and any wisdom that can help me avoid such pitfalls is useful. I’d be grateful for any advice from DMs out there: What have you gotten right or wrong in your sandbox game?

Tuesday, November 18, 2008

New Campaign Wiki Via Obsidian Portal

After reading a spate of blog posts on the topic, I’ve successfully launched a (bare bones) campaign wiki. I’m using Obsidian Portal, which is a free hosting site that’s designed specifically for roleplaying games.

My goal is to create entries for most of the major locales and characters in the game — and then include just enough content to get the players interested in contributing. Clearly there’s no guarantee that they’ll bite, but even if I’m the only one who ever edits the wiki, I think it’ll be a good tool to help me organize the campaign. The markup language (HTML and Textile, which I'm learning to love) is just complex enough that I could lose lots and lots of time tinkering with this site.

Friday, October 31, 2008

The Benny Economy in Savage Worlds

Last night, amid much negotiation and impassioned discussion, our group hit upon a cool new house rule for our Savage Worlds game.

We’re calling it the Benny Economy, and it expands upon an existing mechanic in SW that gives each player three “bennies” at the outset of the game. These are tokens, stones, glass beads, whatever, and they can be “spent” for rerolls and damage soaks, kind of like hero points in Mutants & Masterminds or fate chips points in Deadlands. And since the GM is encouraged to give out extra bennies during the session for good roleplaying or problem solving, these resources are meant to be spent, not hoarded.

The GM gets bennies too, to be spent by his minions and NPCs, usually one per PC at the table, plus a couple more for each big monster or villain.

Last night, though, we hit upon a much more dynamic way of spending bennies: When a PC spends a benny, it’s added to the GM’s stock. Likewise, when the GM spends a benny, it’s passed on to the PC most directly involved with the action.

So we’ve established a free-flowing metagame economy whereby the GM can inject a little fiat into the game — but only by passing on a minor advantage to the characters. And when the players need a hail-mary roll, they can try for it — but next time they might not be so lucky. Plus, the players around the table can watch the GM’s benny pile wax and wane throughout the game, so they’ll know at a glance how many resources the referee can bring to bear on a particular scenario.

Admittedly, this mechanic has virtually no grounding in the story or plot. It’s just a cool metagame notion that, for us, seems more engaging than the rules as written in the SW book. What do you think?

Thursday, October 30, 2008

Keeping Stuff Random

These days, I’m rediscovering the magic of the random encounter table. This old-fashioned game tool is nothing if not time-tested and (mostly) campaign-approved by several decades’ worth of gamers.

But the aspect that’s most appealing to me is that it removes the GM from the position of lobbing threats toward the players. Instead, it’s the game world itself that offers the threat — and the story! I’ve been fine-tuning Autumn Frontiers with random tables in an effort to create clear distinctions between the mildy dangerous areas of the map and the truly deadly regions. I’d like to implement “danger gradients” to the wilderness, which Ben Robbins describes as logical threat progressions, intended to give the world a sense of order and make it feel like more than just a map full of encounters strung together. Mountain hobgoblins generally won’t come along when the players are campaigning through the swamp, but there’s a good chance these same protagonists might patrol the foothills of their chosen mountain range.

This is somewhat more difficult to implement in Savage Worlds, which doesn’t use encounter levels or rank monsters according to how appropriate they are for characters of a given level. But in a way, it’s even more exciting, because I can stock the map with an eye toward Gygaxian naturalism and let the players figure things out.

But I like that no one really knows what’s going to come along when the dice are cast. Random encounters add a level of danger and mystery to the game that’s made all the more real when the players understand that even the GM can’t see everything coming. That’s not to say the GM should treat every random result as gospel; it’s important to keep things appropriate to the particular setting (merfolk raiders coming along when the party is adventuring in the high plains? Maybe not.). But respecting the random encounter keeps everyone on their toes, which in turn leads to that all-important byproduct of roleplaying: adventure!

Tuesday, October 28, 2008

Spells Inspired by Heavy Metal, Part One

Ever since Jim Raggi over at Lamentations of the Flame Princess casually tossed out a half-dozen OD&D spells based entirely on metal song titles, I’ve been excited to try my hand at this sort of music-infused creativity. These spells were all created in about 30 minutes, intended for use in the Savage Worlds ruleset. The band names for each song are included in parentheses. Consider this the first entry in an irregular series; I'll write up more as the mood strikes me.

Rust of Coming Ages (Serenity)
Rank: Veteran
Power Points: 5
Range: Smarts, Circular radius centered on caster
Duration: Instant
Description: The spell causes objects within the caster’s Smarts radius to age instantaneously. Most metal objects will corrode and rust; leather will break; wood will rot and degrade. Gear that is already ancient (like heirloom weapons or artifacts) will crumble into dust. Weapons that aren’t destroyed will have their damage decreased by one die (down to a minimum of d4) and exhibit extreme signs of aging, making them worth one-fourth their average resale value. These weapons have a 30% chance of breaking each time they are used in combat.

Shadowgate (Battlelore)
Rank: Seasoned
Power Points: 3, 5 vs. an undead Wild Card
Range: Smarts, in a straight line from caster
Duration: 1 round
Description: When faced with undead creatures, the caster is able to open a gaping pit beneath the fiends, allowing the infernal darkness to reclaim its minions. On a successful Arcane roll, an inky black chasm opens at the feet of the target, which must then make an Agility check or fall in. With a raise, the check must be made at a –2 penalty. On a critical failure (snake eyes in Savage Worlds) the pit opens normally, but disgorges another undead foe instead of reclaiming one (GM's choice).

How Heavy This Axe (The Sword)
Rank: Novice
Power Points: 1 per damage die
Range: Touch
Duration: 1 day
Description: By touching a weapon or item, the spellcaster is able to increase or decrease its relative weight as perceived by the bearer. This weight change is variable, but can be no more than half of the object’s original weight.

The Fire Still Burns (DragonForce)
Rank: Novice
Power Points: 2
Range: Touch
Duration: As long as fuel is available
Description: By holding a piece of charred wood or fuel in his hands, the caster is able to kindle a new flame. The flame must have been extinguished within a number of hours equal to the caster’s Smarts.

Spirit of the Hawk (Falconer)
Rank: Seasoned
Power Points: 4
Range: Line of Sight
Duration: Smarts in minutes
Description: The druid is able to see through the eyes of a soaring hawk or other bird. The caster cannot control this animal, however.

Friday, October 24, 2008

Getting Fantasy Miniatures for Cheap

I love gaming with miniatures, even if it’s just to help everyone around the table visualize important characters and monsters. Sure, cardboard counters are cheaper and easier to play with, but the wargamer in me really grooves on using actual sculpted miniatures for roleplaying.

Finding cheap miniatures, then, has become an amusing quest for me; at GenCon, I probably spent an hour pawing through huge bins of plastic D&D minis, all priced two for a dollar. I ended up with eight new additions to my collection — mainly because I spent most of my time helping fellow prospectors track down figures for their collections. (“Anyone need another Skulking Ghroll? I’ve got two over here!”)

Anyway, for groups looking for another outlet for cheap plastic minis, check out the MageKnight auctions on eBay. Most gamers fondly remember MageKnight as the pioneering clicky-base game that shot itself in the face with a career-ending rules revamp. Folks still play MageKnight, but there’s not a whole lot of demand left for the figures themselves, which started out looking kind of shoddy but got increasingly better as time went on. Even better, there are literally hundreds of different models in the series, representing dozens of races and factions and equipment combinations. I just won an auction for two dozen undead-themed characters and another dozen male human adventurers — for about the price of a single D&D Minis booster box.

Wednesday, October 22, 2008

The One-Two Approach to Starting a Campaign

Our group has stumbled across a simple, effective tool for generating excitement about a new campaign. It is this:

When starting a new game, try to get in two quick back-to-back sessions before settling into a comfortable gaming schedule.

For Autumn Frontiers, we managed (by pure luck, it seems) to play on a Thursday and then again the following Saturday. Two sessions in less than five days -- that was a herculean scheduling feat. But it managed to stoke the imaginations of both the players and the GM, thereby giving legs to a campaign that might otherwise have muddled along. I had to plan for two separate sessions, and the players got a chance to fine-tune their character concept with the followup session on Saturday.

It's a simple thing, but I'm glad our busy lives allowed for a quick burst of gaming to start off a new campaign.

Monday, October 20, 2008

Last Weekend's Old-School Gaming Moment

Yep, we had our first great old-school gaming moment last weekend. The first of many, I hope, from Autumn Frontiers, my Savage Worlds/Points of Light sandbox mashup.

The players were exploring a ruined holdfast situated in some forested hills. As near as the PCs could tell, the crumbling, three-story tower and half-collapsed curtain wall had been built — and then abandoned? — centuries ago by a dwarven culture. The drum tower itself was in particularly bad shape, with heaps of rubble and collapsed masonry everywhere, not to mention gaping holes in the floor and ceiling.

The dwarves had stashed several sealed cauldrons of tar in various places around the holdfast, perhaps intended to be used to defend against invaders at some unknowable point in the past. The players found these cauldrons and deduced their contents after a little experimenting. (“I sprinkle some of our magic ice powder into the black liquid. It turns into a crystal? OK, I use my sword to spill a little bit on the floor and light it on fire. Cool, it burns! Must be tar or pitch.”)

Using ropes, the players were able to work their way into the squat tower. They explored the top level (replete with battlements and a commanding view of the surrounding countryside) and headed on down to the first floor, which was partially built into the hillside. Over the years, a small stream had pushed through the tower’s thick stone wall and now flowed slowly through this chamber. Roots hung from the ceiling and moss grew on the heaps of broken masonry piled everywhere. It was dark and dank.

So it was no surprise that this fetid chamber should be home to a colony of oil beetles, huge and black with glistening carapaces. The players locked swords with these beasts for a few rounds, but common sense quickly won out. They darted back upstairs, whereupon the paladin and the druid began dragging one of the heavy cauldrons to the edge of a large hole in the floor...that led down to the beetle-infested first level. While they were doing this, the thief and the wizard mounted a determined defense against the enraged beetles, which were now swarming up a crumbling spiral staircase onto the second level.

After a few close calls, the characters managed to tilt the cauldron over the lip of the maw, sending a hundred or so gallons of black tar spilling down into the depths of the beetle hive. The druid tossed in a torch, and the rest is history. I didn’t even roll — those beetles didn’t have a chance. They squealed and hissed and burst from the heat as their innards boiled.

It was a elegant solution that I didn’t really see coming — and it’s also a strong argument in favor of logical dungeons built for particular purposes, with lots of options for enterprising players. In this case, the dwarven holdfast was meant to defend against something, so it was only logical that the battlements should have cauldrons of tar ready to be dumped on invaders at a moment’s notice. Turns out the “invaders” were inside the tower itself.

Thursday, October 16, 2008

Dungeon Vermin in Savage Worlds

I’ve been enjoying some of the posts lately about “dungeon vermin” — giant beetles, centipedes, rats, scorpions and other creepy crawlies that adventurers are sure to find in most ancient catacombs. So I started thinking about how to incorporate these suckers into Savage Worlds, the system of choice for my upcoming fantasy game. There’s not telling how much dungeon-delving the PCs will do, but if they do venture underground, I like the idea of having a thriving ecosystem waiting for them down there.

The key with dungeon vermin — near as I can tell — is that they’re not threatening on their own, but they’re able to endanger the party in certain situations (right after a big battle, for example, when the exhausted, drained characters blunder into a pit filled with giant leeches).

How to represent this in Savage Worlds? The best way, I think, is with the Shaken mechanic. Savage Worlds doesn’t use hit points; rather, each character has three wounds representing progressive levels of injury. Shaken is a sort of pre-wounded condition that limits a character’s actions and makes it much easier to subsequently wound him.

So, rather than stat out full blocks for each type of dungeon vermin, I think I’ll simply give them an attack rating, a toughness score and a custom Edge (read: feat) that limits any successful damage roll to Shaken. This makes them superbly annoying, occasionally deadly — but never to be ignored.

Think of the insect pit scene in King Kong — the characters were on the ropes, exhausted, and the scary bugs thought they had an easy meal on their hands until the rest of the party showed up and massacred the insects. But not before the swarming bugs managed to snack on a few adventurers. Dungeon vermin should be a low-level background threat for most of the game, except for that one-in-a-hundred situation where the Shaken result combines with some other unforseen scenario to make the players really sweat.

Wednesday, October 15, 2008

Playing With Half A Group

Scheduling (and all the woes therein) has been a common theme here at RPG Diehard. Both Ben and I have lamented the challenges involved with simply gathering a group of players together, to say nothing of the actual art of playing the game.

For Autumn Frontiers, my new Points of Light/Savage Worlds campaign, I’m going to try my hardest to stick to a regular, reliable schedule. And the more I think about that, the more I think that that’s probably going to necessitate playing without all the players present, at least every now and then.

This is going to be a bit of a change for my group; over the years, we've been pretty easy-going and only too happy to continually postpone a session to make sure everyone's around the table. What that's resulted in, however, is a whole lot of polite emails and not very much gaming. Time for a change?

If handled properly, I think this sort of play can actually serve to enhance the immersive, survival-based fantasy game I’m hoping to run with this group. If we’re set to start at 7 p.m. and a player can’t make it until 8:30, that’s fine — the game will proceed, and I (the GM) will play their character. Or another player; it doesn't matter. The point is that the game is ongoing even when the player is absent — not in a punitive way, though, because that would be cruel. Then, when the player does show up, he’ll enter the game in media res — maybe in the middle of a mountaintop chase, or maybe in the middle of a tense lockpicking moment.

Part of me wants to put my foot down and say “Alright, we’re playing every Thursday; no compromises.” But that’s not fair to adult players who have lives and spouses and jobs; moreover, I’m just as likely to cancel a regular game at some point too. I’m curious how you might handle a group that’s chronically difficult to schedule. Do you regularly play with half a group?

Tuesday, October 7, 2008

"Join Us Or DIE!!!"

The words just tumbled out of my mouth, and I regretted them as soon as I uttered them. I was GMing what looked like our final session of Wild Talents (transhuman, far future, sci fi version) for at least a while (and perhaps forever). These were the words of the Big Bad, the leader of the invading, universe hopping, barbarian, alien horde, and these guys were flat out stronger than the PCs. At least one of the PCs didn't like the position he was put in - he felt as if he were offered no choice and was essentially being railroaded to "join," and this is literally the last thing I want in a game. For a second, I thought about taking it all back, but hell, I was the GM, and I wouldn't allow a PC to do take backseys on an important decision made in the heat of the moment. In the end, a compromise was struck between the PCs and the Big Bad - the PCs joined, and the aliens would only occupy their universe for 5-10 thousand years on the way to domination of reality. In retrospect, I don't think my decision was that bad. Here are a couple factors to help you decide:

1) The PCs were more physically powerful than anything else in the game thus far, and flat out dominated (partially because of the version of the rules we were playing with). There were lots of diplomatic ramifications of the use of extreme force throughout the game, but the PCs could physically overcome anything until the alien horde. They knew it was coming, but didn't know how powerful it was.

2) The PCs largely ignored the horde, focusing instead on local diplomatic issues and immediate threats, until it hit them in the face. Part of our game setup was the impending threat of the horde, so it's not like they missed any hints.

3) We had intended to hack in Burning Wheel's social combat rules, because they're great (and work much better than their mechanically similar cousin rules for real combat, IMHO), but I forgot all about this until afterwards. That's a shame, because diplomacy was what won the day in the end (well, sort of won).

4) The PCs saw themselves getting torn apart by the horde in space, but proceeded straight to their leader without any subtlety. One PC (the one who complained) actually set a charge on his ship to blow up if things went to hell. He didn't use it. Let's just say I would've looked favorably upon interesting decisions besides fight or talk (you know, like escape or something creative). Also, one of the PCs could construct teleporters in a single round.

5) I certainly could've said something else besides "join us or die" that would give the PCs other options. Like: "Go back to your leaders and tell them my proposal. You have 5 hours, Earthlings. Don't be late. AHAHAHAHAHA!!!" But then this would've become more like a choose your own adventure instead of a rpg, right?

6) We definitely wanted to finish off this arc so Pat can run his west marshes game he's been talking about.

7) I really had no preconception about how all of this would turn out, and I actually had a lot more adventure planned for the evening. But it was all moot after this encounter, and it seemed like the obvious stopping point for the arc because it changed the game world so drastically.

Looking back after writing all this, it certainly seems to me like I didn't screw up. Though, I'm sure the PCs would add in 7 more points that bolster their side. At the very least, this seems like the flip side of Pat's stormtrooper post below (man, his low-level survival game is going to be a hell of a contrast to Wild Talents - I definitely think it'll work better than WT because I'm much more of an abstract spacey type than the other players...and most people I know).

Anyway, I'd sure appreciate any feedback our readers. You know, in the name of trying to become a better GM and all.