Showing posts with label Pathfinder. Show all posts
Showing posts with label Pathfinder. Show all posts
Friday, May 11, 2018
Adventure Writing softcover!
Both Adventure Writing Like A Fucking Boss and Adventure Writing Like a Fucking Boss II have been combined into a slim softcover over on Amazon...
Here's the link to purchase it.
It's got a lot of great advice for those wanting to design and run their own adventures. If you aspire to self-publish your own work or want small-press publishers to buy your scenarios, this will also be an invaluable tool.
If you have the time, please post a review!
Enjoy,
VS
Wednesday, March 14, 2018
Updated PDF: Player's Handbook Like A Fucking Boss
Some nice changes have been made to the PDF (both bloody parchment with evil red veins and the printer-friendly version), so wanted to blog about it!
A few of the previous illustrations weren't that well integrated into the layout, my fault on that. And a new image was added, plus text from Draconic Magazine here. So, the document is looking better than ever.
If you've already purchased it, the updated PDFs are waiting for you (email notification should have automatically been sent out when the files were updated). If you don't have it yet, I think it's well worth the price...
Aww Hell, let's put this motherfucker on sale!!!
VS
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Tuesday, September 12, 2017
Open Rebellion
I've been struggling against shit that chafes against my very being since I was a small child.
Today, there was a post on Tenkar's Tavern about +Frank Mentzer getting booted from the Dragonfoot forum. You can read about it here.
My assessment? Ideally, we would live in a meritocracy where the merits of creative effort would outweigh all other considerations. That means artists, writers, musicians, filmmakers, etc. would essentially be running the world. That might sound insane to some, but oh well. I've been called a madman many times over.
A popular RPG reviewer, Endzeitgeist, has been taking my titles to task for over a year. I not only submit to it, but keep sending him PDFs to pick over like the masochist I appear to be.
It's not just a love of pain, though. Often, feedback helps improve the work. Normally, I'm grateful for his critique, even though his particular feedback rarely helps (we have differing design goals). But I really can't beat the signal boost he provides. However, today's rpg.net review of Adventure Writing Like A Fucking Boss was simply too much for me to bear.
I've copy/pasted it here for posterity (here is the forum thread - with a response from Endzeitgeist - which I've also replied to)...
First, I'd like to get this out of the way - Adventure Writing Like A Fucking Boss is also a primer for those looking to self-publish their scenarios. Gamers love to share their work (and occasionally get paid for it). This guide will help such enterprising adventure writers. Is this the only book they need in the world to succeed in their goal? Probably not, but I see published scenario after scenario after scenario that fails to live up to the baseline standards we should all strive for.
My book serves a definite purpose. It's needed. Hundreds of scenarios a year would be improved by adhering to my advice. Just because it leaves out things that might benefit those looking to get published by Pathfinder... I don't take that as a knock against my book. If anything, Adventure Writing Like a Fucking Boss is a manifesto against that kind of RPG corporatization. The revolution starts now!
Now, onto my primary grievance...
I have to object to the "wasted my money" part of your review's number system (4/1), Endzeitgeist.
Sure, if told about the basics of adventure writing, you might say "Yeah, I know all that." However, that doesn't mean the material is totally redundant or useless or obvious to everyone but noobs. Having everything in one place is valuable. So is the material's presentation (examples, illustrations, way things are communicated, personal insight, and motivation).
Additionally, things that are important to you and your gaming style are not a priority for me. For instance, a PDF filled with intricate Pathfinder-esque rules about spells having to do with wheat fields or feats related to a bard/shaman/canteen-boy would have no value to me (other than possible amusement/ridicule), though you might favor them with 5 stars. That's almost inconceivable to me, but you can't argue about taste. On the other hand, a guidebook about adventure writing is more or less universally valuable to gamers - GMs especially. If any of the advice (regardless of whether the information was previously known to the reviewer) has merit, then I can't understand a "1" rating.
Anyone plunking down $3, checking to see the page-count of 14, or reading the product's description should not be surprised that Adventure Writing Like A Fucking Boss is not an exhaustive treatise on every aspect of writing, designing, and self-publishing RPG adventures. So, I'm not clear on why this title is being penalized for having a limited scope.
Your review of Play Your Character Like A Fucking Boss received higher marks in both categories, even though the titles are similar (though one is a guide for players and the other is a guide for writing adventures).
And what about this line at the review's conclusion? 4 and 1 averaged together makes 2.5, unless my math is ever worse than I thought.
[QUOTE]In the end, my final verdict will clock in at 3.5 stars[/QUOTE]
Our stylistic, aesthetic, and philosophical differences keep us from seeing eye to eye on many things, Endzeitgeist, but I just don't understand what happened here.
___________
While I'm not part of the establishment, I also get short-changed by the flamboyant, self-aggrandizing RPG counter-culture that either ignores me, blatantly tries to tear my work down, or minimizes my contributions.
That's ok. I have the third side. Neither the empire nor rebellion (though if I had to pick a side, it would obviously be the rebels), but a man on his own - yeah, I'm the Boba Fett of the RPG universe.
Just as in my youth, I'm still struggling. Down with RPG corporatization! Hail the OSR! Long live the revolution!
Thanks to all those who've been supporting, encouraging, and contributing to The Work.
Venger As'Nas Satanis
High Priest of Kort'thalis Publishing
Thursday, June 8, 2017
The S'rulyan Vault II
It's not the Kickstarter project I planned on (Gamma Turquoise KS happening spring, 2018), but it's the one I'm doing right now. I'll be moving sometime in December, and didn't want the time, energy, and stress of that to affect what I can do for my wonderful backers (Love you guys!).
Plus, it's just fucking time for more dungeoning, am I right? Glynn's already got his dungeon thinking cap on and will get me some preliminary sketches next week. I want this mega-map (each quadrant is like it's own dungeon - put them together and it becomes a mega-map) to be different - older, deeper, and stranger... also more dense.
And I've got some exciting ideas for the PDF of random tables and whatnot that will accompany the map files. I want to help GMs quickly and easily make "normal" dungeons more exotic and special, allowing you to run an awesomely non-standard dungeoncrawl on the fly - without any more than a few minutes of preparation!
I set The S'rulyan Vault II Kickstarter for 15 days, so there's about 2 weeks left. If this is something you might want, please help us make it a reality with your generous support! Be sure to get the word out - share this news with your gaming friends.
Thanks,
VS
Tuesday, May 9, 2017
50 Shades of Vorpal review
"No one knows what offense the Taurian Empire gave to the Lich King, perhaps he was just being a dick."
I was not a part of the 50 sHAdes of VORpal kickstarter by Arthas Soulgazer (cool name), though I checked it after reading Tenkar's non-review last week.
Based on the kickstarter page and free preview on DriveThruRPG, I decided to give it a whirl. Even if the whole thing is a pile of humorous excrement - at least it's funny!
Last night, I purchased the PDF for $5 and here is my impression...
Comparisons have been made with Encounter Critical. While both games are comedic pranks on gamers, allowing readers to peek inside the fantasy heartbreaker minds of the authors, there are several differences. Encounter Critical is a sophisticated, innovative, old school, labor of love by one or more slightly confused yet well-meaning amateurs. It's meant to be a product of the mid-70's that reaches for the stars.
50 Shades of Vorpal comes from the mind of one or more contemporary dudes who purposefully set out to emulate something like old school Dungeons & Dragons, but way more juvenile, idiotic, and single-minded in its love of hack and slash. It's like if HackMaster 4th edition were re-imagined by Beavis and Butthead.
While Encounter Critical and 50 Shades of Vorpal have similarities, they are completely different games with night and day approaches to the ultimate goal - making the awesomest parody game possible! Although, this being 2016/2017, the latter not only wants to set down their idealized dreams of dark magic, deadly swords, and touching boobies in concrete, effectively cementing their glory in the halls of RPG fame and infamy - this is also clearly a way to make some cash.
Is there an actual system here, an actual RPG? No, not really. There's a bit of setting, a few monsters, loads of character classes and several races, but combat consists of adding a silly list of bonuses to a couple d30 rolls and comparing that with an opponent's ARMOR RANK. If you hit, you do damage. That's the core of the engine... pretty much the entire engine. The rest is badly spelled window dressing like deth magic, preoccupation with loot, and sexism.
And that's part of the joke. So many aspects of 50 Shades is phoned in that the game feels incomplete. Various sections are blank, many earmarked with notations for adding future content - content that never actually made it into the book. While that, too, is funny, after the first couple times, it loses something.
However, it is the attitude on display that provides the most humor. Laser-focus on what makes an awesome character class and race shines a light on the worst gamer stereotypes. But unlike the negative stereotypes which we, hopefully, don't embody, like living in our mom's basement well into our thirties and not showering regularly, 50 Shades brings up traits that are present, albeit in small quantities, in almost every gamer...
Awkward phrasing, typos, and combining tired fantasy cliches with not-well-thought-out flashes of inspiration all in the pursuit of that ever elusive awesomeness. I've chased that particular crimson dragon myself on a thousand occasions. The only difference is that my unsightly excretions get edited over and over again, or should I say flushed down the toilet of bad ideas implemented poorly.
Nevertheless, I enjoyed reading these 64 pages - including several blank pages - and got my money's worth. Before I go, let me showcase a few of my favorite things from 50 Shades of Vorpal...
- It uses a d30 because that's 10 more than a d20, reminding me of the amp that goes all the way up to 11 in This is Spinal Tap.
- It has weapon coolness ratings based on how awesome someone looks when wielding a certain weapon.
- The illustrations - right out of high school study hall. Most are decent in a youthful amateur hand-made kind of way, though some are actually fairly badass!
- The never-solved divide between warriors and wizards. Both sides feel they need to escalate the cold war and so each struggles to become even more ridiculously awesome.
- Going further than explaining the rules or giving helpful advice, the text pretty much tells you what to think and occasionally comes up with raw truthisms such as, "Bosses get to boss."
- Diving into the dark recesses of this male-dominated hobby with both feet. Here's an over-the-top offering, "Female characters retire after making babies, so don't get pregnant. This is a fantasy game, so you can't just go making stuff up that you didn't get pregnant when you really did."
Well, that's all for my review. While neither version of Crimson Dragon Slayer goes anywhere near this level of awesome/awful, I was inspired to create a d30 random table for only the most "deth knight" kind of fantasy roleplaying! Also, this!!!
VS
Wednesday, May 25, 2016
Vault's open - come on in!
The S'rulyan Vault is officially here.
As I was explaining to someone only an hour ago, this product is mostly about the maps. It's big, it took a long time to make, and costs are what they are. The dungeon even comes in two different colors - old school blue/white and a golden brown parchment hue.
The PDF is meant to be the icing on the cake. That doesn't mean I'm not extremely proud of the PDF, though. I am. I think it turned out really well and I'm excited to hear feedback from gamers who use my guidelines and random tables in their dungeon.
But yeah, this isn't a fully formed mega-dungeon with fleshed out encounters. The meat and potatoes of it is up to the GM. I merely provided the salad, appetizer, bread, and dessert. The actual entree itself is not included.
So, keep in mind that you're mostly paying for the large, high-resolution map files that can be blown up to 34" x 44" at a professional print shop.
The PDF is 20 pages of neat stuff that will add depth to the dungeoncrawl that YOU create, whether that's mostly on-the-fly or with a few hours of campaign prep depends on what kind of GM you are.
If you have any questions, please let me know!
VS
Tuesday, April 19, 2016
House of Lies, D&D
I stopped watching the show at the beginning of last year but my wife continues to check out the premium cable series about corporate consultants and their caustic, self-destructive, masters of the universe bullshit + occasional nudity and sex.
However, she only had to say one little thing to get me to watch season 5, episode 2's "Game Theory". And that was Dungeons & Dragons!
Yes, a good portion of this half-hour Showtime episode revolves around a 5e D&D game. Doug (one of the main characters) is the Dungeon Master and a prospective new client is one of his players. There's already a lot of ripping people a new one on House of Lies. Pretty much everyone's a dick to each other all the time. So, the teasing that Doug experiences for admitting (for the first time, I'm going to assume) that he not only plays D&D regularly but leads his own group, is actually fairly mild comparatively.
Doug's boss is brought into the game in order to snatch up the would-be client.
Overall, I feel that House of Lies did D&D justice. It didn't look down on fantasy roleplaying games, nor did it make the game (or us) look stupid. In fact, there was just the hint of gamer superiority subtly shown. For instance, Doug scolded Marty (his boss) for rolling dice like it was a craps table, rather than a roleplaying game.
Some of the encounters were summarized, as in "Last week we encountered a tribe of orcs", but some of the gaming happens at the table, in real-time.
Both the 5e D&D Player's Handbook and Monster Manual were shown in Doug's hands, as well as, a large white dragon miniature. Oh yeah, some Dwarven Forge stuff was shown, too.
I'm also going to assume that D&D won't be brought up again in later episodes. Usually, when a series delves into fantasy roleplaying, it's an isolated capsule episode that doesn't spill over into the rest of the season or later in the series. Although, Community did a second D&D episode a year or two after their first. Actually, I think Big Bang Theory did, also (begging the question, why isn't there an entire season-wide arc based on RPGs?)
In my humble opinion, getting RPGs the recognition they deserve is an endeavor 7 times as worthwhile as complaining about this thing or that thing. Support your gaming community while improving it.
Work on introducing one or more people to the paper & pencil RPG hobby... soon! Set up a game for co-workers, friends, neighbors, geek-friendly people in your city, or start a pop-up game somewhere in public and invite people to play who get close enough to see what you're doing.
It should go without saying, if you're going to do it, do it to the best of your ability. Visual aids like this help (at a fraction of the cost of something like Dwarven Forge), but nothing attracts people to the game and keeps them playing like a skilled Game Master.
Maybe it's been awhile since you've GMed anything and you'd like a refresher. Perhaps you've always considered your GMing to be lackluster... For tips, tricks, and techniques that blends old school with millennial artistry, check out my own How to Game Master like a Fucking Boss on sale right now!
My wife still thinks that when guys my age die that games like D&D will die with us. Let's prove her wrong by making the hobby of tabletop RPGs go viral.
Thanks,
VS
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Tuesday, April 5, 2016
The S'rulyan Vault
Here is my latest Kickstarter campaign.
I want to create a huge, old school "blue" map like all those late 70's and early 80's modules I ran or played as a kid. Big enough to dominate my gaming table, where all the players (and myself) can quickly and easily understand where the party is and what's going on.
It'll also include a slew of random tables for spontaneously appointing and populating your new mega-dungeon. Basically, that's it.
Check out the stretch goals for bonus stuff I'd love to add. Also, be sure to spread the word around. The more funding this project gets, the bigger and better The S'rulyan Vault is for everyone!
Thanks,
VS
p.s. The picture on the right is a sketch by Glynn Seal of +MonkeyBlood Design.
Wednesday, May 27, 2015
Formula Fail
There are a lot of recent blog posts about innovation, especially when it comes to the OSR. Well, I didn't set out to write about innovation. What really motivated me this morning was my annoyance with the new TV show iZombie. However, my little tirade seems to dovetail with my thoughts on innovation, so here goes nothing...
I had high hopes, but it disappoints. It's a great premise: girl becomes zombie and gets job at the morgue in order to eat brains... and helps homicide detective solve crimes. In this case, being a zombie doesn't reduce you to a shambling, drooling idiot - it just makes you really pale with white hair, less enthused about everyday life, and crave brains.
Despite all the fresh trappings of zombidom, there's 2 episodes left and the first season is awfully predictable. Which means kind of boring. At every turn, the show's creator and episode writers had a chance to do the unexpected, but instead they chose the path well traveled, the easy road that wouldn't throw the writers for a loop.
It's a shame, is all. Anyway, let's get to my other point... the innovation stuff.
You can have new places: cities, dungeons, towers, forests, realms, and even worlds. You can have new characters: a duke, head of security, affable peasant, irritating computer, etc. You can have a really interesting story, hook, or cultural facet - like everyone wears some kind of mask.
However, if your adventure or campaign follows every logical plot-point without deviation or derailment, even an innovative setting will feel stale. Thankfully, roleplaying isn't just about the Game Master's carefully crafted story. The PCs are there to do their own thing, make their own choices, etc. Unfortunately, a lot of players will try to adhere to either the story and how it "should" play out or the GM's not-quite-invisible wishes.
Well, now I've veered off again and instead of iZombie and OSR innovation, I'm doling out more Game Mastering advice. Well, what are you going to do? How to Game Master like a Fucking Boss is still on my mind. Devoting yourself to a subject for a long period of time will do that to a person.
Getting back to innovation, altering outward appearances isn't enough to make something innovative. It also takes something else: breaking the formula. Years ago, I talked about how the OSR, to me, equates to non-standardization. Which is tricky, because a certain amount of standardization is inherent in RPGs, let alone the OSR. Creators need to find a balance and create with a mind towards breaking whatever mold, whatever preconceived notion is guiding their hand.
Don't be like iZombie and take an exciting new direction and then plot it out in the most formulaic way possible. I'd rather see a dwarven stronghold in the northern mountains that goes off-script and off the rails, than a strange world full of new creatures that live in a giant bubble yet behave exactly like you'd expect.
VS
Monday, May 18, 2015
Game of Thrones - why so popular?
Well, there are many reasons for its popularity... but Game of Thrones is doing something specific to hook us in and keep us dangling without our realizing it. Yes, we're now trained to watch and wait; trained like a dog. Here's how they do it (woof woof)...
GoT is rewarding us intermittently (that means continuously but at infrequent and random intervals). Every once in awhile, we get something we've been craving - a reward - tossed into our bowl. Because we have no idea when (or even if) it's coming, getting such a treat makes it that much more exciting, special, and addictive!
That's why every blue moon, seemingly anyway, (could be every 2 or 3 episodes or once per season) we get the following...
- A gloriously gory battle scene with steel and blood and some poor bastard dying horribly up close and personal.
- Sex! Yeah, that naked stuff we're not used to seeing in a TV show. But let's be honest, every time we see boobs it's like the first time. Am I right?
- Fantasy: dragons flying overhead, a spell being cast, or some kind of supernatural event taking place.
- A major character dies. What if that one night you decided not to watch, Sansa or Margaery died?!?
- Victory and defeat - you can't have one without the other, so usually one side gets victory and the other gets the shaft.
- Tyrion's wit, eviscerating some deserving fuck with just a few words.
- Revenge/justice bestowed upon the worst of the worst in Westeros.
- Receiving more than a clue about what's really going on - who's doing what to whom and why!
The rest is just a big tease. It's medieval Machiavellian foreplay! Sure, we get to look at beautiful countryside, amazing sets, dirty old men, heroes, maidens, etc, but a lot of the time we're also subjected to banking problems, traveling delays, the schemes of petty bureaucrats, cleaning bodies, traipsing through the forest, highborns being dicks, etc.
Yes, GoT is all about the waiting. And once we get our particular fix from the above list, we're all that much eager for more. Unfortunately, that requires more waiting. But we can't stop watching! Oh no, what if we miss that thing we've been yearning for? They just showed it two episodes ago... that means we could get the good stuff tonight! Or, if not tonight, then next week. Come on, man. Just one more... just one more fix!
Yeah, the life of an addict. Face it, folks. We're not going anywhere. You see, GoT knows the secret - that an intermittent reward is stronger (hence, more addictive) than a regular and reliable reward. Don't blame them, blame the human condition.
Since this is a RPG blog, I'd be remiss for not suggesting this strategy in your own tabletop fantasy campaign. Incidentally, I talk about this technique and a hundred more subtle secrets of Game Mastery in my book: How to Game Master like a Fucking Boss. Also available on Amazon.com and CreateSpace.
What's your favorite thing about Game of Thrones? Is there something special that you wait for each episode or season? Some aspect of GoT you love, that they don't do enough of? Comment below with what that is...
See you at the Westeros methadone clinic,
VS
Friday, May 15, 2015
Softcover like a Fucking Boss
How to Game Master like a Fucking Boss is now a softcover on Amazon (still waiting on the physical proof from DriveThruRPG)!
If you buy it from CreateSpace and email me evidence (like your emailed receipt or something - not bloodstains or fingerprints... though, that would be awesome), I'll send you the PDF for free ASAP.
I get a couple more dollars from a CS sale than Amazon is why, but currently they are the exact same price.
Thanks!
VS
Saturday, April 4, 2015
Are they paying attention?
This blog post is basically an open-ended question. Do other, bigger paper & pencil RPGs (including their audience, fans, players, GMs, and scene in general) even know about the OSR? And here's my followup question: If they know about it, do they care, do they use it, do they buy our products or use our free resources, are we influencing them at all?
Ok, here's a post-followup question I came with after discussing it a bit with +As If and +Erik Tenkar: I assume that certain OSR blogs, podcasts, products, resources, etc. permeate the RPG mainstream from time to time, despite their niche within a niche status. Does that increase awareness of the OSR as a whole or is it merely limited to the stuff that has managed to break out of the OSR ghetto?
I believe the OSR effectively changed 5th edition for the better, but what about the average D&D 5e gamer? Are they aware that the OSR exists? But specifically, I'm wondering about Pathfinder, Dragon Age, Numenera, Dungeon World, 13th Age, Fate, Savage Worlds, and other popular titles I can't think of right now. Call of Cthulhu? World of Darkness? Post apocalypse RPGs?
Since mostly OSR people will probably see, read, and comment on this post, let me know what you've experienced. If anyone actively into the above RPGs but not the OSR actually stumbles upon this, please answer as best you can.
Thanks,
VS
Thursday, January 15, 2015
Purple humanoids, fireball, and saving the world
Last Saturday was also quite a game. Along with miniatures, I introduced those flat, plastic, terrain flip-maps made by Pathfinder, Gamemastery, and D&D.
Back somewhere around 2008/2009, I gave 4th edition and Pathfinder a good, long college try. Epic miniature battles on home-made terrain that lasted anywhere from 90 to 120 minutes. Various marking abilities (along with color-coded magnetic circles), healing surges, interrupts, at-will powers, etc. kept the action going. Unfortunately, it turned our fantasy roleplaying into a miniature wargame for sword & sorcery superheroes. Since those days, I sold my large dry-erase grid and about half my miniatures.
That's where my reluctance came from. I prefer theater of the mind, whenever possible. However, 3 or 4 sessions in, a couple players suggested we use something besides my pen scratching on graph paper with x's and o's to designate enemies and friendlies. I immediately agreed. It was time for a better representation of combat unfolding.
Wish I had taken a picture of the maps we used, miniatures of PCs decorating the terrain... but I didn't bring my camera. This Saturday I'll try not to forget. In a word: beneficial. Without overusing the miniatures and maps, it definitely added an extra layer of coolness, reality, and D&D awesome to the session. I asked for feedback after the game, just in case I was fooling myself or seeing things through DM colored spectacles. The verdict: Everyone I asked (who bothered to respond) either thought the minis and maps were an overall improvement, made for better understanding of what was happening in combat, or both.
Since then, I've sadly caught onset map-buying mania. Thankfully, a long, stern talk with my wife has halted my addiction. But before she intervened, I managed to acquire a couple dozen! And I can't wait to use and re-use them. A few of the players were generous enough to offer a donation to chip-in for all the god damn maps I was buying, but I just couldn't have that on my conscience. As much as I think quality DMs (and GMs) should be paid for their services, I'm just not at the point where I can charge adults for all the time, energy, expertise, and supplies that go into DMing. Maybe one day...
Finally, I'm going to mention a few things that happened.
Daniel decided before Saturday's game that he wanted to switch characters. The party needed a cleric, instead of three rogues. Props to him for being pro-active, taking it upon himself to be the change rather than simply wishing things would change on their own.
So, Reed Tealeaf went away and Dane the dwarven cleric took his place. In the span of 10 minutes, the party was investigating these ruins near an underground wasteland with cracks revealing lava underneath (did I mention how much I love these flip-maps?). One well-placed fireball later, Dane was dead.
Something I came up with before which I've mentioned elsewhere on my blog is that rolling a natural 20 on a saving throw results in nothing... no negative effect whatsoever, even if a successful save usually results in half damage or whatever. Two members of the party rolled natural 20s. The rest made their save (a couple helped by inspiration - it's just easier to use it as a re-roll the same as rolling twice and taking the highest), except for Daniel's new character. He was 3rd level and got knocked down to -5. I rolled really, really well on that 8d6.
Now, the PHB states that a character isn't dead until he reaches negative hit points beyond his constitution ability score. Well, I told the players a few sessions back that I was doing things a little differently. Death comes when you go past negative hit points equaling your level. So, at -3 hit points, Dane would have survived. Anything past that is backup character time.
I can see where that would suck. From a certain point of view, I'm making the game harder or more deadly than the rules as written. That's true, I suppose. Although, I'm not using any kind of stability checks. So, once you're at negative hit points but still not deceased, you can just lay there on the battlefield bleeding until your character receives medical attention.
But more than anything else, this house-rule goes back to my old school roots. I try to strike a balance between the way things were and the way they are now. That's what O5R is all about.
While PC death shouldn't be a constant staple of adventuring, neither should it be relegated to the furthest corner of the game. Yes, unluckiest moment + most foolish decision of the campaign = death. But it can happen at any time, anywhere; just so long as it isn't always happening. Death is the occasional lot of adventurers. To whitewash that possibility - and I do think negative HP up to your constitution qualifies - is to sanitize the campaign to the point where it's not really a concern... when it should be the primary concern!
In my campaigns over the last three years, generally speaking, a PC dies about once every three sessions. I believe that's a good rule of thumb. While it may be harsh considering the last couple decades of D&D, there are some grognards from the 1970's who would call it babying.
What else? An interesting race of humanoid was discovered: purple-skinned, bald, three eyes, no mouth, and telepathic due to their ingesting (via absorption) the violet fungi found all over the caverns. After that fireball-casting wizard, there were a couple battles: aggressive humanoid squatters and hulking grey alien creatures, the cherry on top being some hideous lobster-aberration. Oh yeah, and Sam helped the ice people save the entire world when a purple pulse reactor was found cracked and about to go super-nova. No biggie.
How was your Saturday?
VS
p.s. Want to read about what happened the Saturday before that? Click here.
Wednesday, April 3, 2013
Parallel Universe D&D
I think every Dungeon Master could benefit from this idea. Instead of calling it Dungeons & Dragons, call it something else. Mazes & Monsters, Demons & Sorcery, Dark Towers, Scourge of the Crimson Wyrm, etc. Whatever you want... because this game is just like the fantasy RPGs you're familiar with, except that there are no written rules! But don't worry, if things go well, you'll be creating a home-made reference of guidelines as you game. The DM should come prepared with an hour's worth of notes (this is not an exercise in RPG design - so don't go overboard). He creates the game and lays down the law... influenced by player input, of course.
When something comes up, the DM makes a ruling. He's free to ask the players their thoughts, and listen to their suggestions; however, it's still the Dungeon Master's game. Nevertheless, I encourage the DM and players to reach some kind of compromise a majority of the time.
"What's my Elf like?" "What powers does he have?" "How does magic work?" Everything that hasn't been considered in the hour or two beforehand, must be briefly considered (3 second rule!) and adjudicated right then and there. No looking anything up in a book, deck of cards, online, or anything else - that kind of thing is forbidden! This session is a rulebook free zone.
What kind of game will evolve from such an experience? How will this game be different than your usual D&D, Pathfinder, Warhammer, Dungeon Crawl Classics, Dragon Age, Labyrinth Lord, Swords & Wizardry, Burning Wheel, Houses of the Blooded, Lamentations of the Flame Princess, Amber Diceless Roleplaying Game, etc. As DM, you should absolutely feel free to borrow a game mechanic or rule from RPGs you know and love - just as long as it's from memory. But, on the other hand, you're not bound by anything as there is no rule book to look at. You're free as the cold northern winds to do as you please.
Maybe you want to start with a version of Amber's attribute auction, take the career options from Warhammer, the rolling doubles stunt mechanic from Dragon Age, the possibility of mercurial magic and corruption from Dungeon Crawl Classics, giving narrative control to players like Houses of the Blooded, add Call of Cthulhu's sanity mechanic, post-apocalyptic vehicular combat from some kind of Dark Sun Car Wars hybrid, and the rest (as far as your memory serves) from AD&D.
This exercise is about giving us license to roleplay according to our will, without being bound to tables, charts, or having to interpret the judicial language of arcane tomes. It's all fast and furious; fueled by the raw, instinctual fire of our collective imaginations.
Not sure which way to go? Let the dice decide! Or pick another randomization method. The DM could think of a number and whoever correctly guesses it gets to decide how a fireball spell works or the chances of a cleric receiving divine intervention (remember, it works both ways - the monsters and villains encountered have fireballs and clerics, too!). Do you want to get away from randomness? Vote on it like a democracy (maybe the DM gets two votes and each player gets one?).
This is your opportunity to break away from conventions - and those insufferable rules lawyers! If this concept scares you just a little bit, that's all the more reason to go for it! Hey, it's an experiment. Give yourself permission to screw it up. If it's a roaring success like you just rolled a crit with a vorbal blade, you'll realize the awful truth - the rules never mattered as much as you thought they did.
One session should gauge your on-the-fly competence in regards to Mastery of the Game. Want to see how far the demon-rabbit hole goes? Play another session of Crimson Sorcery & Dungeon Wyrm! You'll be amazed at how the game organically evolves over time... until it feels like you're finally playing your game. After several adventures, the table can't help but roleplay differently. Not necessarily better or worse, but more intuitively.
VS
When something comes up, the DM makes a ruling. He's free to ask the players their thoughts, and listen to their suggestions; however, it's still the Dungeon Master's game. Nevertheless, I encourage the DM and players to reach some kind of compromise a majority of the time.
"What's my Elf like?" "What powers does he have?" "How does magic work?" Everything that hasn't been considered in the hour or two beforehand, must be briefly considered (3 second rule!) and adjudicated right then and there. No looking anything up in a book, deck of cards, online, or anything else - that kind of thing is forbidden! This session is a rulebook free zone.
What kind of game will evolve from such an experience? How will this game be different than your usual D&D, Pathfinder, Warhammer, Dungeon Crawl Classics, Dragon Age, Labyrinth Lord, Swords & Wizardry, Burning Wheel, Houses of the Blooded, Lamentations of the Flame Princess, Amber Diceless Roleplaying Game, etc. As DM, you should absolutely feel free to borrow a game mechanic or rule from RPGs you know and love - just as long as it's from memory. But, on the other hand, you're not bound by anything as there is no rule book to look at. You're free as the cold northern winds to do as you please.
Maybe you want to start with a version of Amber's attribute auction, take the career options from Warhammer, the rolling doubles stunt mechanic from Dragon Age, the possibility of mercurial magic and corruption from Dungeon Crawl Classics, giving narrative control to players like Houses of the Blooded, add Call of Cthulhu's sanity mechanic, post-apocalyptic vehicular combat from some kind of Dark Sun Car Wars hybrid, and the rest (as far as your memory serves) from AD&D.
This exercise is about giving us license to roleplay according to our will, without being bound to tables, charts, or having to interpret the judicial language of arcane tomes. It's all fast and furious; fueled by the raw, instinctual fire of our collective imaginations.
Not sure which way to go? Let the dice decide! Or pick another randomization method. The DM could think of a number and whoever correctly guesses it gets to decide how a fireball spell works or the chances of a cleric receiving divine intervention (remember, it works both ways - the monsters and villains encountered have fireballs and clerics, too!). Do you want to get away from randomness? Vote on it like a democracy (maybe the DM gets two votes and each player gets one?).
This is your opportunity to break away from conventions - and those insufferable rules lawyers! If this concept scares you just a little bit, that's all the more reason to go for it! Hey, it's an experiment. Give yourself permission to screw it up. If it's a roaring success like you just rolled a crit with a vorbal blade, you'll realize the awful truth - the rules never mattered as much as you thought they did.
One session should gauge your on-the-fly competence in regards to Mastery of the Game. Want to see how far the demon-rabbit hole goes? Play another session of Crimson Sorcery & Dungeon Wyrm! You'll be amazed at how the game organically evolves over time... until it feels like you're finally playing your game. After several adventures, the table can't help but roleplay differently. Not necessarily better or worse, but more intuitively.
VS
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