Showing posts with label DMing. Show all posts
Showing posts with label DMing. Show all posts

Friday, March 18, 2011

D&D story arc one complete, thoughts and rants part one.

Recently our group polished off the initial story arc that I had presented as a rather leading option at the onset of the campaign. Not only does that mean these characters are now free to act and travel as they see fit, but it also means that I can blog about aspects of its content without spilling the beans. With that in mind I will be withholding a large amount of the PC aspects of the game itself and the more specific chunks of the narrative. In my mind collective storytelling deserves some privacy and consideration and as such I will instead focus more upon the meat of the Campaign rather than attempt to encapsulate its ongoing narrative.

An obvious concern when starting a new roleplaying group is facilitating the initial meeting of the party. When starting the planning for my current group, I only narrowly avoided overthinking this initial and ultimately almost meaningless fact to grave consequence. As this would be the first paper and dice roleplaying anyone in the group had attempted aside from myself, I would not be DMing for a group that would have any prior knowledge of not just the game itself but also of the setting of the game and how their characters and their PC’s backgrounds would be influenced by those things.

At first I was deluded with far too many overly complex metaDM ideas that pulled the players and plot by the nose thusly avoiding the initial and (apparently) cliché meeting in a Tavern. As someone who has been playing this marvellous game since late childhood I have only recently come to a rather levelling realisation about gaming that not only shocked me but also laid bare the main factors in my choosing the two games I currently enjoy (D&D 3.5 and Field of Glory) and my lack of enthusiasm for the formers recent update(s), and my waning interest in 40k.

Many games particularly some that have recently received updates (ahem), are heavily geared towards enticing the new gamer. The games are both easy to learn and easy to master, without too much depth or complexity to seem overwhelming. Although this makes perfect sense to your average executive selling a game it makes almost none to someone playing it. When viewed from within the perspective of the gamer, one would only spend a small and shrinking amount of time learning the game. If a rulebook or (gasp) rule system where to be engineered more for the new gamer than the gamer that is currently playing the game it would completely miss it’s basic function.

These games are little more than a wondrously constructed and mutually consented to set of physics and random circumstance and the rulebooks they are contained within should serve primarily as a resource to reference for clarity during the game. Lovely introductory fluff and simple game mechanics are no substitute for a good index and enough depth of thought to the rules to allow flex when flaws are encountered.

Keeping that in mind I thought it would be more beneficial to the long-term group dynamic if I kept 3 things in mind during the initial gaming sessions of this group.

· Some fancy pants crackpot scheme to avoid Pub themed clichés would likely cause long term damage to the PCs development both as a party and as individual gamers.

· Even if the PCs met in a bar, they would be clamouring to think of reasons to justifying their presence and limitless background potential would be squandered on a gimmick rather than occur organically through PC thought and interaction.

· Balance must be maintained between providing subtle plot nudges to motivate the PCs and allowing enough room for them to play and grow.

With that in mind I thought a good way to do that would be to provide a setting and a situation and simply see how the players reacted within them. It would be up to them to slowly start to piece together their characters backgrounds and later decide what it was that drove them to Guildton in the first place.

As no one had played D&D other than me, I was given a pretty loose rein. Given my library and previous knowledge I decided to start the Campaign in Faerun, and since my idea for a plot required a significant amount of isolation I thought the Galena mountain range in balmy and scenic Damara would do just fine. I then cobbled together a small hill fort hanging from its fingernails to a small yet deep harbour on the Northeast shore of the Moonsea. Founded by the Starlight Guild (chartered and headquartered in Melvaunt) just shy of 2 years ago with the intent to prospect, process and ship iron Guildton is the kind of grimy roughneck boomtown that makes frontier justice seem restrained. Populated almost entirely by guild employees and independent prospectors, the 200 or so souls that make up Guildton’s population are cut from a similar unskilled and likely desperate cloth. With such a small and focused population the only opportunities offered within Guildton are steady employment and appalling working conditions. Thankfully our erstwhile PCs where only present long enough to be offered a job by a senior Guild representative to recon a ruined tower that has recently received the tender repairs of what appears to be orcs.

Although brief and rushed to accommodate a poor time estimate in character generation, in hindsight it actually allowed for enough open ends to facilitate later character development and was enough of a nudge (ok bullrush) to get things down to the dice and choices that make up the game in decent enough time. One disappointing non-result on a random encounter table/day’s trek and they were concealed on a ridgeline reconnoitring a group of orcs who exhibit uncharacteristic discipline and craftsmanship.


Saturday, January 29, 2011

Guest Post

A good buddy of mine is a Canadian ex patriot living in Japan right now and since we gamed together for years a good chunk of our emailed correspondence is Nerd related, the rest is.... well Hockey. Recently he came up with something hilarious so we figured we should post it here. Enjoy.

Pies Iesu domine, dona eis requiem . . . Whack!
In a recent side conversation Mr. Misanthropy and I have been
discussing that other obsession that all us gamers share
(aside from nerding it up). You know it, Mr. Misanthropy knows it, I
know it, and Rich Burlew knows it well (Oots#136 It's Not a Gaming
Session Until Someone Quotes Monty Python). We can all do the
Constitutional Peasant in our sleep or maybe that`s just me.

But have you ever really thought, how well would the Pythons do in a
gaming environment? I think the answer is not very well. Those pasty
Cambridge boys would be chopped into bait faster than you can say Fish
Slapping Dance. But one of their immortal creations would easily
survive and terrorize even the most hardened group of gamers.

So here, for your enjoyment and edification is the Fiendish Vorpal Bunny:


Fiendish Vorpal Bunny
Tiny Magical Beast

Hit Dice: 4D10-4 (18)
Initiative: +5
Speed: 30ft
AC: 18(dexterity, dodge, tiny size)/ touch 18/ flatfooted 12
Base Attack/Grapple: +9/-5
Attack: Bite 1d4-3 (15-20)
Space/Reach: 0/0 ft
Special Attacks: Keen Vorpal Bite, Pounce
Special Qualities:
Damage reduction 10/fire, Low-light vision
Saves:
- Fortitude: +2
- Reflex: +8
- Will: +1
Abilities:
- Strength: 3
- Dexterity: 20
- Constitution: 8
- Intelligence: 3
- Wisdom: 10
- Charisma: 3
Skills: Jump +8, Tumble +8
Feats: Weapon Finesse (Bite), Dodge, Mobility
Environment: Cave of Caer-Banog or cold mountains
Organization: Single
Challenge Rating: 6
Treasure: Rare collectors copy of Monty Python Shooting script
Alignment: Always Neutral

In Combat:
Keen Vorpal Bite: The Fiendish Vorpal Bunny bite is its deadliest
attack. On a successful critical, the bunny`s bite decapitates its
victim with no save possible.
Pounce: On a charge the Fiendish Vorpal Bunny can make two attacks
instead of one.

Tuesday, December 21, 2010

D&D 3.5 game 1

Ahhh..... that warm comfortable feeling of a game you haven't played in years, like sliding into a nice warm bath (with a bottle of Malbec, and {Canada's sexist D&D player} Mandy Morbid), or playing a sport your competent at with a team at your level against drunken toddlers.

Played the first session of the new D&D campaign tonight, went far better than any of us were expecting. Sure we didn't get into a fight but that is due to the PCs having brains, reconning the enemy and setting up an excellent ambush. Two dice into our next game, the trap is sprung and orcs are getting stabbed in pairs if not dozens.

In my last few gaming groups I have been blessed to be surrounded by motivated, intelligent and courteous gamers, and although only one of 4 PCs has even played a paper and dice RPG before, we seem to be off to a good start. Lots of high level tactical thinking, character intraspection and a heaping portion of desire to game right off the bat.

Needless to say I am more than a little stoked.

And you wouldn't believe the kinds of characters these guys came up with. A Svirfneblin Rogue, Air Genasi Wizard/Fighter, a human Wizard with designs on Techsmith and/or Mystic Theurge, and get this...... a Minotaur Monk, talk about left field characters with obvious depth. Sure we are starting with an ECL +3 Svirfneblin, an ECL +2 Minotaur, an ECL +1 Genasi and a 4th level Mage so game balance could be an issue, but in my brief experience in D&D (all the way back to the red box) I have found that it is far easier to just throw increasingly meaner monsters at an over powered party than tinker with the tender sweet breads of game mechanics. That being said I have to keep a nervous eye on a certain Svifneblin with 7 hit points. Game changing disadvantages make characters, never break them. Been there, loved it.

How on earth does a 30 year old man continuously spell Svirfneblin right and never get experience right once? Sigh, I think spellcheck is my DM.

Also starting a gaming group on the first Lunar Eclipse on a winter Solstice in almost 400 years of almost make me feel like a devout Heathen. Normally D&D won't turn you into a Satanist, but starting tonight....?....it might already be too late.....

Monday, December 13, 2010

Ignorant movie reviews, Hobby Synergy and further excuses?

Our world gets smaller everyday, interconnections between people and things seemingly far apart are revealed to us almost daily now. This fascinating quirk of human experience seems to exist on all scales, and yesterday a film did so for me. The dice of girlfriend/boyfriend movie selection fell as 6s right at my feet and I raised them victoriously and selected "Centurion", it seemed perfect, it was about the failed Roman conquest of Scotland, and it had Dominic West from the Wire in it !!!! Not only was I entertained, but I realised that this film overlapped into my hobby world in two ways.

Obviously I am a historical wargamer who prefers the ancient setting, but aside from that most of my hobby time of late has been spent planning a new D&D campaign. That's where this movie really shines. The historical accuracy of this film wasn't at all a motivating factor in my renting it, but I was actually surprised by how well this film did within its budget. They didn't just give a passing notice to the right hats and armour, they also had them hanging their swords and Pugios the right way, and don't worry you get to see them use both. In all honesty I get the feeling that this movie changed around an expensive table in a meeting somewhere, and there were aspects that seemed to be out of key with the quality of the cast. However the cast was astounding, Pilums in the air for Liam Cunningham as Brick, he played the part of a blooded veteran soldier to the narrow hilt of a Pompeii Gladius, his apology mid-film alone was leveling. I look forward to seeing him stab other people in future films.

Aside from the historical shopping list of cost vs realism this film was an ideal example of a well run D&D campaign. No really, bear with me. Apart from any use of magic and fantastical beasts this movie was a well tuned gaming group 2 years and 8 or so levels in. The brutal trek back from enemy lines was perfect in tone and pacing, Les Stroud would be proud. It's far too rare now to see a violent movie that attempts tension without relying solely on startling you. It's not the type of movie that is going to change film, but it doesn't embarrass itself, and remains a very satisfying action movie. You just may have to consider its gore, as the frequent and well fought swordplay often lead to realistic results.

Good movie, expect a HUGE increase in D&D posts from here on in, as well as the usual FoG craptacularism. But I can't really post D&D related home brewed content until I drop the first adventure on my hapless friends. (Que maniacal villain laugh)

Monday, November 22, 2010

Re-Animated !!!!!

I must have picked up a level in Necromancer at some point in my rather varied career path, as I amazingly managed to piece my computer back together with the parts of lesser computers. In celebration of that fact I sat down and threw together a 3.5 Dungeons and Dragons monster loosely based upon my computers recent resurrection. But feel free to reuse it to represent anything that your Campaign/Hackfest calls for, something with legs might be infinitely more intimidating.

Small Re-Animated Object
- Undead Construct

Hit Dice: 2d12 + 13
Initiative: +1
Speed: 30ft
AC: 15/13 touch/14 flatfooted
Base Attack/Grapple: +1/+5
Attack: Slam +2 1d4 +1
Space/Reach: 5/5 ft
Special Attacks: None
Special Qualities:
- Single actions only, Damage reduction 5/Slashing, Darkvision 60 ft
- Undead traits
Saves:
- Fortitude: +0
- Reflex: +1
- Will: +3
Abilities:
- Strength: 12
- Dexterity: 10
- Constitution: 0
- Intelligence: 0
- Wisdom: 10
- Charisma: 1
Skills: None
Feats: Toughness
Environment: Home or Workplace.
Organization: Pair (chair)
Challenge Rating: 2
Treasure: Neverwinter Nights save files, rare Born Against bootlegs.
Alignment: Always Chaotic Neutral

Sorry about the delay, but now that I can type on a real (ly old) keyboard I beat I will post more.