Dungeons and Dragons

Posts related to dungeons and dragons.  Perhaps other role playing things.  But mostly dungeons and dragons.  Version 4.0.

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Saturday, January 23 2010

Good bye ChattyDM.net - hello Critical-Hits.com

As some of you might know, ChattyDM.net is soon to "close" and be merged with Critical Hits - another pretty cool RPG blog.

I was goofing off in Chatty's comment board and suggested he get himself an audio bumper for when users switch to his category on the new Web site.

Here's what silliness I ended up coming with (click on the "play" button below...):

Critical Hits!

Chatty DM

Playing as a grown man

Rollin' 20s

Way in his thirties

What will he write next?

We can only guess

(I kinda like the "Critical Hits" scream!)

Monday, November 16 2009

PC Origins Scenario

I'm planning another session as a DM for a group of kids... its been over a year since they played and, this time, I'm considering trying to make this a more recurring event, provided they like their second experience.

The first time we played, they used simplified pre-gen characters... but to really suck them in, I figure they need their own creations.... it'll also help them grasp the value of treasure.

I mean, who cares about the vampire sword at the end of the game if you're not going to be playing the characters again? (Of, in this case, if you weren't aware that we could continue playing some other time).

Character creation is cool, but time consuming. I fear my group of 10-year-old would grow tired of looking at catalogs of powers, feats, skills and stats and would much prefer jumping in their game.

What I plan to do, is have a quick player creation session - we pick races, classes and base stats. Players only get access to the basic "at-wills". A little jam session to help them come up with back-stories, with a few prepared stories for the more introverted kids.

Then we jump in the story... in which they will grow into their powers - learning more and more about strategies, unlocking extra powers and choosing skills.

By the end of the second session, they might end up with full level-1 characters and a good grasp of the basic rules.

That's the basic plans... I'm still brainstorming by myself at this point, but I feel this idea has great potential for learning and making a few enticing "player origins" sessions.

Tuesday, September 8 2009

On the road to Spellgu- postmortem

I have had feeling that the players my group were not enjoying themselves as much as usual during my last few games.

I felt we had a good start with my retooling of the Kobold Keep scenario. I felt most players genuinely enjoyed themselves, despite my shortcomings as a new DM.

Every session after that felt a bit less than the one before and I desperately tried to grab my player's attention by (at least trying to be) varying game styles and appealing to their various play tastes.

The more "custom fit" I felt a piece of adventure was aimed to please a certain type, the less it actually did.

In fact, after the "Kobold Keep" scenario (which I already had DMed twice before), the best game we had was one I barely had any preparation for!

I had gigantic red flags when a few PC threatened to simply dump the storyline to go do something else... I might've failed to read the signs properly.

The PCs personalities were not jiving with the rest of the group, so I put their lack of interest in the storyline to be an effect of said personality.

I ended up with 3 players wanting to change their PCs - 2 of these were my 2 best role players: those on whom I secretly relied to carry the story forward.

One of these role players - who had so far shown an amazing lack of interest in the game so far - didn't feel ready to roll a new PC yet.

"Fine", I thought - lets us give her time to come up with a PC she really cares about so she can participate in bringing "magic" to the game, as I was accustomed to.

The last game I DMed contained a few fatal mistakes:

  1. Excruciating long combat (3 effing hours!)
  2. I was too tired (after the combat was done, we took a break... and I fell asleep. So there was no proper ending to the session)

So the game - ended up feeling rather pointless.

Last time we played after that was pretty cool and fun - everyone had new characters, every one knew their powers and how to use them, energy was high, people were creative.... and I wasn't the DM.

This game was supposed to be a one shot, but I had to ask if my players wanted to continue the old game or just let it go.

My question was met with an eloquent silence.

"Guys", I said, "if you don't like the game, I much prefer to know it now". See, I don't want to DM if they're not enjoying it.

I mean, I love to DM and I feel I can do much better than I did provided I stop over preparing and if I can help my story-driven players find a hook they like (and a PC they care enough about to try and actually learn how to use).

But I also love to play and, quite frankly, Steve is an awesome DM.

What came out of our little discussion is Steve proposing we do "tag-team" DMing - a style I was actually quite accustomed to "back in the days".

Basically, we share the overall plot and switch DMing duties after every "episode". We each have a few "signature" NPCs which the other DM cannot mess with. Everything else is fair game.

I love that idea (of course) and no one really opposed it. (Whether that was in response to the look of disappointment that was surely on my face, only time will tell. Or someone. Later in time).

So, basically, my game is pretty much defunct and I only have one player actually interested in knowing where the story goes.

I might DM it for that player - with open invite to other interested players.

For the time being, I go from "meta DM" to "meta player". (And happily so - I might feel melancholic from my loss in DMhood, but there really ain't any hard feelings. Only soft ones.)

If I get enough time to resume programming duties on GameTable, I might do online one shots. Shout out in the comments if you'd like to try it out some time.

What I learned

Don't over prepare

I perform best when I improvise. Having too much prepared stuff (like a pre-made adventure, like Spellgard), I obsess about "getting it right" and clamp up my creative muscles.

Shut the eff up

The "meta" side of me enjoys watching the "featurettes" of a blu-ray movie. I love to see "how its made", how some scenes were actually improvised and different from what was planned.

Turns out that's not something to share with players. While I might enjoy how much I screwed up that planned encounter and saved the scene by doing something different or how this clever plot twist everyone went "oooh, clever!" is actually something I just made up on the verge of panicking, it can actually ruin the suspension of disbelief for some players.

Say yes

I already knew that, but I didn't know it enough. I shouldn't hesitate to dump *anything* that was prepared to follow a path the players show interest with. For me, I fell that going all "improv" is the way to solve this issue.

Don't waste too much time to introduce the cool

All I had time to play was filler stuff to get to level 2 to play Spellgard - which, ironically perhaps, I didn't get to play.

My plan was to allow the players to find their own motivation to get there and I failed to provide compelling reasons to get there with all the filler material.

I still feel I made an interesting job of packaging it all together in something that made sense, but probably too little too late.

In the future, I would try to avoid wasting too much time setting up the cool and just go into it.

Sunday, August 30 2009

On the road to Spellguard - the final mile before destination

I hadn't gamed with my fellow players for months - two of them now had new characters and another one had none. She retired her old character which didn't do much for her and didn't have time to prepare a new one.

I had a scenario ready to introduce the new characters and bridge our current situation to the "Tower of Spellgard" scenario. I was a bit bummed out to be missing one player - one who is usually a strong role player.

I love having one or two role players - they really help me move the story forward and make it more interesting for the occasional "lurker". And I'm mostly a role player myself.

This threw me a bit, but I could adjust my scenario and come up with a cool encounter and an intro to Spellgard.

Two things were preparing to bite me in the arse and change my plans : I was prepared for Spellgard one month ago and due to many events happening in my personnal life, did not find the time and energy to re-absorb it. I was really stressed out about playing in Spellgard and scared half-brainless about running it wrong.

The second thing is that I played with ChattyDM's gang the night before and I didn't get enough sleep. In retrospect, I was probably too tired.

In any case, my entrance scenario was something I was ready for and that I replayed countless times in my head. I even test-played the encounter a few times to make sure it could be interesting.

The setup was as such:

The group was in the caravan, on their way to Spellgard. On the road, they picked up a brainless barbarian, carrying with him a magical chest which, he said, contained a magic thunder rock given to him by the gods to make him rich and popular with women of his tribe.

He ran tests on it and knew that it made the ground tremble when he hit it with a stick. His tribe's shaman put it in a magical protective chest and sent him to the city to get it inspected by some very important mages.

While they were conversing with the fellow, a screeching sound was heard from the sky. When they popped their head out of the caravan wagon to see what made the noise, they heard some kind of a loud flapping noise.

Aiming straight for the caravan was a big dragon made up of sown together parts of other dragons. In its claw, it struggled to hold a swordmage while its rider - an armored man - was wrestling with a diminutive mage... Which I thought was a pretty cool way to throw in new players!

The players in the caravan braced for impact. The swordmage managed to slash at the dragons' wing in hopes to change its aim.

The dragon was deviated, but still crashed on the wagon. Upon impact, the armored rider teleported out of its armor.

The caravan wagon was broken, but no one was seriously hurt. The chest, however, was opened and the thunder stone was visible inside.

They recognized the "patchwork dragon" as the creature they had "freed" in their first adventure and that probably tore at the small village they had visited earlier. It now seemed to be aiming for them.

The combat started and seemed to keep all of my players quite engaged. The dragon had no qualms about using its breath and fear weapons and giving them the hardest time possible.

The dumb barbarian also participated to the battle, but could only act if the players instructed them. As a minor action, a player could scream an order to the barbarian. On its turn, it would choose one of the commands randomly and obey it.

The players quickly noticed the ground near the point of impact was cracking when the dragon was walking upon it.

The players rapidly devised a plan to have the dragon crush the thunder stone, which involved asking the barbarian to jump and grapple the dragon. In no time, they managed to collapse the ground and send the dragon and most of the players fighting underground. My way of having the terrain change and keep things interesting.

A few players managed to stay on top and used their ranged attack to shoot at the creature.

Underground, the dragon made use of its could of darkness to try to surprise its prey. After a few clever ruses and tactics, they heroes managed to slay the beast.

The combat lasted nearly 3 hours. Yes. Three hours. During the whole time, the players were actively engaged but I felt that the energy was getting low and called a break for food.

We were supposed to resume play after food, but I was so exhausted I actually fell asleep. It was running late so the game ended in that weird phase : we had what I perceived was a good fight and I think the players involved had fun too.

But there was no reward and no feeling of conclusion. I did buy some time for Spellgard, though.

Here are a few things I struggled with : the two levels of height in combat and fighting in a cloud of darkness.

For the height levels my instincts told me to calculate height and use distances, but my understanding of the rules was to avoid using height. So I mostly downplayed the dragon here and allowed the higher grounds to shoot down with inpunity.

For the darkness, I had planned a few cool scenes to take advantage of that, but my play testing told me that while it was tactially sound for the dragon to use the clould of darkness, it made the combat long and boring. After a few rounds of playing "battle ship" in the magical darkness, I let it go.

I had some fun, but was too tired to conclude properly and got stuck with an odd feeling about the game. I don't think I'm pulling my players willingly in this story line... and I don't feel most of my players even like their characters.

We might have to do something drastic, next time I DM.

Next game, however, I won't be DMing - Steve (who DMed this group before me) will host a game for his birthday as DM. I can't wait to play Kellen again (a younger, alternate, version of the one I played at Chatty's).

Tales of the City Within, Session 3: The Final Chapter

I had a chance to play with ChattyDM and his bunch of merry players a few weeks ago and really had a blast!

For the occasion, I rolled up Kellen, a level 10 bard which I tried to make into an actor instead of the usual musician.

I warmed up rather rapidly to Phil's group and in no time I felt at home among fellow geeks.

I won't bore you with the details of the events of the game itself - better bloggers have done it before me and Kellen tried to sing about it in his own cryptic way.

One of the things that marked me the most was how group composition impacts how the game plays. My and Phil's group have roughly the same number of players, but we have wildly different compositions.

To my sense, his group is composed mostly of butt-kickers, tacticians and story-tellers - most players being a blend of these.

I could ask the shaman about how he actually perceives spirits and he could explain to me how he envisions all the workings of his magics in rather striking details.

While in combat, making our powers work together was a breeze - whenever my bard could do something to make a friend or a foe move on the board, I had suggestions from multiple players on how to make the best out of that move... making the bard an impressive cog in the butt-kicking team we were making.

Role-play wise, there wasn't much to speak about. I came in geared in, ready to role play my awkward little gnome but did not find or generate much opportunities for it.

Of course, this was to be the last game of the season aimed to close a few loose ends - no time to chit-chat and plenty of monsters to vanquish.

All and all, it was a wonderful experience that I wouldn't mind repeating if I ever get the chance :)

After this night of adventures, I still had to get ready and run the game I was supposed to run a month ago with my own group - the game session was scheduled for the next day and I had a few cool scenes prepared that I thought could intrigue my own players.

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