Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

Wednesday, January 18, 2023

But You Know That We've Changed So Much Since Then

Noisms asks about our first experiences of playing Dungeons & Dragons.

Mine was around 1996. We were at my friend Tim's house, which was this weird mini faux castle thing in the East Sussex wilderness. A truly odd building, it had crenellations and parapets, but was about the size of a largeish suburban dwelling. Anyway, irrelevant. Probably.

It must have been a weekend, or perhaps the school holidays, because we decided to pull an all-nighter, and despite being healthy young lads of 16 to 18, we chose not to carouse but instead to play D&D. We'd been playing Call of Cthulhu, Shadowrun, Star Wars, and countless other games for a few years by then, but this was our first time with the venerable father of role-playing games.

Image from the ever-useful waynesbooks.com
Tim had the Black Box edition of Basic D&D -- the one that was pretending to be HeroQuest -- and he ran us through a rambling and open-ended "adventure" that he was making up on the spot, and started in a shallow complex crammed with strange robed spirits armed with broadswords. I think we managed to explore the first level of that dungeon before being overwhelmed and retreating; we didn't return to try again and instead wandered off across the countryside in search of different adventures.

I have a vague memory of some haggling with a merchant caravan somewhere in there but our other exploits that night escape me, apart from the final excursion, which at some point involved a fighting pit in which a captured earth elemental was set against a group of unarmed paladins.

(I know now, of course, that there are no paladins in Basic D&D. How young and naive we were!)

(That was a joke. I don't care if you put paladins in Basic D&D. Do what you like, have fun!)

I remember that there seemed to be an endless supply of holy warriors to chuck into the pit, all of whom were smashed into paste by the elemental. What our player-characters were doing or trying to achieve while this massacre was ongoing, I cannot tell you. Soon after that, Tim's Dungeon Mastering became increasingly bizarre as he started to fall asleep, so we decided to stop playing. I think we made it to about 4am.

The Black Box got another outing about a year later, with a published dungeon -- perhaps the one from the box -- an all-dwarf party, and a TPK. Some time in 1998 there was an attempt to play second edition Advanced Dungeons & Dragons and the Night Below campaign, an endeavour that lasted about an hour. After that I didn't play any form of D&D until 2008 or 2009, with the unfortunate fourth edition.

Friday, August 19, 2022

I Hear You're (Not) a Racist Now, Father

The first playtest materials for Dungeons & Dragons sixth edition have arrived!

(They are calling it One D&D for some reason, perhaps because they are learning how numbering "works" from the X-Box.)

The first materials concern character backgrounds; for those of you that don't follow D&D, there's been some controversy in the past couple of years over the game's treatment of character ethnicity and species. There are a few main issues:

  • The word "race" is something of a loaded term, and there's a feeling that a better word could be used to describe whether a character is human, elf, orc, or whatever.
  • Saying that, for example, all high elves have a higher Dexterity and Intelligence than other characters is problematic. In fairness, D&D5 doesn't penalise any characters, as previous editions did -- characters only get characteristic increases -- but it's still uncomfortable.
  • From a game design perspective, if all halflings have the same characteristic bonuses, that does tend to channel halfling characters towards certain abilities and skills, and it can make things a bit samey. Oh look! Another high elf wizard!

The D&D6 solution is to remove characteristic increases from the character species, and instead apply them to their background, so now a high elf is only more intelligent than her dwarfish friend if she, for example, trained as a sage before her life of adventure. This does solve the problem. Sort of. Ish.

But:
  • They are still using the word "race". "A character's Race represents ancestry" the playtest document says. So, er, why not just use "ancestry"? For what it's worth, both 13th Age and Pathfinder are using "ancestry" now. For D&D6 to try to have its cake and eat it is baffling.
  • Shifting the characteristic bonuses to backgrounds is less offensive, but "all sages are the same" is still a weird concept.
  • The character channelling problem still exists, it's just been shifted along one column. Now, instead of elves tending to be wizards, it will be sages. Loading feats into the backgrounds is only going to exacerbate the issue.

It's not difficult to fix. Choose your ancestry, then add +2 to one characteristic of your choice, and +1 to another. Job done, problem solved.

You can sign up for the playtest documents here.

Update (01/12/2022): Wizards has decided to drop the word "race" in favour of "species". It's an odd statement, that acknowledges that they've been trying to move away from the term since before the D&D6 playtest, so it's a bit weird that the change is happening now. Oh well. Better late than never?

Tuesday, August 02, 2022

Getting Cross(-Edition)

Yesterday, I pondered the feasibility of a D&D party made up of characters from different editions. I also asked about it on The Hellsite Known As Twitter, and there Courtney Campbell of Hack & Slash replied with some actual experience of playing with cross-edition characters. Here's what Courtney said:

I've done this. It's fine. 5e characters and 4e characters require some hit point math, but it works pretty seamlessly. Turns out the player side and the DM side don't need the same rules to play, just an interface.

I've done this both in Numenhalla, and in home games with 2e, 5e, and 4e players. They can follow the PHB rules for their class. I just multiplied all damage 4e/5e characters took by 2, and cut their damage in half, and it worked fine.

I get the impression that Courtney is a top-level GM and perhaps it's not as easy as it seems, but it is possible!

Monday, August 01, 2022

All Together Now

Remember when they were developing D&D5 and they said it would be compatible with prior editions, and you could run characters from different editions in the same party? That didn't happen (SPOILERS) but I do wonder if it's a viable idea and anyone has tried it.

What would a cross-edition party look like? Perhaps something like this, says the person with very little experience of anything before fourth edition:

AD&D1: Half-orc assassin, surely?
AD&D2: Gnome illusionist, obviously.
D&D3: Warforged cleric, probably.
D&D4: Dragonborn fighter, presumably, since fourth was supposed to make fighters as special as everyone else.
D&D5: Roll 1d12 or GM's choice. Or a Warlock of Cthulhu, eldritchly.

I very much want to try this now.

Wednesday, May 18, 2022

Sort-Of-Savage Initiative

We've been playing D&D5 again. Our GM has lost his fancy magnetic imitative tracker, a gadget he's been using since the days of D&D4, so that got me thinking about how to track turn order in a simple but visual way.

I very much like the way Savage Worlds tracks initiative using standard, non-nerdy playing cards; there are all sorts of funky game effects involved which are irrelevant in D&D5, but the basic idea of having a card in front of each player so everyone has a clear idea of who goes when is appealing. So how about this:

  1. Everyone rolls initiative as normal to determine the order.
  2. Everyone gets handed a token that marks where they are in the order; playing cards work as well as anything, unless you somehow end up with 14+ separate combat groups.
  3. Everyone forgets about their rolled initiative number, because it's no longer relevant.
  4. (Optional, but probably useful) Everyone flips their cards over when they have completed their actions.
And that's it! It may be wise to hand out all even or all odd cards in step 2, just in case there are late arrivals that need to slot in between other combatants, or you could just hand out new cards to anyone affected by the new turn order. I would be tempted to have any new combatants either go first (if their entrance was a surprise) or last (if they were heard coming), but we're getting into the long grass of house rules there, so I'll stop.

Monday, February 21, 2022

Masque Crusaders, Working Overtime

There is a half-decent idea here.

Let's take Ravenloft...

Wait, what's a Ravenloft?

Right, so it's Dungeons & Dragons does Universal -- or if you have excellent taste, Hammer -- horror. It's a patchwork world in which each of the classic horror archetypes rules over a little fiefdom, terrorising the locals, and the players go around staking vampires and shoving silver up werewolves, while trying not to draw the attention of the evil Darklords. The twist is that the bad guys are trapped there too, for Reasons, so if you wanted to you could examine concepts of destiny, responsibility, and enforced roles, but it's D&D so of course you don't do that.

I will say this, it's a great cover.
Do we ever find out who the Skull Guy is
or why he's on a train?
No. We do not.
Anyway. Masque of the Red Death and Other Tales backports the Ravenloft mechanics and setup to Earth in the 1890s, so instead of Tesco Value Dracula, you can fight actual Dracula, which is nice. All of the classic bad guys -- and some good guys, like Sherlock Holmes -- are running about, and ruling over the whole lot is the Red Death. What the Red Death is or does is not defined, which as we will see, is a bit of a recurring problem.

(The Red Death is more or less Nyarlathotep, but is never named as such, probably because of licensing reasons.)

I like the basic idea, I even admire the attempt to use AD&D2 for a near-modern setting, but the whole thing is a mess, veering from cack-handed to half-hearted and back. It's a shame.

Some examples:

It's unwieldy from the start. To play you need the AD&D2 books, this boxed set, plus the Ravenloft boxed set, and the Ravenloft: Forbidden Lore boxed set. The latter two you need for a couple of rules mechanics that could have been reprinted here -- as we will see, it's not like the space was needed for anything else -- but ah, then you'd be buying only one box, not three and how then would TSR avoid going bust?

Oh.

Imagine playing this in 1994, before everyone had pdfs. Imagine you were the GM but you were running the game at someone else's house, and you'd need to lug three boxes plus rulebooks plus whatever else over there. Crikey.

The setting-specific rules -- the ones that you don't have to go and find in other boxes -- are a bit of a mess too. AD&D2 for the 1890s was always going to be a fudge but it feels like they just gave up after a first draft. Fighters/soldiers are the only viable character type; magic use has interesting drawbacks -- corruption, insanity, attracting the Red Death -- but they are also probably too punitive to make playing a magician worthwhile, although I love that sort of thing in Warhammer Fantasy Roleplay so (shrugs).

Thieves become "tradesmen" and lose their thief skills, but get them back as Non-Weapon Proficiencies, the effectiveness of which are based on the character's -- random -- statistics, and must be bought from a pool of points of which the magic users will in most cases get more, AND the tradesman doesn't in fact get default access to the thief skills -- no one does -- so has to spend more of that pool of points to get them.

"You can play these other classes," TSR seems to say, "But they are crap, so don't bother." Soldiers for everyone! Which is fine, I suppose, if that was the intent, but if so why bother with the other classes -- the tradesman in particular, who is crippled by these rules -- at all? I can imagine that further development could fix the issues with the other classes, or even shift to a classless variant, but that didn't happen.

There's a section on explosives, because blowing monsters up is great! It has three tables, two of which are identical, and the third is different in only one place. Why do these tables exist? I'm not picking on one section; it's all like this.

In fairness some parts work better than others, and you could probably fix the rules, but once you've done that, what do you do in Masque of the Red Death and Other Tales? How are you supposed to play? Excellent questions.

You can't use most D&D adventures because it's Earth in the 1890s. You could use Ravenloft adventures because they at least have the right mood and are similar in setting, but for some odd reason that's never floated as a possibility. There are three adventures in the box, one of which isn't bad, one is an interesting idea executed as a linear series of fights, and one is dead in the water -- literally -- and wastes a major character.


Well, you don't need example adventures, not if the setting guide is full of evocative plot seeds and compelling adventure ideas.

(Spoiler: it is not.)

The setting is vague and underwritten in that annoying style that was everywhere in the 90s, all "rumours" this and "unconfirmed" that. It's all quite terrible, but this is perhaps the best/worst example, from the Australia section:
The arrival of the Europeans has resulted in the violation of old taboos and the disruption of countless traditions. The exact nature of these trespasses and their repercussions may not be known for decades to come. Interviews with the native population of Australia tend to be less than informative, for many of the taboos forbid even the discussion of them.

Whahuh? I can see words there, but I see no actual content. Someone was paid money to write that. This particular idiot paid money to read it.

Look, I know you can't cover everything in an introductory box, but this sort of non-committal nothingness is of no use to anyone. I would have put in some concrete examples, perhaps mentioning specific D&D monsters that could be used for the basis of an adventure, even mentioning published adventures that could be slotted in. Anything other than the "I dunno, you sort it out" we get.

(There is one weird exception. Singapore gets a few lines about a very specific incident involving tiny creatures that make people disappear. There's not much more than that, and no suggestion of what the things are, but it's something.)

The Red Death, the Big Bad of the setting, is left completely undefined, except that it might be living in Vienna, except that's probably just -- wait for it -- a rumour. Okay, fair enough, I understand not specifying what the Red Death is, but maybe offer three examples, Dracula Dossier style, of what it could be. That way the GM can take one and use as is, or use the three as examples to develop their own Red Death. This is not difficult, and my gosh, it's not as if the page space is being used for anything important.

I'm not sure why this box exists. I can't imagine fans were clamouring for a Ravenloft-but-the-1890s product and it seems like an odd thing to release as a boxed set, although 1994 was in the era of TSR spaffing out as many boxed sets as they could. My guess is that it's an unfortunate confluence of someone making a joke pitch over lunch in the TSR canteen, and a sudden box shaped gap in the production schedule; the pitch got commissioned and then everyone scrabbled to get the thing out. It feels like an initial idea shoved out the door before it was ready. Perhaps it was an attempt to compete with Call of Cthulhu, but if so it's the most lacklustre attempt imaginable.

Masque of the Red Death and Other Tales is a broken product that requires umpteen other products to use, it feels unfinished, and what is included is of little use, so I wouldn't recommend tracking this one down. All that said, there is still something compelling about the basic concept, something that got me to buy it in the first place.

(I think; I don't remember when I got my copy or even if I bought it at all. It may have been a gift.)

With quite a lot of further development -- which it is obvious never happened with the published box -- Masque of the Red Death and Other Tales could work. Maybe. Ish.

I give it two Draculas out of five.

Thursday, May 06, 2021

The Inner Temple of the Golden Skeleton

Over at the resurrected Grognardia, James has shared an early Dungeons & Dragons map from Steve Jackson, co-founder of Games Workshop. This reminded me that the other co-founder, Ian Livingstone, now and then shares an image of one of his early dungeons.


I can't be certain, but I think I remember Sir Ian saying that this was the first dungeon he ever designed for the game. I haven't been able to find a better quality image, and I'm too intimidated by Sir Ian's awesomeness to ask him for one.

(Not that I have any influence over such a giant! I don't mean to suggest that he and I are pals or anything.)

Update! Joe at Explore: Beneath & Beyond has done some heavy squinting and has deciphered much of Sir Ian's dungeon key.

Monday, November 02, 2020

Neither a Teenager Nor a Ninja

After a very long absence, I've rejoined my gaming group and have dropped into a new D&D5 campaign. It's set in the frozen north, so of course I'm playing a tropical turtle druid.

 

This is Coraggio, because I've never had an original idea.

(And yes, the painter's name was spelled differently, but it's a pun. Not a good one, I admit, but you can't win them all.)

Thursday, April 30, 2020

Tin Wizard

The WizardIn the chat for my group's current D&D5 game Stuart asked is his wizard could be assumed to have the Mage Armour spell active at all times, without having to state it at the table. Stuart argued that since his wizard would be casting the spell every morning anyway, it would be simpler all round for it to be assumed to happen, and it's a good point.

Stuart cited a rules concept from the Burning Wheel role-playing game in which each character has a handful of these standard operating procedures, and that got me thinking.

Some have argued that Read Magic should either be dropped from the game or assumed to be a "free" spell that requires no resources to be expended; in essence, the ability to read magic is built in to every wizard because it's integral to the functioning of the class. Based on that, it makes sense that if wizards are known to be such fragile things then Mage Armour would also be something every one of them is taught as a basic skill.

This goes further than Stuart's request for his wizard; it's not just a SOP for one character, but a feature for the entire class. Yes, it feels a bit strange for the softest class in the game to change and become, by default, tough as old boots, but it makes sense.

(I thought 13th Age did this, because it's the sort of thing 13th Age does, but to my surprise it's not in there. 13th Age wizards can choose an ability that gives them the equivalent of Mage Armour as an additional, automatic, effect when casting other spells, but it's not quite the same.)

It's the sort of thing that would upset D&D purists but I like it.


Monday, April 20, 2020

Glam Metal Adventurers

My current D&D5 character is an elf bard. I decided that the best way to rescue her from the traditional fate of bards -- being dull and rubbish -- was to make her a glam metal bard. This is Althaleeleelee.


Monday, October 28, 2019

The Book of Dreams



I have fond memories of sitting on the sitting room floor and leafing through the back section -- always the last few pages, with the toys and games -- of the Argos catalogue and making a list of all the wonderful things I wanted for Chrimble that year. I imagine that, wherever you are, you have a local equivalent.

Someone has done a wonderful, nostalgic, thing and scanned and uploaded the Argos catalogues of years past. Look at this page from 1993's catalogue:


Battle Masters! Dungeons and Dragons! The Legend of Zagor! Warhammer Fantasy Battle! Games Workshop, Fighting Fantasy, and D&D all in one festive season!

It's interesting that Battle Masters was more expensive than its "grown up" cousin Warhammer; I suppose that's because it had more miniatures in the box, even if they weren't quite as good as the proper ones.

(By 1994's catalogue Battle Masters is gone, Warhammer has gone up by £5, and is joined by the second edition of Warhammer 40,000.)

The big surprise is that D&D is only a tenner, not least because this is the Big Black Box edition that came in a, um, big black box, with the rules, a big dungeon map, a GM screen, cardboard miniatures, and probably a bunch of other stuff too. This version of the game only covered up to fifth level -- the Rules Cyclopedia took you the rest of the way -- but that's still a bargain.

Was 1993 the geekiest Chrimble ever?

Monday, June 10, 2019

Inspirational!


My group is always forgetting about Inspiration when we play D&D5 so here's an idea to make it more memorable:

When a player gains Inspiration, give them a d30 and when they "cash in" the Inspiration they get to use the d30 instead of the usual d20.

(To clarify, instead of rolling two d20s and keeping the highest result, you're rolling one d20 and one d30 and keeping the highest result.)

This method gives the player a unique token that stands out amongst the usual table detritus, plus Inspiration itself gets a bit more oomph, both of which should make the mechanic less forgettable in play.

Thursday, September 21, 2017

Remix of the Snow Witch

Last weekend I again endured the pernicious lottery that is Southern Rail and visited my friends Courtney, James, and Liam in That London. You remember them; they were the ones who strongarmed me into running them through The Sinister Secret of Saltmarsh back in April.

Once again they had requested that we play "some D&D" and so in the days running up to my visit I pondered what adventure to run for them. I considered Barrowmaze, inspired by Mike Evans' recent delves, and I almost went with Eyes of the Stone Thief, as I don't know if I'll ever get that to the table otherwise.

(I pondered using the opportunity to run another playtest of CUFFS SHRIEK, but we also played Mansions of Madness and Pandemic: Reign of Cthulhu over the weekend, so I think it would have been too much of an eldritch thing. Yes, that is a clue to the subject matter.)

In the end I decided that the most sensible thing to do with a couple of days until Play Day was to rewrite Fighting Fantasy gamebook Caverns of the Snow Witch. Which I did. On the train on the way up.

It didn't turn out too bad for a frenzied bit of last minute scribbling. The original caverns are quite linear, which is perhaps no surprise from a solo gamebook from 1984, so I Jaquaysed them to make exploration more interesting. I switched some of the encounters around, or changed their context, added some new ideas and dropped others. The original SNOW WITCH is quite playful and talkative, at least in comparison to most gamebook villains, so I wrote her to emphasise that aspect and make her less of an End Boss; alas, while I wanted to include the bit where she forces YOU to play a sort of scissors-paper-stone game just for fun, I ran out of time and couldn't work out how to include it. Next time.

Highlights of the adventure included:
  • The player-characters discovering the footprints of a YETI and almost deciding to turn around and go home. This would be within ten minutes of starting play.

  • The player-characters deciding that a cauldron full of yellow liquid was a potion that turned people into YETIS, because it was impossible that it could be anything else. In fact, it was a potion of cold resistance but their idea is too good for me to not use somewhere.

  • The unexpected cheer that went up around the table when I semi-accidentally gave my Baldur's Gate II character John the Bastard a cameo as Generic Dwarf Prisoner #1.

  • Liam's thief finding a pair of spiderclimbing boots and using them to run onto the ceiling of caverns to shoot at SNOW CULTISTS, safe from reprisals...

  • ...until a summoned ICE DEMON flapped its stubby wings just enough to get within claw range of the thief's head...

  • ...leaving the other two adventurers -- once the ICE DEMON was killed -- with the interesting problem of how to loot recover their deceased comrade's corpse.
Last time I played with Courtney, Liam, and James, I noted how they seemed to think everything in the adventure was significant and it proved to be the case this time too. They seemed to regard the adventure as a closed system in which every item had a use and every encounter had a purpose; the SNOW WITCH's necklace had to be a key to unlocking something and couldn't be normal jewellery, for example. I don't think there's anything wrong with that approach but it's not how I design or run adventures, so I feel there was a bit of a clash there.

If there was a clash, it wasn't serious enough to ruin the game, and I think everyone enjoyed the adventure, even though the Snow Witch escaped and Liam lost his character just before the end; I am a bit of a wimp when it comes to killing off player-characters and as such I don't believe I'll ever be a true Old-School Gamemaster, but the players seemed to be made of sterner stuff. They were cautious and clever and didn't try to fight everything, and while they also didn't find every treasure or uncover every secret, the player-characters emerged from the caverns with a big pile of gold and other loot. I don't think they gained a level, but they got close.

As comfortable as they are with old-school gameplay, I don't think this group of friends is that fond of old-school rules. Labyrinth Lord is a fine game and I chose it because it was a close match for the type of thing they wanted to play, but during the game they expressed frustration that their characters were rubbish in various ways, or that only the thief could detect traps, or that sometimes they had to roll high and other times they had to roll low, and so on. I've shattered at least one tooth as a result of excessive gritting due to descending armour class, so I understand their discomfort.

As such, next time we play I think we will use a different ruleset, but I'm not sure what that will be. I think it should be something simple, that feels like D&D but maybe isn't D&D itself. D&D5 is a possibility, but it may be too fiddly for this group. I've also got my eye on The Black Hack, but I dislike the roll-low core mechanic so I'm pondering a hack -- The Black Hack² perhaps, or The Hacked Black Hack -- if I can make the maths work.

Any other suggestions -- not Torchbearer -- are welcome; I've got some time to look around as I won't be up in the glittering capital again for a couple of months at least. Also, if there's interest -- and if it's legal -- I may post my remix of Caverns of the Snow Witch, but it needs a bit of a tidy up first.

Friday, April 21, 2017

Salty Seamen

Back at the end of January I did the most grognardy thing I've ever done and ran The Sinister Secret of Saltmarsh using Labyrinth Lord. I did this because some friends had been nagging me suggesting that I run a game for them for years; I was reluctant because I'm nervous enough running games for my regular group -- I always assume they hate the games I run -- so being responsible for a group of new players' first experience of role-playing games was terrifying.

Truth be told, I don't think it was their actual first experience of rpgs; I suspect that at least one or two of them had a go at some point in their teens, but close enough.

Like me, Courtney had read the Dragonlance novels as a child and, like me, she was unaware at the time that they were connected to a game. Later on she became a bit of a fan of Final Fantasy XII -- my favourite of the series and one I wouldn't have played if Courtney hadn't told me how much fun it was -- and Skyrim. All in all, she had quite a bit of useful background.

Liam is a bit less geeky than Courtney but became a big fan of Baldur's Gate II after I circulated it among my friends, so he came to my game with a basic understanding of how D&D works. He also loves Dark Souls, so I should have killed his character off in some brutal fashion.

James expresses his geekiness through obscure electronic music and James Bond films, so he was perhaps the least familiar with the topoi of D&D but he was the only one who had played a tabletop rpg in recent years, having played Fiasco, although he considered it a party game rather than an rpg. I should ask him how that happened.

I selected Saltmarsh in part because they wanted Forgive Us but I thought it was a bit cruel for the first time out and I didn't want to put them off, and in part because I played D&D about three times before 2008 so I haven't been through any of the classics. Selfishness wins.

SPOILERS follow for an adventure released in 1981, in case you're the sort of deviant that hasn't played it.

We played over two days, one session in the evening and then, after a break for essentials like sleep and breakfast, a shorter session the next morning. We didn't do the second half of the adventure with the Boat of the Lizardmen™; we ran out of time and even if we hadn't, the player-characters' actions in the first half made it difficult to continue.

After exploring the house and discovering the caves below, they picked off a couple of sentries and got rid of Sanbalet and his gnoll hench-, er, gnolls. Then, instead of fighting the other thieves, the party went into business with them, taking over as heads of the smuggling ring! They then went back to Saltmarsh, told the town council that the smugglers had been driven off, and collected their reward for a job not well done. That's the kind of cynical, self-serving behaviour I expect from my usual group of immoral bastards veteran gamers, not newcomers. I wonder what that says about human nature?

They also thought everything was significant. For example, there's a book in the house's library, The Magical Properties of Gemstones, that is just a bit of loot to sell at a later date; the players decided that it was important and relevant and every time they found a jewel later in the adventure they would stop everything and ask if it was in the book and what its magical properties were.

That's not a problem; it shows they were engaging with the game and the setting details and that's a good thing, but it was also a bit odd, because I've had players fixate on insignificant details before but not to such an extent. Perhaps the players were trying extra hard because it was their first proper adventure, perhaps it was the influence of computer gaming, or perhaps it was something else. Perhaps I should have asked. Maybe I did. It was January and I have trouble remembering last week.

I do remember that they had fun -- so did I! -- and we'll probably do something similar next time I visit them in That London. If they want to stick with D&D, we may try D&D5; it's not my favourite but it does give low level characters a bit more oomph, wizards are a tad less rubbish, and it's easy to run. Sticking with D&D -- or fantasy at least -- would also give me a chance to try more of the classic adventures I've missed.

All that said, what I'd love to do is unleash Call of Cthulhu on them.

Iä!

Thursday, May 19, 2016

B2 or Not B2?

I have some friends up in That London. I have known them for years; we all met at university and we stayed quite close even after my life went wonky for about a decade. They are good friends and I always have a space on their floor when I visit.

They live in one of the trendy parts of the glittering capital, but they are also a bit geeky, and as geek culture has become a bit trendy in recent years, it was perhaps inevitable that they would get sucked into gaming somehow. It was board games that got them; of course they have Cards Against Humanity, but they also have Settlers of Catan and Small World, and the mighty King of Tokyo, because everyone should own a copy of King of Tokyo.

I've been to Draughts with them a couple of times and taken the opportunity to push other games on them; it's only a matter of time before one of them gets Lords of Waterdeep. I feel no shame; games are great.

Now and then they've asked about role-playing games, and the subject came up again the other day as we tried to play Dark Souls over Google Hangouts. Don't ask.

One of my friends grew up reading Dragonlance novels but had never played Dungeons and Dragons; another -- her husband -- loves Baldur's Gate and Dark Souls and knows that these games are based on a common source; the third -- his childhood best friend -- has been playing Fiasco with another group of friends, but I don't think they are aware of the larger family tree of which that game is a branch.

They are all three primed and ready, even if they don't know it. Dragonlance Friend even has a copy of Labyrinth Lord that I bought for her a few years ago alongside Dragons of Despair; in hindsight not one of my better gift ideas.

One day soon, then, I will run a role-playing game for them. It will probably be some form of D&D, because it seems appropriate to start at the beginning -- although a big part of me wants to run Call of Cthulhu and "The Haunting" -- and if so, it will probably be Lamentations of the Flame Princess, because it's my favourite simple version of the game.

Ah, but what do I run for them? I do love LotFP, but I think I should start them with something more traditional, rather than Kult in the seventeenth century. You can't get more traditional than Keep on the Borderlands, but I'm after something that can be played to a decent conclusion in one afternoon or evening. I also know that lots of player-character deaths is traditional, but I'm also after something that they have a reasonable chance of completing without getting disgruntled. I want them to come back for more!

This is where my own experience isn't useful. I started with Shadowrun and Call of Cthulhu, and played almost everything other than D&D -- and Vampire; to this day I have not played any proper White Wolf games -- so I don't have the background to know what's a good adventure for beginners.

It's over to you, internet. Is there a good starting D&Dish adventure out there, one I can unleash on absolute beginners, albeit beginners with some familiarity with the general idea of role-playing games?

Saturday, February 20, 2016

D&D is Hard

We're playing D&D5 again. This time, Manoj is running the game. He doesn't run games often so it would already be something special even if it weren't so different to what we've done before.

In a lot of ways it needn't be a D&D5 game at all; we've been in a couple of fights and have used skills and spells here and there but for the most part the mechanics have been of little importance. Instead the game feels like a series of puzzles, and I have found it difficult to play.

I don't mean that as a criticism; rather I find I'm exercising parts of my brain that I wouldn't expect to when playing D&D. If anything it feels like a tricky Call of Cthulhu investigation, and I love Call of Cthulhu.

The first session saw our party involved in a Deathtrap Dungeon style event, from which we emerged triumphant. This made us favourites of the new queen, who then sent us on a mission up north to deal with some troublesome goblins.

BORING!

Well, no, because while it could have been a case of crawling through caves killing off goblins here and there, as we've all seen a million times before, instead we found ourselves in a more complicated situation.

The villagers and the goblins lived side by side in peace up until the recent unpleasantness, but an elven merchant -- we don't trust him, because he's an elf -- claims that the goblins killed a group of villagers, and only he escaped.

Some villagers have fought back and captured -- and tortured -- the goblin chieftain's son. Other villagers can't believe that the goblins are now hostile. The local baron wants the goblins wiped out and has hired mercenaries. The goblins have enlisted the help of a hobgoblin warband. We half suspect both the mercenaries and the hobgoblins are working for the baron. The elf is up to something shifty. There may be a silver mine involved somewhere. Our ranger is certain that there's a demon working behind the scenes. We all suspect the elf.

Things are about to boil over into conflict and there we are, trying to work out what is happening, and then to work out how to stop it getting any worse, and it is challenging.

Part of me wonders if I've been overthinking it and in fact it is a simple go-and-kill-the-greenskins adventure, one that we've made more difficult for ourselves by assuming there is more going on than there is. If that is the case, it has still been fun to engage with a more complex situation than we expected, even if the complexity is of our own making.

The most recent session ended with our party inviting the hobgoblin leader to negotiate, only to find ourselves surrounded in the woods by the entire warband. We'll see what happens next.

Update: Stuart has written about the game from his perspective here.

Monday, November 30, 2015

Guthrun's Viking Diary, Part One

I don't know how we found the island, because Blind Skellig is blind. Snorgun says that he is touched by the gods but I don't see how that helps if Skellig doesn't have eyes.

There was a thing made of wood on the beach. The others called it an "effigy" but it looked like a witch to me. I don't like witches. They were afraid to go near it so I ran over and chopped it down with my axe. I found the axe when we killed Uncle Bjorn for the second time. The witch came to life but axes are good for chopping wood and lopping heads and it fell over.

The others saw a raven and tried to shoot it with their arrows. I didn't have any arrows and I was tired anyway, so I sat down and looked at the sea.

We found a village where everyone was frozen stiff and in the long hall there were skeletons covered in ice. They got up from the table and tried to eat us but we smashed them. Taavi said they weren't real but I smashed them so I don't know what he meant.

We went to the top of the hill in the middle of the island and from there we could see for miles. We saw some smoke rising from a village on the mainland and we also saw a longship sailing away from our island. Fat Erik said there was no one else up here so we didn't know who the others were.

We cleaned up the long hall. I lit a fire but the others said that was bad because of the ice god but I didn't see any ice god and I was cold.

I woke up in the night to see Snorgun and Taavi chasing a squirrel around the long hall. It was funny to watch them but then they told me to get up because they were going to follow it outside in the cold and that wasn't as funny.

Taavi must have good eyes from being half aelf, because he said he could follow the squirrel's tracks in the snow. We ended up back at the beach, close to an old ruined hut. There was a witch inside who tried to cast spells on us but Taavi set her on fire. She had lots of treasures. The others gave me a cloak that made me feel stronger but was too small for me so I tucked it in my belt.

The next morning we decided to go in our boat to the other island, but we bumped into the other longship on the way there. The men on the other boat looked like us, except they were covered in frost and when they looked at us we felt cold. We got closer and I jumped over to their boat to fight them. Snorgun came too. The frost men were angry like I sometimes am and their aim was not good so we killed them all except one. He told us that there were two other witches living on the mainland.

I don't like witches.

Tuesday, January 13, 2015

More Craggy

We're almost to the end of our Lost Mine of Phandelver Trolltooth Pass campaign now, with perhaps two or three sessions to go. A few weeks ago the party stormed Cragmaw Castle but I wasn't happy with the map given in the adventure; it's pretty but it doesn't make much sense and doesn't seem much like a castle, so I drew a new one.


The main changes are that room 11 is gone -- it didn't do anything interesting -- and I've stacked a couple of rooms on top of others -- 9 is above 8 and 14 is above 12 -- so that the castle has actual towers now. Oh, and the castle is now built on rock spires -- crags, if you will -- above a pool of lava, because castles nestled atop lava pits are cool. Or, er, hot.

As such the almost-fatal rock trap at 2 is now an almost-fatal lava pit trap, and it did indeed claim the life of one of the player-characters as he ran across the false floor in a barbarian rage, only to plop into the bubbling hot stuff.

I've hinted at the edges of the crater but not defined them, because I ran out of space; I'd say that they are about three or four squares away from the tower walls, far enough away that jumping is impossible but close enough that clever plans could find a way across.

Feel free to use as you see fit, or indeed not. I have a couple of other maps from the campaign to upload so look out for them in the next couple of weeks.

Saturday, November 01, 2014

Forgotten Phandelver

Undeterred by our previous experience with the game, tomorrow my gaming group will have another go at Dungeons and Dragons 5, this time using the mini campaign from the boxed set, Lost Mine of Phandelver.

There's no way I'm going anywhere near the Forgotten Realms though, so we're going to be adventuring somewhere else instead.



That's better.

Tuesday, September 23, 2014

Still Bored of the Dragon Queen

Yesterday my good friend and occasional game-master Ben told us a little bit about what he thinks of Wizards of the Coast's new campaign for their new edition of Dungeons and Dragons. Today he tells us about chapters two and three, in which the quality improves to such an extent that Hoard of the Dragon Queen can be counted alongside Masks of Nyarlathotep and the first two thirds of The Enemy Within as one of the greatest role-playing campaigns ever written.

I am dissembling of course. It's terrible.

Episode 2 – scouting the cultist's lair and liberating the prisoners.

I skipped the part at the start of this in which a disciple of the captured monk gives the pcs a quest (the disciple has a boxed text to be read out whilst Nighthill has no scripted words) since the pcs already had been given the mission from Nighthill. Instead the pcs would see the poor monk (whom I had crucified – it wasn't clear in the text – but it was from the art) and seek to liberate him.

The pcs had captured a cultist in Episode 1. Between interrogating him, and the robes of dead cultists, they developed a plan to pose as cultists to enter the camp. They eliminated the rear-guard stragglers of the cultist army and got some new robes.... And at the "gate" bluffed their way in on their wagon. Their ruse was to be posing as cultists who were collecting the prisoners for the sacrifice. It involved Pythonesque dancing and singing to "All Hail Tiamat", drawing on the fact Manoj’s pc Lorseen Liadon had chosen "Cult of the Dragon Infiltrator" as a background which meant he had infiltrated the ranks of the Cult of the Dragon previously, spying on the organization for quite some time, giving him some familiarity with its inner workings and customs.


As a result he had developed a second identity as an initiate of the cult, enough of a facade to blend in as a simple grunt or servant. This was roleplayed to the hilt. We had a great hoot with the pcs entering the cultist camp, spreading malicious rumours to different "wings" (sects) of Tiamat (blue, black, and red sects were encountered)....in an attempt to sow seeds of discord to foment internal strife and do the party's job for them (which they think should earn them xp whenever a cultist is killed by another as a result of their ruse!)....They managed to bamboozle the dragonclaw guards (it would be nice to have some blurb about dragon claws too – their culture, how they relate to half dragons, dragonborn, kobolds etc)....the guards are bamboozled by the pc's bluster, sending them off to clean their livery and polish their weapons, liberating the prisons, knocking out the whingers, and hiding the malcontents within the covered wagon, and having others up front.

They then travelled to the crucified prisoners and manage to get them down in the twilight and vamoose. They take out the gate guards and plant some torn fabric from a rival claw of Tiamat on the dead cultists.... To help fuel tensions they have tried to exacerbate in their brief visit. Officially the monk was meant to tell them "Leave me alone, I have it all covered....don’t rescue me or you will spoil my cover and my master­plan to spy on the cult" which I told the guys....memories of the Black Knight "come back here and I will bite your legs off"... "it's only a flesh wound".... With the monk absconding later despite being tortured and reduced to near­death....the PCs return to Greenest and report, and ker­ching they level up to Level 3!

[We had great fun with this section of the adventure. Once we'd established that the cultists used an elaborate series of hand signals and body movements as their secret greeting we decided to use that to our advantage and spring surprise attacks on them while they were busy gesticulating; Ben didn't have to let us get away with that -- and I suspect that the text of the adventure wouldn't allow it -- but he was having as much fun as we were.

The crucified monk was also hilarious but for all the wrong reasons. I can't believe nonsense like that got into a published adventure, let alone the first major adventure release for the new edition of Dungeons and ruddy Dragons.]

Episode 3: entering and looting the dragon hatchery!

The PCs are asked by the monk Leosin to enter the cave complex at the back of the camp and if possible steal the dragon eggs if they are still there. He is aware the bulk of the army will move on but that the eggs will be left behind, guarded, since they are close to hatching .....though later we discussed the import of them hatching/not hatching for the purpose of the plot.... The Draconomicon I finally referenced today tells me it takes a wyrmling from a hatched dragon egg 100 years to mature into an adult dragon.... 100 years – an immediate tipping of the scales (boom boom) in favour of dragonkind!

This was our first "dungeon­bash" in D&D5. I didn't let their ruse as cultists work – not being of draconic origin, they were attacked throughout the complex. I made the entrance to the chief npc area a secret door thus the pcs were funnelled into the fungi forest, bat/stirge area... It was not described in an atmospheric fashion.... And it didn't make much sense.... Why have your larder so close to the stench of the rubbish, as well as the stirges and violet fungi? It didn't!


[Ye gods, the dungeon. You know those first dungeons you made back when you first started playing when you were ten or so? The ones that made no sense at all but were still great fun? The cultists' temple complex was just like that, except without the fun bit.

Well no, that's not fair. It was fun, but only in the sense that we had a good laugh about how dangerous it must be to be a cultist of Tiamat. Who decided it would be a good idea to trap the curtain in the doorway to the larder? Has there been a spate of food thefts? How do the cultists even get in and out of the temple when the second room is full of homicidal fungus?]

The pcs slogged their way through the combats. Maya's pc had been changed after Episode 1 from a bard into a sword and board fighter – giving the party a "face". Which was just as well – since she was able to act as a blocker in combat. Sleep is still a really powerful spell at 1st level - taking out hordes of kobolds within the complex. The fight later in the Temple to Tiamat was more deadly. The blue half dragon Langdedrosa Cyanwrath and his 3 berserker henchmen dragonclaws (I made them draconic creatures) were a tough drawer for a resource depleted party... yes they had taken a short rest prior to the encounter... but still it was nearly a lethal encounter ....I opted not to use his breath power.... Otherwise it would have been curtains for the pcs... the first few rounds were brutal until Cyanwrath and one berserker were taken down.

Time was short after a late start that evening thus the dragon hatchery was run as an atmospheric encounter and no fighting happened there.

On to the trail of the cult....and trying to sandbox that as far as is possible!

Verdict so far:

On the positives ­ am liking D&D5 a lot overall. Need more variety in the monsters. Am hoping the Monster Manual does to critters what the 13th Age one does - making each unique (13th Age Kobolds RAWK! whilst so far in D&D5 they are so LAME!).

HotDQ....? Whilst having some hidden gems, it leaves a lot to be desired coming from professional game designers. It needed a serious playtest.... And really – I would have been far happier with a softback adventure with more depth/help and advice, a better layout, and no railroading! Some decent playtesting should have thrown up some serious problems with the design that should have been fixed before publication. I was despairing earlier in the week but now have worked out a way to make it work by the next session on Friday. Am very glad for the help so far from Hack and Slash – however I am now over­taking the blog's write up! ARGH!


Thanks Ben!

I like D&D5 too and I think it's a great shame that the first major adventure release is so poor. Not only is it full of nonsense like the crucified monk or the absurd deadliness of the cultists' hideout, but there are lots of instances of invalidating player choice, like having to escort refugees into danger for no good reason, or Cyanwrath's twin brother turning up to read his lines if the players manage to defeat Cyanwrath himself. It doesn't seem like the adventure was playtested at all; I rather suspect no one read it before publication either.

I have read worse adventures than Hoard of the Dragon Queen but I think it may be the worst I've ever played. To be fair we have enjoyed playing it but it's only because we've been subverting and ridiculing it as we go and if we took it seriously I suspect it would be a miserable slog. It is a terrible, awful adventure and it should be avoided.