Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Wednesday, April 28, 2021

Now That's What I'm Talking About!


Bradford Walker steals a march on me by laying out in detail some thoughts that have only been drifting, half-gestated through my mind lately:

RPGs are a wargame derivative.

It's time to explain why this is so, and in so doing expose what the appeal of the medium is and why most RPGs utterly fail because they refuse to exploit that appeal and thus play to the medium's strengths.

Read the whole thing here.

Play the right way and you will experience something no other medium can achieve: supreme visceral virtual experience.

He delves into that murky skein that separates player from character, and why leaving that skein in place, acknowledging it, and working within the boundaries it creates can provide for a much richer and more meaningful gaming experience. 

Then go buy his book, it's space opera done right:

Saturday, April 17, 2021

Not the Flex You Think It Is

Continuing thoughts about Rule Zero and yesterday's post about Theseus' RPG.

Item #1:

If you only ever used a third of a game, have you ever really played the game?  You might have been playing something, but was it really the game you say it is?  How much of a game can you carve out and still be said to be playing the game?

Take baseball. So you don't use the infield fly rule, fine.  But what if you use a big rubber ball that you kick instead of hit with a bat?  What if you run the bases counter-clockwise and use a cricket wicket on the pitcher's mound to stop the runners?  There are limits to these things, and everyone knows it.

From the chatter around the internet, RPGs do not.  The suggesting that the game can be improved by working within the limits imposed by the rules is met with outright hostility from many quarters.

A very strange thing.

Fortunately, there are a few players out there in the reality based community who believe in the games they play. 




Thursday, April 15, 2021

Rule Hero > Rule Zero

 The problem with Rule Zero:


Is not that it isn't true, it's that it guards an army of lies.

How many planks can you remove from AD&D before you're not really playing AD&D any more?

No one talks about this.

Thursday, April 1, 2021

Not Even Joking

Inspired by a deeply cogent comment left at "The Joy of Wargaming":  Tabletop role playing games, properly played, ARE wargames.


Let me take my troll face off and address your comment with more sincerity.  When RPGs branched out from the wargame hobby, they left a lot of money on the table.  Some solid scholarship is being done today to work back to that fork in the hobby road and see what happens if we take the path less travelled.  I am gearing up to run another solo campaign in this same style, but using a more Classic Gygaxian approach.  Not just the same campaign but with orcs.  We're talking about something much deeper.  An exploration of how Silvestri's work might help us understand how Chainmail can be used not as an addendum to RPGs, but as a foundational framework.

Exciting stuff, but we have to be patient.  Our forefathers left us very few guidestones, and what we have are occluded by years of overgrowth.  It will take some time to clear the vines and get a better look at the road.  

There is a deep and abiding power lurking in those time-shrouded woods.  This is no slight against today's gaming culture, merely a recognition that much of what we think we know about the Time Before just isn't so.  The only way to sort the history from the revisionist history is to go back and walk that ground ourselves.

Thursday, January 21, 2021

[More Than You Know] Cha'alt: Fuchsia Malaise

Discussing a book as creative and original as Cha’alt (a setting written and designed by Venger Satanis for use with whatever iteration of the D&D tabletop RPG) presents a number of challenges for the reviewer.  Specifically, the marketing hype used within the tabletop RPG market has devalued the meaning of the most appropriate descriptors for Cha’alt.  Taking the easy route would make this product sound exactly like a host of other independent RPG products, which it most emphatically is NOT.

That last observation opens the door to a solution.  A lot of those challenges of talking about Cha’alt can be overcome by starting with a discussion of a few things that Cha’alt is most emphatically NOT.

For starters, it isn’t nearly as degenerate as you would expect from the marketing.  It does contain some adult themes – drug use primary among them – but it isn’t the all out sleazefest that you find with other Venger products.  It does contain some gratuitous T-and-A art and plothooks, but these are a spice added to the main dish and not the focus of the meal.  The “naughty bits” are easily ignored and generally rise only to the level of what one might find in a typical issue of Heavy Metal. 

On a related note, Cha’alt comes across as an amoral setting, one in which crime lords and demon worshippers and corporate robber barons exist for their own sake.  A closer look reveals some surprisingly deep touches to the setting that encourage, if not outright heroism, at least a healthy respect for doing the right thing.  Rather than paint with balck and a few closely related bands of grey, Venger’s setting also respect for the need to paint with bright white pure light, for contrast if nothing else.  To take just one example, it includes a section titled “Murder Hobo Regrets” which includes a long list of acts of contrition, one of which must be undertaken or the character suffers from specific and concrete game-world ramifications.  It’s a small thing, but an important one, and it goes a long way towards smoothing out what could be a very bleak and hopeless universe.

Cha’alt also doesn’t fit the mold of the now over-used term “gonzo”.  That word applies, to be sure, but it isn’t sufficient.  These days ‘gonzo’ has been applied to everything up to and including the strait-laced wokeness of Wizards of the Coasts fantasy Seattle version of Waterdeep.  It has also been applied to the kitchen-sink approach of settings such as Gamma World, and it doesn’t really apply here.  Sure, Cha’alt gleefully rips from numerous sources and refuses to be limited by the normal strictures of genre and setting.  There is, however, a method to Venger’s madness, as every odd and quirky misfit detail works within the setting.  The unpredictability of things isn’t a crutch used to smooth over missing pieces or a lack of design.  It is the design.

With those out of the way we turn our attention to describing the world of Cha’alt with fresh eyes.  Physically, the world is a post-apocalyptic desert wasteland on an alien planet, one pockmarked by small outposts of civilizations that range from the gutter to the stars.  The doorman at the local underworld dive bar might keep one eye on the lot, to make sure no one messes with the alien raptor mounts, low-riding hover-cycles, jeweled flying carpets, and strange pulsing orbs of multi-hued light.  Weapons checked at the door can range from small curved daggers to ugly and heavy slug throwers to sleep beam weapons to crystalline staves half aware of their fate.  It’s a sci-fi world, and a magic one, but one that also incorporates the full spectrum of spiritual warfare as chthonic nightmares wage war with literal demons, and angelic beings work subtle ploys of their own to keep the dumpster fires of that war contained.  Naturally, all of the factions – physical, corporate, spiritual, and other-dimensional – use men as weapons in a “let’s you and him fight” kind of war.  Sex, drugs, violence, intimidation, hard cash, power, and secrets are the currency of the day, and the players step into a resultant political scene that can be as simple or as complex as the table can handle.  Better yet, it’s one that can ramp up as the character’s power level does, in easily digested bites.  They might just be interested in helping the local bodega owner escape from under the thumb of a two-bit syndicate only to find that the syndicate has been order to secure that location because of ley line shenanigans or hidden deposits of rare drug-ore – and that the orders came from a space-faring Federation that doesn’t want to dirty its own hands.  Having eliminated the minor threat, the PCs can easily get caught up in the fight between powerful wizards and massive galactic gunships.  It’s that kind of devil-may-care approach to the setting that too often gets tarred with the same ‘gonzo’ brush as other, less fully realized settings.

The book’s design and art supplement the written word to perfection.  Sometimes harsh, sometimes bizarre, and sometimes intimate, it all works to segregate Cha’alt from the crowd.  It is a lush and easily digested buffet.  It helps establish the setting as the sort of bridge between medieval fantasy and far flung future tech, and works to inspire the imagination to break free of that ossified and stunted assumption that a wall exists between the two.  The place echoes with the source material that inspires it, and encourages the user to draw from his own experiences with pop culture to add even more outlandish detail to an already colorful setting.



To really hammer home the alien-ness of the place, Venger uses a vague point-to-point map labelled with evocative (though perhaps ironic) place names.  Elysium can only be the pleasant oasis of technologic wealth acquired through seedy means.  Nothing good can come of the Black Pyramid, for it must be an unholy place where only black-hearted men dare tread.  Even the made-up names carry a note of exotic beauty.  Kra’adumek.  S’kbah.  Ascenda’as.  Even a place like A’agrybah carries just enough real-world meaning to help readers understand the eastern, onion spired flavor of the place without completely turning into a Middle-Easter caricature.  It has those undertones, but like so much of this setting, it manages to become its own thing.

Cha’alt: Fuchsia Malaise, drops into this world like an eldritch bomb.  The words after the colon in its title refer to a soporific drug that has enervated the people of Cha’alt.  That drug war – an open war along the lines of the Opium Wars of our own world – provides the skeletal framework around which most of the action revolves.  Cha’alt suffers from the curse of possessing an important ore littering its crust, which has attracted the attention of powerful extra-ch’aaltian forces.  They found that fuscia malaise could be used to induce the troublesome and fractious chaaltian populace into willingly accepting the yoke of oppression.  Most have adopted a bipolar life of endless drudgework performed to secure the next round of endless dream-state produced by their next hit.  And the powers that be, as in our own world, are never satiated by access to mere money.  Their depredations have only grown, and at some point somebody is going to have to do something about it.

Why not you?

Venger provides a wealth of factions to join and fight, intrigues to join, plots to foil, locations to explore, mysteries to uncover, and adventures to be hand.  And not in the usual bland linear style, nor even the top-down NPCs will do X if the players don’t do Y style, either.  Instead, Venger provides a few grand-scope plots by the major players that will trundle along with little change in the background unless acted upon by an outside player force.  Those can be the thrust of a long campaign, but far more interesting are the countless little nudges toward adventure – short tables of encounters, smaller places, lost treasures that could have epic consequences if found, and minor NPCs whose role can expand along with the scope of the campaign.  These things will arise naturally through play, and the connective tissue becomes the sole responsibility of the players.  There’s just too much here for one table to contain, and no one for one designer, no matter how far seeing, to know how it all fits together.  That can only come out through actual play.

And that really is the best part about Cha’alt: Fuchsia Malaise.  It isn’t a book meant to be read and shelved, but a concept meant to be taken down, taken apart, and put back together in ways no one can possibly understand until its guts are laid out across the table, the fun has been had, the dust has settled, and the malaise worn fully off.  Like the best works of art, Cha’alt: Fuchsia Malaise isn’t just a book.  It’s an experience.

You can get the digital copy at DriveThruRPG, but you'll want to spring for the hardcover direct from Venger.

Wednesday, October 25, 2017

Ten Foot Pole - The Best Adventure Site Around

Like many writers, my first real storytelling experiences came about through tabletop RPGs. Like many gamers, I found the fiction sections included with most RPGs to be wasted space. Even worse were the needlessly convoluted backstories to otherwise simple adventures, and despite (or perhaps because of my) owning and reading more than a few issues of Dungeon Magazine back in the day, I was never able to use the adventures to run more than one dog's breakfast of a campaign.

For the most part, things have only gotten worse since the 1980s. Luckily for us, one man is fighting to change all of that and elevate RPG adventure design out of the muck of 'failed fiction writer' and into the stratosphere of 'actually useful at the table when running a D&D session'.



Bryce Lynch is the best adventure reviewer out there. I've bought a fair few adventures from the fine folks at DriveThruRPG based on his recommendations. And now he has a summation of all the things that went wrong (and a few that went right) at Dungeon Magazine in his Final Retrospective.
I have review standards and strong beliefs on what makes a good adventure. First and foremost it has to be useful to the DM at the table while they running it. This is the primary purpose of every adventure ever written, even if the designer didn’t understand that fact. You can use it as inspiration, steal parts from it, or use it as a doorstop if you want, but, judged as an adventure, it has to be useful at the table. My standards are VERY high.
Bingo. The best backstory in the world is useless if you can't find the relevant information within seconds of being asked by the players.
Dungeon Magazine is an abject failure in this regard. It is VERBOSE. Mountains of backstory, mountains of room text. All of it fights the DM running it at the table. If you are including something in the main text then it has to be directly useful for play. If it’s not then it needs to be removed or moved to an appendix where it can be ignored. Dungeon Magazine didn’t do this. It reveled in useless detail. A LONG room description that describes a trophy room, all of the trophies and accomplishments, and then ends “but it was long ago looted and now nothing remains but dust.”
I remember that adventure, though not that room description. That adventure marked the moment in which I gave up on Dungeon Magazine. Even at the tender age of 16, unable to identify WHY, I could at least recognize that the time had come to turn away from 'modern' published adventures.

Go read the whole thing. If you've ever thought about publishing adventures, it's well worth it. The 'Best Of' list can be skipped, but his break down of what makes an adventure work is Plinkett-ian.

[Crossposted from JonMollison.com]


Tuesday, April 21, 2015

A Note on Random Dungeons

Long time internet based D&D dungeon designers know all about Dyson Logos and his brilliant series of dungeon geomorphs.  They also know about Dave Millar's amazing contribution to our little hobby, Dave's Mapper, which builds a random dungeon using geomorphs created in Dyson's style.  The Mapper has geomorphs created by a couple of dozen artists, and the individual tiles can be rotated, flipped, swapped out, and tweaked in a bunch of different ways.  It's a very powerful tool for inspiring dungeons that rises above the level of "random generator".

Well, now the Mapper has one more contributor.  In my on-going effort to give a little something back to the community, I've added a dozen new tiles to the "side-view" portion of the program - you can even see my name in lights.  (LCD screens are lights, right?)  My surface tiles give DM's a chance to sink a dungeon right below the streets of a town or village with secret entrances outside the wall, through the sewers, and of course vie secret ways beneath pubs of ill-repute.

Don't thank me.  This is my thank-you to YOU.

I've used this tool to build a few levels for my current (under-construction) mega-dungeon by starting with a random map, tweaking the tiles to get the right layout, and then redrawing the map to bring it all together into a coherent whole.  Although there is no way to select tiles based on themes such as "undead" or "underwater", many of the contributors have tiles that have their own little theme.  Once of the artists includes a lot of little niches set into the walls all over the place, so I've used his tiles as a starter for my catacombs level, for example.

So go, play with it a bit.  Enjoy.  Maybe if I ever get caught up on a few of my other projects, I'll add more tiles to the program.

Friday, March 6, 2015

Sneak Peek at a New Series: Treasure Maps!

After three long years, the mini-Megadungeon in finally complete.  That means it is time for a new series.  This time we're going in the complete opposite direction: short scalable adventures that you can drop into just about any campaign*.  The kicker here is that, in addition to the standard GM's map, each of these adventures will include a handy-dandy handout to help point the players in the right direction.

My submission to this year's One Page Dungeon contest consists of an abridged version of the search for a pirate's treasure.  The actual treasure map, with a slightly more detailed background (why they called the dead pirate captain "The Brass Canon" for example), can be printed out and given to the players to spark their imagination and give them something to play around with while figuring out how to get onto the island.



*Dropping this rocky island into a Dark Sun campaign will be a little harder than dropping into Forgotten Realms or Greyhawk.

Wednesday, March 4, 2015

Complete Mini-Megadungeon

Just in time for DMs day, here's my present to all you hard working, handsome, and under-appreciated DMs out there in internet-land.  With all 14+ levels of the Mini-Megadungeon are complete, I went ahead and bundled all of the relevant posts into a single PDF document for ease of printing and reference.

As an added incentive to look this free 22 page dungeon setting over, I've updated the introduction and added some new material.  The biggest block of material consists of a lengthy list of rumors associated with the dungeon to help your adventurers know what to expect when they delve into the depths of the biggest little dungeon around.



Consider this my way of giving back to the community from whom I've stolen so much material for use at my table. Remember, though,this wouldn't have been possible without the genius of Dyson Logos.  If you want cool free stuff like this to keep coming, head over to his Patreon campaign and throw him a few bones.

I think that Scribd is the easiest way to make this available to all and sundry.  If you're interested in a copy, but that isn't working, let me know.  We'll work something out.

Sunday, March 1, 2015

Megadungeon Bonus Post: More Secrets

Just when you thought it was safe to go back in the dungeon...

When I run this dungeon, the entrance looks like this*.
  There is a narrow path up to the left side of the mouth
shaped cavern that leads down to the dungeon proper.
Even after carving up that amazing map by Dyson Logos into a baker's dozen different levels, there were a few small nooks and crannies that didn't quite fit into the rest of the dungeon.  These little rooms are perfect for small vignettes.  As a final entry in the mini-megadungeon, here are four more little secret areas to explore.  I'm particularly fond of the massive treasure horde hidden right near the entrance to the dungeon.  Play your cards right and your players should walk past it a dozen or so times before they find it.  Those reveals are some of the most priceless moments in the game.



This essentially closes out the mini-Megadungeon series.  It may be revisited from time to time.  If my players return, I'll let you know how it evolves in my own campaign.

*Shamelessly cribbed from Google Image Search - I think it is from an episode of the Smurfs of all things.

Wednesday, February 25, 2015

From the Archives - Free 3rd Edition D&D Module

Way back in the height of the days of third edition and the OGL, I wrote a short series of modules suitable for use with first level characters.  This series was intended to fill the gap in first level adventures left by most publishers.  It was also a way to challenge myself to sit and complete something, and to experiment with the new powerful self-publishing tools.  Aside from learning a lot about the process of writing and formatting and such, nothing much came of the whole endeavor.

Those modules languished on an old hard drive for years, but they were recovered along with the mega-dungeon. It ain't much, but it's something to look at while I'm putting together the last few levels of that mega-dungeon. Bear in mind that these are statted up for 3.5, and represent my earliest attempts at writing adventures for other people.  I'd like to think that I've learned a thing or two about the process since producing these, so if you're going to comment on the quality of these...take that into consideration. 

 

Saturday, February 21, 2015

Charging For the Use of Rods, Staves, and Wands

The concept of 'charges' for rods, staves, and wands has never really sat well with me.  It makes sense from a play standpoint; it limits the power of otherwise game-breaking magic items, and it fits well with the sub-game of logistic optimization.  The need for players to balance out the current need for the item versus the future need gives the economist that lives at the center of my three sizes too small heart a nice warm glow.  Choices between easy victory now and deep regrets later are a staple of this game.

That I haven't used these three ugly mugs
as NPCs in a campaign yet is an absolute travesty.
And yet, the cut-and-dried nature of a simple 'shot counter' just takes away a bit of the mystery and uncertainty that should lie at the heart of powerful magics pretty much everywhere in the game. Discussing the game with my son in the car, we devised a neat method for these items that gives players some idea of how much energy they've got to play with, but leaves the exact amount open to some level of uncertainty.  It also gives the three items their own flavor.

  • Rods - weakest of the three, the powers of rods are either so powerful you only get one use (such as a rod of cancellation) or so limited to low power things that won't break the game (like the immovable rod).
  • Wands - the tool of a wizard, these are basically portable spell holders.  How many spells?  Hard to say.  Each wand is given a die-type, known to the player, that is rolled every time the wand is used.  If that die comes up 1, then the last charge has been used.  Weak wands, like minor illusion, can be assigned a d20, so you can suspect a high number of uses.  Powerful wands, like chain lightning, you'll get an average of 4 uses, maybe more, maybe less.
  • Staves - Staves are a little more reliable than wands, but still not completely predictable.  Staves work similarly, each is assigned a die-type, and that die is rolled every time the staff is used.  For these items, when the die comes up between 1 and 3, the die-type drops by one (i.e. the staff drops from a d20 to a d12).  That means staves have a lot more charges, and you have a much better idea how much more use the staff can handle.  You can even assign different dice to different powers of staves - consider a healing staff that has a d20 cure light, but a d4 raise dead.  It's easy to see which one the players will get more use out of.

This gives you the same resource management sub-game, without having to track individual charges.  It gives the players some idea how much they can rely on an item, but doesn't leave them holding a dozen wands each with one charge left, you know, just in case.

Sunday, February 15, 2015

Roll All the Dice - Starting Equipment

Whereas; Purchasing equipment for those first level D&D characters is sometimes a tedious exercise in juggling weight and cost and when can we just get to the dungeon already,

Whereas; Most of a character's generation is already random,

Whereas; Choosing the right niche item "just in case we meet X" is a gamble anyway,Whereas; Roll-All-The-Dice Random Generators are a neat little gimmick,

So be it resolved that the world needs a one page chart that will let players roll all the dice to generate their starting character's equipment.

Roll All the Dice Equipment Chart [PDF]

One thing that might not be clear here.  Your starting cash is basically equal to the difference between the armor and weapons you roll and the armor and weapons you can use.  For example, a thief that rolls an 8 on the armor chart (plate mail and a shield) can only use a shield and leather (which is a roll of 4), so he gets the leather and shield and 4sp for his trouble.

Yes this means that fighting men start with no cash.  They are also the most likely to start with the most expensive gear - them's the breaks.

Yes this means that a fighter might start out the campaign with full plate armor, a shield...and a pitchfork.  There's a story there. A great single sentence story that tells you more about the character than you really need for day one adventuring.

Yes this means all characters start off darn near broke - guess they better not waste any time goofing about in town when there's a perfectly good dungeon nearby.  See also: fully armored knights fighting with a pitchfork.

Thursday, January 22, 2015

Tyranny of Dragons - The Boneyard

A running tally of those heroes fallen in their quest to prevent Faerun's Cult of the Dragon from ushering in a new dark age by summoning the dread god Tiamat.
  • Raane, half-elf illusionist - fell from the walls of Greenest Keep while attempting to sneak out to save The Mill from arson.
  • Henry St. John - dwarven warrior - eaten by a roper deep in the bowels of the Cult's lair near Greenest.
Note:  This post will be updated each time a character meets their maker.

Monday, January 19, 2015

Tyranny of Dragons - Vengeance and Death

With apologies for the cell phone pic.
When last we left our band of plucky heroes, they had captured the leader of the attack on Greenest, the mad cleric Frulam Mondath.  A quick scan of his office revealed a significant intelligence coup; the group had discovered marching order to head west to the coast and then north to Waterdeep, as well as detailed numbers of troops and supplies.

Risking discovery, the team pulled in their rear-guard, the archer Grim, and paused for a short rest.  Knowing that they would only get one shot at disrupting the plans of the Cult of the Dragon here in their base of operations, they elected to penetrate still deeper into the cavern despite being short on healing and spells.

Gilgamesh, the death mage, descended the rope ladder leading down into the pit trap within Mondath's lair to scout ahead.  The rest of the team fully bound up Frulam and stuffed him in his own trunk.  Down a short passage, Gilgamesh observed the great half-blue dragon (or is that blue half-dragon?) Cyanwrath at prayer within a large chapel to Tiamat.  Henry St. John, the dwarf, would have taken on 'that big blue bastard' by himself, but the rest of the team never considered leaving without dispatching Big blue.

Somehow they managed to sneak the whole party into the chapel and ambush the terrible dragon warrior, and his two aides standing off to the side.  The fight was fierce and terrible, but never in doubt.  Although he fought well, Cyanwrath fell to the combined might of the party - the coup de grace delivered by Henry's twin hammerblows.  Vengeance at last...okay, it had only been a week game time, but it felt like months.  Henry's satisfaction would be as short lived as Henry himself.

A small trapped chest held loot, but Grim solved that problem by using a pilfered key.  What might have been a fatal acid trap was safely bypassed.

dun Dun DUN...foreshadowing!

Still not smart enough to quit while the quitting was good, the party descended yet another flight of stairs to a large cavern with two large depressions separated by a rocky ridge.  The smaller of the holes looked empty, and the larger held two ambush drakes among a group of stalactites and three dragon eggs.  Grim made short work of the drakes from above, leaving an open shot at the dragon eggs.

Wasting no time Henry and Karren the half-dragon paladin descended into the egg hatchery, springing a kobold ambush.  Two blighters hurled casks of tarry glue while the other two hurled molokobold cocktails: whooosh!  The glue didn't stop the two heroes for long, though.  The two strongest party members yanked themselves free. While the rest of the party made short work of the kobolds, Henry advanced on the nearest dragon egg.

"Who want's a black dragon omelette," the dwarf asked.  A bad choice of last words.

More like passive aggressive perception amirite? 
Splattering the dragon egg awoke a massive roper guardian who immediately grabbed the unsuspecting dwarf and reeled him into a massive set of chompers.  What the party had thought was another stalactite was in fact a ravenous beast trained to eat anyone who touched the eggs.  The party fought valiantly, Grim in particular dealing massive amounts of damage.  Alas, to no avail.


Not shown, massive puddle
of tar-glue blocking the stairs.
Although they were able to stay out of reach of the towering monster, they just couldn't get to Henry in time.  Aramis dove into the pit, trying to distract the beast, get close enough to Henry to lay down some healing magic, anything.  But the cleric's heroism just couldn't overcome a series of really, really poor consitution checks by the dwarf (two critical failures, ouch).



Cue sad trombone
Saddened by the loss of their plucky friend, the party at last decided that they had delved too deep.  Ain't that always the way?  They gathered up their friends remains, their captive cleric, and returned to Greenest to turn over the intel to the proper authorities.







And now you know why the header of this blog looks the way it does this week.

Saturday, January 17, 2015

Tyranny of Dragons Actual Plays

As I've mentioned before, one advantage to playing a pre-packaged rpg campaign is the opportunity it opens up to swap war stories with fellow players who have been through the same meat-grinder. Also mentioned repeatedly has been my group's adventures, mis- and otherwise, along the Tyranny of Dragons campaign.  To expedite the process for the rest of the world, here's a list of actual plays found through a quick search on the old googlescope.  If you know of one that isn't included here, let me know and I'll try to add it.

Here's a whole mess of links to the first session of each campaign, the first session because not all these blogs have indices.  If the first one grabs you, you'll have to poke around these sites to find the rest of the actual plays yourself.  Also, a few of these are first session write-ups only.  You will be warned where possible.

I'll include brief notes where possible so you can avoid the frustrated wannabe fiction authors droning on about weather and internal monologues and other such tediums.  For the most part, you're on your own, as I don't have time to read and critique each and every one of these.

Actual Plays



Advice for DMs


Thursday, January 15, 2015

Campaign Creation - Inspirational Shortcuts and Political Mnemonics

Chris, over at the Hill Cantons has a great post up about Special Snowflakes.  Really inspirational stuff.  Those of you who run games should take the three minutes to read it, if you haven't already.  he's quite the muse, that one.  Make sure to stick around for the comments - those guys play a little game that is directly relevant to the bulk of this post.

He's got me dreaming of building a sort of Herculoids-Thundarr-Barsoomian world of sword and sorcery that would range across strange vistas and wide swaths of alien wilderness.  A real swashbuckling weird sci-fi fantasy mashup, the likes of which ol' D&D was built for.

But.  I've never been good at politics.  Building enough factions and nations and parties and personalities has always daunted me and stymied me no end.  It would be great if there was an easy way to use a pre-existing set-up as a model.  That way, when something unexpected happens, you could just refer back to your source material, file off a few more serial numbers, and drop your source material into the game.

Now, this is no real revelation.  People have been doing this sort of thing since D&D first crawled out of the primordial swamp.  We've all heard the stories of Castle Greyhawk dropping characters into a not-quite-Alice In Wonderland, or the Barsoomian influence on the game.  What I'm proposing is a variation on that theme.

Indulge me for a moment.  Let me give you a campaign example, and see if you can figure out the real world analog.

Imagine a continent rising between the Tranquil Ocean and the Stormpeak Ocean.  This continent is home to 60+ nations, most of which belong to one of five Empires:

  • The Stormcoast Empire to the east ranges all up and down the eastern seaboard.  It includes fourteen nations, and is widely considered the weakest of the Five Empires.
  • The Southeastern Empire also encompasses fourteen kingdoms holed up in the southeastern corner of the continent.  Many consider it the strongest of the empires, but it's nations are inward looking, rarely venturing out of their home empire.
  • The Tranquil Empire, anything but, spans the length of the western coast of the continent and consists of a dozen nations.
  • The northern portion of the center of the continent is home to the Decadent Empire.  Again, fourteen nations, most of which cluster around the Inner Seas.
  • Our campaign focuses on the southern portion of the continent - home to The Dozen, an empire that ironically only contains ten nations.  It once held twelve, but a generation ago it lost its northernmost kingdom to the Decadent Empire, and two of it's members fled for the Southeastern Empire.  It managed to sway a far flung kingdom of mountain dwellers from the Stormcoast Empire, leaving it with a nice round ten member states.
  • There are also a small handful of independent city-states scattered throughout the continent, the most powerful of which rivals any of the other kingdoms.  It is the Kingdom of The Lady, and it stands proud and defiant, a holy nation right in the heart of the Decadent Empire.  It's people are fierce warriors who paint themselves before battle.

One more hint.  The people of this world share a love for a sport called Gridmatch, a simulated war in which armored players crash into each other in lines, each trying to force the other backwards into their home zone.  So popular is this sport, that the entire world celebrates the ringing in of the new year by honoring a great holiday on which they always play the world championship game.

Go on, take a guess.  Here's a pretty picture for spoiler space.


It's college football.  Those are the five major conferences, with Notre Dame the independent kingdom in the heart of the Big Ten.  Think about it - all the relative strengths and weaknesses, all the politics, all the national colors and regalia are right there, already built for you!  We already know that the Perditia, the Machinists, (Purdue Boilermakers) were once mighty but have fallen on hard times.  The Mishillinacs march to war under a maize and blue banner on which is depicted a Feralbeast - typically against their hated rivals, the scarlet and grey clad Ionian Bughuskers.  (For those of you unfamiliar with college football, that's the Michigan Wolverines and Ohio State Buckeyes).

All you need to do is file off the serial numbers and slap your own labels on.  Then most of the heavy lifting is done for you.  If somebody wants to know what's going on over on the other side of the world, you already know.

And you can use all sorts of things for this.  Other sports would work fine - Major League Baseball gives you six nations with five kingdoms each.  You want two kingdoms?  Use Microsoft and Apple.

You could even use this technique for religious wars.  Imagine crusades sweeping across the world as wars rage between the followers of The Jester the Caged Clown, the Monarch, the Crimson Queen, and the General.  We already know that The Jester's forces are huge, but poorly trained, the Monarch's forces are salty (so much salt!), and the Crimson Queen allows her followers the most freedom, and the General can marshal powerful mystic forces, what with his ownership of a secret compendium, a scroll upon which is written the very words of creation themselves.  One might say they hold the spice of life, if one doesn't mind giving up the game to his players a little to easily.

Something to think about the next time you feel daunted by the time needed for world building.

Monday, December 29, 2014

Tyranny of Dragons - Zero Dark Thirty, FR Style

We got bin Laden Frulahm Mondath!

I think that's his name.  He's one of the high ranking priests of the Cult of the Dragon that's been causing such trouble in northern Faerun of late.  Let me back up to the middle...

When last we left our plucky band of heroes (a band that really needs a name) , they had just infiltrated a large cave complex being used by the cult as...well, no one really knew, that's why the band was in there in the first place.

Having dealt with the door guards, our resident archer felt ill and elected to stay behind and guard our backs by watching the cave mouth.  (Read: Dan couldn't make the game.)  His loss would be sorely felt.  Just around the first corner of the cave, we knew there was a patch of shrooms that, if mixed properly, would give the human and dragon-born darkvision.  Alas, said shroom garden was being tended by two flying kobolds and a big bastard of a lizard beast.

Henry St. John barged right on down a slippery slope rather than take the stairs and proceeded to beat the holy living nine hells out of the lizard beast, while the rest of the party variously shot down the kobolds, and fell face first into the mushroom patch, which stirred up poison spores.  The resultant hallucinations knocked the dragon born tank right out of the fight.  Which would have proven disastrous in the face of kobold reinforcements, except for a well placed shatter spell cast by the death mage - that one spell knocked every last one of the little blighters dead.

Bumper sticker often seen on the
wagons of Forgotten Realms hippies!
Time for some stealth.  Not our fortay.  Our party located a large temple, and opted not to disrupt the ongoing ceremony (Coexist!), the midnight meat locker, and the meat delivery service.  Valuable intel all, but we decided to retreat to a secondary tunnel near the entrance rather than follow the meat delivery wagon - whatever they are delivering the meat to looks like it punches out of our weight class.  Perhaps some other time.

The side tunnel proved to be a guard barracks.  One ambush, fortified by a very useful bless spell from the good cleric Aramis, stopped all but one of the guards from alerting the big bossman.  Unfortunately, one was all it took.  We chased that cowardly bugger right into the lair of Frulah Mondath himself.

Frulah was well prepared, having healed up the tattle-tale guard, and also having cast some weird protection spell that summoned four ghostly cavorting demons - each of which stood as the corner of a spell of protection that caused heavy damage to all who approached the slavering and ranting cleric.  A decent archer sure would have come in handy right about then.

That crazy cleric wound up putting two members of the nameless party down hard before the dwarf could konk him on the head hard enough to put him out of action.  If the party didn't have two healers, somebody could have gotten killed in the encounter.  As it was, the party tied up the fanatic, looted the room, naturally, and high-tailed it out of the cave with valuable intel and a high ranking prisoner to boot.

All in all, it was a good day of dungeon delving.

Thursday, December 25, 2014

Mele Kalikimaka Loot!

Here's hoping your celebration of the birth of our savior was a smashing success.  (As I type this, Hawaii is still in the midst of the throes of the birthday celebration.)  This year the lovely and long suffering wife fed my addiction with a copy of Neil Thomas' latest tome, One Hour Wargames.  This is the perfect book for those of us looking for quick and compact games to fiddle with in the evenings.  Expect a longer and in depth review once it has been read and fully digested.

28mm figure for scale.
Also up for your consideration today, a truly massive miniature (by my 15mm standards), a 28mm fantasy figure.  I know what you're thinking: look at Warren switching up and starting a new scale - that old wargamer ADD finally bit him good and hard.  Guilty as charged, your honor, but there are a few mitigating factors involved here.

Gilgamesh - a tiefling death mage
For one thing, this Reaper mini was painted for my son for use in our on-going D&D campaign.  For a second thing, the second golden rule of miniature wargaming is "build and play what your friends build and play".  Our DM goes to great lengths to draw up elaborate full color maps in 28mm scale, as shown previously.  The effort that goes into painting a few large figures for the campaign pales in comparison.


And yes, that last sentence was a teaser for future posts - you can expect to see the rest of the party in miniature over the coming days (and probably weeks, if recent history is any guide.)  My Christmas gift to the D&D group is a figure representing their character, with a book handling wizard for the DM (who as you know doesn't have a character of his own.)

Merry Christmas everybody!

Thursday, August 28, 2014

Tyranny of Dragons Kickoff

"You've all been hired by the trader Basko to escort a wagon of trade goods to the village of Greenest."

And so begins an Actual Play log of the D&D 5th edition centerpiece campaign.  As an Actual Play thread, the spoilers for the campaign will be flying fast and furious.  All the usual warnings for those who may play the campaign in the future apply from here on out.

The new gaming group started off the long-term campaign, A Tyranny of Dragons, this past Friday with a classic kick start to the campaign – five strangers thrown together as guards for a shipment of supplies through bandit infested lands.  Things have been heating up in the north of Faerun lately, with all sorts of unsavory types doing all manner of unsavory things, even along the most well traveled routes.

Our cast of characters:

  • Raane Inontani, sickly half-elven illusionist/diplomat, my own character
  • Gilgamesh, pale teifling necromancer in dark robes who tends to target opponent’s eyes with awide range of death bolt and death touch spells
  • Karren, beefy dragonborn fighter carrying a big old sword
  • Aramis, human tank style cleric of Helm
  • Grim, an appropriately named human rogue/archer

Tiefling wizard with pale white
skin and jet black dreadlocks.
Basko, the trader who hired the sausage party to run interference for his driver – a friendly Halfling named Jeppo – clearly wanted a group that covers all the bases.  His guards include one each of the four major roles, plus an added ‘faceman’ whose talents lie outside of combat.

What should have been a routine wagon run quickly turned into the running of a kobold gauntlet.  While passing through a small farmstead on the outskirts of their destination, a village called Greenest, the party’s casual conversation was interrupted by a farmwife banging out the front door of her home with several kobolds and a mastiff sized lizard-beast in hot pursuit.  The plucky heroes saved the woman in short order only to be ambushed from behind by more kobolds, this band led by a purple robed maniac. The maniac warned the party that if they didn’t lay down their arms and join in the glorious people’s future they would forever burn in the fires of all dragonkind.  The party put their arms down, right down through the center of the dragon's head symbol on the crazed cultist's chest.

For their part, the kobolds attempted to recruit the one dragonborn member of the part, Karren.  What?  Just because he’s dragonborn he’s the only one worth recruiting?   Racist little bastards.  At this point it isn’t entirely clear whether or not they succeeded.

So.  Cleanup.  The housewife Shelley was quickly bundled into the wagon, given the loot dropped by the kobolds – the least the party could do to help the now widowed, childless, and farmless victim.  Topping the next rise, the party spotted the village of Greenest under attack.  Purple robed cultists and hordes of kobolds running around scaring the citizens, burning homes, and engaging in wanton plunder, death, and destruction.  A large blue dragon circled overhead, blasting the central stone tower with lightning.

After a quick consult, the party elected to take the direct route into town.  The illusionist quickly cast alter self to appear as a purple robed, order barking, maniac.  This plan worked well until the party entered the main square of the village, at which point they blundered into a squad of kobolds chasing down several children and an old man protected only by an injured peasant woman.  Too much for the cleric of Helm, Aramis charged into battle, scattering the kobolds and buying time for the civilians to hop aboard the wagon.  As a side note, while bluffing the kobolds, Raane learned that the scaly little buggers were under orders to capture as many children as possible.  As a main note, the party wiped another handful of kobolds off the face of Faerun.  High points of the fight:

  • Grim has a deadly way with a bow, firing repeated shots into crowded spaces and only hitting enemies each time
  • Karren’s dragonbreath works just as well on dragonkin as it does on humans
  • Raane doesn’t seem too concerned about standing on the front lines of a fight despite being the not-so-proud owner of a measly 4 HP
  • Aramis might just be a cleric of Saint Ineffective, missing on every attack role – on the other side of the coin, his healing touch saved two party members from certain death
  • Gilgamesh the mage is already dealing more damage than the front line fighters, his chill touch and witch bolt devastating opposing spellcasters left and right
  • Karren (whose player is the youngest member of the group, it’s worth noting) was the only one with the presence of mind to capture a kobold alive for later questioning

Openly running now (slowly what with all the civilians in tow), the party found itself in a foot race for the still open gates of the main keep.  Their opponent in the race consisted of a large body of well-trained troops headed in from the opposite direction with a handful of skirmishers out front.  The party arrived at the gates at the same time as the skirmishers, and engaged in a quick fight for control of the gates.  Crossbow wielding enemies - humans this time - set up a withering fire; their bolts put both the dragonborn and the half-elf on the ground.  The leader of the villains, a spellcaster, never got a shot off – the party’s own spellcaster choked the life out of him by way of a well placed chill touch.  Good old Grim managed to lay down effective covering fire from the interior of the keep, staving off the crossbowmen long enough to allow the wagon to enter and the party to drag their wounded comrades into the keep.

BOOM! the front gate slammed down right in the face of a troop of fifty enemy warriors.  Thanks to Grim’s insistence on fulfilling the letter of the contract despite the dragon circling overhead and obviously changing nature of the situation, the supply wagon was delivered and signed for by Tamil and Escobar, a human and dwarf charged with managing and protecting the keep.  The two expressed gratitude not just for the supplies but for the five extra defenders.

While the locals brought the rest of the party up to speed on the situation, Gilgamesh dragged the captured kobold off to a quiet corner for a little private discussion.  During the interrogation, the following three names bubbled to the surface:
  • Bogluk, the guardian of the hatchery
  • Rezmir, a mighty warrior and chief hero of the revolution
  • Frulim, the great overboss of the whole evil shooting match
Following the interrogation, the nameless kobold was re-introduced to his fallen comrades in the next life.

End Chapter One