Saturday, June 21, 2008

Gameday Recap: Taking It to the Keep

Charlie, who plays Chewie the as-we-left-it-last unconscious rogue was absent this week. Bad luck or secret plot to emerge from the keep alive? We'll never know.

The rest of us began the game with the daunting task of rescuing Chewie... or not. We were, as a group, fairly undecided. However, Jet Skee, our resident monk, had a daring plan.

Actually, it wasn't much of a plan. Really, it was this: run back into the room with the horror really fast, grab Chewie, and run out again. There was a bit more to it than that. Jet had some oil he'd applied earlier to himself earlier that made him really slippery. Since the horror likes to grapple, he felt he could risk getting nabbed because he could escape.

It worked, though the horror got a lick in before the oil kicked in. I did my part by summoning undead (my character is a necromancer, did I mention that?) to sort of hem the horror in so he couldn't effectively chase us. This also worked and we ran away, Chewie in tow, and headed to town for some needed R & R.

We dropped off Chewie at the local Pelor temple, regained our composure, learned a few spells, scribed a few scrolls, and went back to the keep to give the horror some what-for.

Since we knew how to beat the thing now, it was not too tough a task to dispatch it and we did. We took posession of it's treasure (two wands, some gold, and some trinkets) and headed further into the basement.

We ran into a girl. A girl, GM Brad said, with context. However, that context was the Samaradan girl whom we'd sent to stay in town. We told the girl to blow off. We don't trust any girls we meet alone, standing over slain adversaries, in the dungeon of a keep filled with deadly monsters. I think that's a fair rule of thumb. We'll get her context later.

No sooner had we sent the girl packing than we were attacked by a group of undead. They had the power to fascinate with gay pride inspired rainbow apparitions. This worked all too well on much of the party. I had escaped the issue by using invisibility prior to the encounter. I was happy to sit in the back and send in my own undead minions to do my dirty work. This they did and, as the party slowly rescued themselves from their stupor, we took the field.

More exploring. Pit trap in a kitchen. Some actual empty rooms. Then, just as we were ready to call it a night, some swarms of ice elemental bird things. They're bad news. Tough to kill without area effect stuff we don't have and they do pretty good damage. I'm invisible still and I've dispatched some zombies to, hopefully, soak up some damage, and use their bludgeoning attacks to make some of their own. We ended the night full in the middle of the combat.

Death becomes me...

I'm really enjoying my necromancer. At fifth level, he's really coming into his own. I'm concentrating on summoning undead and, next level, I'll stock up on spells to buff them out and make them even better tanks. Via a feat, I now have access to Animate Dead but I haven't had a chance to use it yet. Soon, I hope.

The party has come to rely on my talents (even our cleric of Pelor) because our barbarian tank (who also missed game night) is usually late so we are often within a high-damage-output meat-shield. Though my minions can't replace the damage output, they do take up space and create opportunities for other characters to maneuver and generally stay out of harm's way.

I will miss this guy when we make the jump to 4e. I'm already pondering what a 4e necromancer might look like.

Wednesday, June 18, 2008

Get Your Wizard License

Wizards of the Coast has released the Game Service License for 4th Edition today. Get it while it's hot.

I've downloaded the docs but haven't looked over them yet. I'll print them out tomorrow. It's much easier for me to read the printed page than a computer screen. The only thing that stood out to me is that the license requires that no products be released to retail before October, 2008. I wonder: does this only apply to material released commercially? What about free content?


In other news...

I've been messing around with creating some 4e characters. My first "official" character: Garonar . It just rolls of the tongue, doesn't it?

Garonar (good human two-blade ranger)

Initiative +3; Senses Perception +0
HP 29; Bloodied 14; Healing Surges 7
AC 14; Fortitude 12, Reflex 12, Will 11
Speed 6
Longsword +5 1d8
Short sword (off-hand) +6 1d6
Leather Armor +2 AC
Powers Hunter's Quarry (class), Prime Shot (class), Hit and Run (at-will), Twin Strike (at-will), Nimble Strike (at-will), Evasive Strike (encounter), Sudden Strike (daily)
Alignment Good; Languages Common, Elven
Skills Nature +7, Dungeoneering +7, Stealth +7, Athletics +8, Endurance +6, Perception +7
Feats Toughness, Agile Hunter (Ranger), Lethal Hunter (Ranger)
STR 16 (+3), CON 12 (+1), DEX 14 (+2), INT 11 (+0), WIS 15 (+2), CHA 10 (+0)

Did I miss anything?

Zemanta Pixie

Tuesday, June 17, 2008

Gameday Recap: Keep on Trucking

The cover of the Dungeon Master's Guide for D&D 3rd Edition.Image via Wikipedia

(Better late than never) Last Thursday, the party continued to explore the Samaradan Keep. We had decided to make for some stairs we knew to exist in a corner chamber and head down to take a look at the basement. However, the corner chamber was occupado with some nasty looking undead.

So nasty, in fact, that they put the fear into Ogg (the fighter-wizard) and Chewie (the thief). Both men fled down the stairs.

We were, for the moment, already short our barbarian comrade so we hightailed it after them down the stairs. Of course, the disturbed, demented undead followed us down.

Out of the frying pan and into the fire.

Waiting for us in the basement was a nameless horror: dozens of eyes, tentacles, and malice floating in murky shadow. It crushed Chewie in its tentacles before dropping him to the ground unconscious. Ogg, still running, moved past the horror and into the next room. It was filled with wights who were working on a mine tunneled into the stone of the floor.

Unable to find someway to put a dent in the horror, we tried to fight off the wights and the other undead and just stay the hell away from Mr. Tentacles. In the end, we survived by using the vertical mine shaft to take on the wights in a tight space in which they couldn't overwhelm us.

We survived. Even Chewie though he's still unconscious. The wights are gone and the other undead driven back but the way back (and Chewie's body) is still guarded by the floating scare-bear.


My Notes

I had a hard time with this game. Brad, the DM, routinely puts us up against the wall with the odds stacked against us. This is the style the group has been playing since time immemorial and, though I don't agree with it, that's the way we play. So the difficulty of the encounters wasn't itself my issue.

My issues were twofold: first, Brad didn't anticipate that the undead would frighten some of the party. However, the save against their fear effect was pretty high (19) given we started the night 4th level. Looking at that number, the reasonable assumption is that at least one character will fail the save. Because of the fear effect, we triggered multiple encounters via the fleeing characters. Any one of those encounters would have been tough on their own but we ended up with three at once.

My second problem was with Mr. Tentacles. Halfway through the combat we realized that, other than via magic, we couldn't hurt it. It had damage resistance 10/good and we didn't have any magic weapons. Brad finally told us meta-game this information but no one had prepared anything for it. Really, only the cleric could have by using Divine Weapon.

This is the kind of loaded encounter that bugs me. We were given no chance to beat that critter. There were no clues to hip us to the fact that this creature was practically immune to all our attacks. There was no way for us to figure it out either. It was only through meta-game information that we found it out.

It bugged me but we did survive to fight it another day and now we know what we need to do. Still, this was more frustrating than it had to be. Thankfully, we made it over the hump.

Zemanta Pixie

Tuesday, June 10, 2008

Too Busy to Post, Reading 4e

I'm still poring over the 4th edition books. There's a lot to absorb. I think I have at least a couple of months until my group even attempts to test the 4e waters. I know I will create a campaign and use 4e for it. However, I'm still in the idea-contemplation stage so it's far, far, far from being ready. Another gent in my group, John, has been fiddling with 4e. I think he may end up running the first 4e game. We'll see. Right now, I just need to keep reading.

Friday, June 6, 2008

4E Friday?

A quick note: I got an email from Amazon tonight: they shipped out my 4E books. Because I'd opted for overnight shipping (Amazon Prime for the win!), there's a pretty good chance I'll have it in my hands for the weekend. Hooray me!

Thursday, June 5, 2008

Gameday: Taking It to the Keep

Tonight is game night. In this episode, the group intends to finish what we started last week and clean out the rest of the riffraff squatting in Samaradan Keep.




In other news, I'm still reading through Story. It's a great book but I'm not sure it's a great book for world-building. It's an excellent resource for story-building. It does an excellent job of laying forth the cardinal rules of plot and characterization. However, it really says nothing about setting. It says nothing about building the backdrop to the story. After all, the book is called Story, not World.

I also picked up Guns, Germs, and Steal (also recommended by the Shakespeare and Dragons Worldbuilding 101 Podcast) and I have a feeling it will do more to address world building by describing the trends that can shape cultures and societies.

I think Story is a great book for campaign-building and plot-building but I think it falls short as a great world-building tool. This isn't a knock on the book itself because world building was never its aim. I do think it's a great read chock full of a lot of very good information, just not for creating worlds.

Tuesday, June 3, 2008

Spells As Rituals

On paper, I like what Wizards is doing with transforming some types of spells into rituals. It may not appeal to the power-gaming wizard-players amongst us but I think it adds another tactical layer, as well as some flavor, to the game.

First of all, as a ritual, a spell causes players to use time. Thus, a ritual can't be undertaken lightly: it must be planned, its risk weighed against the reward. Because the action spends time, place is also important. Is the location secure? How exposed is the spellcaster and any helpers?

By putting the players in a place for a period of time, NPCs are given latitude in reacting to the ritual. Does an NPC overhear a ritual and choose to try and stop it? Do they choose to change their tactics? By the same token, NPCs must also take the time and choose the place to perform a ritual. Players can use that to their advantage, should they discover it.

From a pure power-gaming aspect, all rituals do is slow down wizards. If Knock takes ten minutes to cast, it's effectiveness in a dungeon is greatly diluted. However, by doing so, it restores some power to the rogue and other "specialty" classes who previously could easily become overshadowed by a wizard with an arcane utility belt.

I also like the flavor of ritual. It lends the spells cast a more mystical aspect that had been lost through the wizard's ability to spam spells at the speed of sound across the landscape. A ritual as a sense of power about it, even if the actual effect is anything but powerful.

Having said all of the above, I haven't yet played the system so, on a practical level, I don't know whether or not this works. I am, however, ready to try it. I like the idea and I'm hopeful that, power-gaming arguments aside, that rituals will make the game a deeper experience to play from either player or GM side of the table.

Monday, June 2, 2008

On The Dark Rain-Slicked Precipice of Fourth Edition (Penny Arcade Play 4e)

I read this on Penny Arcade. It sounds like a very cool, different (in a good sense) way of promoting the upcoming fourth edition D&D game. Sayeth Gabe:

Wizards of the Coast came to us months ago and wanted to run some ads for 4th edition. They wanted to do something more than just banner ads though and they asked us if we had any cool ideas. What we came up with is probably one of my favorite projects to date. Tycho and I sat down at a table with Scott Kurtz from PvP and a DM from WOTC and we played 4th edition. That probably doesn't sound awesome to you except that we also recorded the entire thing as a podcast.

So you have Tycho who is the old pro, you have Scott who hasn't played since he was a kid and you have me the complete newb. If you've played D&D before but you're curious about the changes in 4th edition the podcast will cover a ton of the new rules. If you've never played and your curious if it's something you'd like, I think this is a really good example of the game. For me personally is was an extremely positive experience. There was some frustration at first as I tried to wrap my head around the rules but once I got into it I had a really good time. I think I actually enjoyed the adventuring/role playing portions of the game more than the actuall combat. The comabt was fun but it was the puzzle solving and interaction with the rest of the party that really made the game for me. At any rate if you're curious about D&D in general or 4th edition specifically I think these podcasts will be helpful and hopefully funny.

The podcast is split into chunks. The first chunk is live now. I'm downloading it as I type to listen to later.

Penny Arcade has quite a wide readership- one that overlaps some of the tabletop roleplaying crowd but also extends to other hobbyists (computer/console games, card games) that might not otherwise get exposed to D&D. If I weren't so determinedly lazy, I'd push out a Venn diagram of these deep relationships. Since I am so lazy, I won't but I will say that this is a novel method of publicizing the new rules beyond the hardcore crowd that is already all too aware of the new edition. Kudos to the suit at Wizard who came up with it.

In somewhat related news, some version of the core books has leaked onto the 'net. I suppose I shouldn't be surprised but I am. I've already pre-ordered the full boat but I couldn't help taking a peak at the leaked PDFs. I like what I see... but that's a story for another post.

Friday, May 30, 2008

Gameday Recap: Trampoline of Doom

Wednesday was game night. Last week the party had rescued a sleeping-beauty style princess from an island (reaching 3rd level in the process). As reward for her rescue, she gave us her keep. This week began with the party teleported to her keep.

First things first: the teleport spell put us up in the air falling towards a trampoline. We had two snap choices: try to avoid the trampoline and hit the floor instead (taking the requisite damage) or fall onto the trampoline. Those of us who opted for the trampoline were bounced into different rooms within the keep (it was a magic trampoline).

Through the whims of chance, my necromancer and the fighter-wizard ended up in the same room. The thief and evoker ended up together. The cleric, barbarian, and monk were all separated into different parts of the keep.

Two half-ogres confronted my part of the group but, thanks to some expert marksmanship by the fighter-wizard and a late save by evoker who, with the thief, found us, we survived. My major contribution was summoning undead to act as fodder. Three demons confronted the cleric and, via some Harm-like special abilities, laid him lo. When we found him, he was almost unconscious. After a long fight, the demons were defeated.

About halfway through, I was ensorcelled. The thief almost died but, in the end, the demons were beaten back. At that point, the barbarian and the monk finally found us to reunite the party proper. We then set off to explore the rest of the keep.

We found a vault and a secret bedroom with a sleeping ogre (ah, love that coup de grĂ¢ce!) and the dead brother of the princess. Next week, we need to finish cleaning out the keep.

Tuesday, May 27, 2008

Story Time

I've been listening to the Shakespeare and Dragons Worldbuilding 101 Podcast (thanks, Emmet!) and it has inspired me to buy a couple of books: Story and Guns, Germs, and Steel. The former I have in hand, bought from a convenient Barnes& Nobles while the latter is on its way from Amazon.

Of the podcast, I've listened to five of the episodes so far and I like the discussion of the particulars of world-building. As I've recently come down with the world-building bug myself (which I will detail in all its grueling minutia soon enough), it's been a serendipitous find.

Of Story, it looks good and will fit in well with some of my other writing-related books. I hope to tuck into it tonight.


Monday, May 26, 2008

Addressing the New Realities of Sci-Fi

I've been thinking a bit recently on sci-fi settings as they are and the realities of the most probable futures as dictated by today's science and technology. The biggest disconnect I've found exists in the realm of automation. At this point, with our present ability to send completely automated probes across interplanetary distances, how probable is it that there will ever be a culture built around human-powered space travel?

Dune at least posited an explanation for the incredible twist that occurred in the advancement of technology: a war against intelligent machines. Barring that, what could cause a culture that is inexorably moving towards full automation turn from that goal?

Asking that question is, to my mind, important. Otherwise, the setting might engender the same sort of quaintness that old TV shows and movies do that show a future already outmoded, like the original imagined tricorder in the reality of the iPhone. Particularly when the setting uses a future Earth as the basis, one has to ask the question: why didn't future Earth follow the path that present Earth is clearly moving towards?

One answer is the aforementioned human-machine war. Another answer could come from a religious angle: a new religion (or a reformulation of an old religion) might posit that man must always be at the center of all things and thus must command machines locally and not from a distance. Obviously, if such a religious feeling arose, we must again ask ourselves why it did so.

Of course, it's possible that a sci-fi setting might not involve space travel adventures at all. Maybe the mechanics of space travel are handled completely by automated intelligences. In that case, interesting avenues open up for characters involved in exploration or warfare which is indirect rather than direct, fighting a war by sabotaging A.I. control centers a system removed from the combat zone.

In such a setting, a soldiery might be the least desired skill set. Engineering, intelligence and counter-intelligence, and science might be king.

We're a long way from Flash Gordon but most settings still fall back on the space opera mold. It's time to break that mold. By breaking it, we might find how rich in possibilities a more modern view holds, not less but different than the old models we've used for so long.

Sunday, May 25, 2008

Wheel of Fire, Part 2

Still reading the Burning Wheel PDF. Something I really like: they include rules for creating (called burning in the book) the campaign within the framework of the overall setting. It's a very nice tool and something I wish more systems would do (maybe they do do it but I haven't seen them).

Wheel uses a dice pool system for rolling checks, ie. rolling groups of dice. I'm not that keen on such systems because, as you progress, the amount of dice to roll can become prohibitive. I haven't read far enough (and certainly haven't played it) to see if this becomes an issue or if, down the line, shortcuts emerge to keep the die-rolling in check.

Saturday, May 24, 2008

Wheel of Fire

I had heard some good things about Luke Crane's Burning Wheel game. I've been thinking hard about trying to put together my own game system. I thought that reading this might give me some ideas of what's out there and, for some reason, I've always enjoyed reading rulebooks. While I wait for the actual books to arrive in the mail, I've been reading the Burning Empires PDF. Empires grafts the Wheel rules on a sci-fi setting. I haven't gotten too far into the meat of the book yet but, so far, so good.

I missed the UPS man on Friday so I'll have to wait until Tuesday at the earliest to get my hands on Shadowfell.

Thursday, May 22, 2008

I Succumbed to the 4E Temptation

I've been a tabletop gamer (RPGs mostly) for quite some time. Right now, I'm in a D & D group that I joined six or eight months ago. The majority of this group have been playing together for the better part of thirty years. I'm still getting used to their style of play. It's quite a bit different from what I'm used to.

There's been some lively discussions lately about the new fourth edition rules that are coming out shortly. Having not invested heavily in 3.5 edition books, I'm not as hesitant to jump into the new books as others might be. However, I hadn't really considered buying the new books (not right away at any rate) until I started reading some positive previews, reviews, and playtests that have trickled out lately. I caught the bug.

So now I've got the starter module, Keep on the Shadowfell, on order (should be delivered tomorrow) and the Core Rules Set pre-ordered. So much for my iron will.

Depending on what I ultimately think about the new system, this may be the first and last purchase I make in this generation of the game. However, I am looking forward to tucking into the new materials, digesting them, and giving them a try. I don't know if this will be the answer to all the woes of generations current and past but I have hope. For now, that is enough.