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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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.

Saturday, August 8 2009

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

I was looking for a new way of relating the events of the final chapter of "Takes of the City Within" where ChattyDM gave me the opportunity to participate.

I decided to give voice to Kellen, the bard I played that night. This is what came out;

(Yes, Kellen has a fake Irish accent)

In my town there were undead men
Turned by a magic item antique
A resolution we started to seek
When a fiery dragon in our midsts came to be

This dragon from us exacted tribute
We nay did retort anything astute
And these heroes found a merry solution
That would surely entail resolution

Well you take the artefact
And chuck it to the dragon
And what we got, it is a fact
A fraggin' undead dragon

I joined in their fight hoping to land a hand
They mystically carved soul - that I saw firsthand
Jaiel held its own all alone I don't think this was planned
Helpers dispatched in time to see Frangs rip its prostate gland (the dragon's)

We had a death priest ready for questioning
How to stop the artefact, I burned to ask him
I got near ready to coax and intimidate
And Fangs got around tore its throat and away with its head!

The rest of their plan would lead us to frying pan
To negotiate with many eyed tyran.....t
By dictating terms none of which uncertain
Perish or die, here are your options, let us strike a bargain!

On this fight we sadly must drop the curtain
To shield your eyes from violence most certain
In the end we beheld the tyrant's retreat
Through his portal the artefact we dunked - how discrete!

While best laid plans might often fail
I've been taught otherwise by bold Jaiel
That one need not plan with much detail
And in the end with might one can still prevail

Wednesday, July 15 2009

Meta != Crunch

Not playing much gives me little fuel for blogging here...

So I try to come up with ideas that jive with the "Meta" I decided to slap in the blog's title, when I realized that I've been confusing "meta" and "crunch".

I seem to have decided that "meta" was the opposite of "fluff" - the explanations that dress the rules ("crunch").

Since I've decided to go "Meta" - or, more accurately, when my meta tendencies were demonstrated to me - I've been mostly interested about "fluff": role playing, setting, etc... making me wonder about that whole "meta" thing.

Well, turns out I got my "meta" description wrong. Meta is about thinking of the game in terms of a game, but it doesn't mean 100% focus on rules.

It basically means an effort to understand how things work.

With a "meta" mindset you could:

  • Find the best possible combination of powers and stats for your player (rules, min/maxing)
  • Study how the GM handles a particular situation (storytelling, social... anything)
  • Determine how the personality of your PC (or an NPC) works in order to role play

In this way, meta defines me as a player and a DM.... and well, just about any aspect of my life: I love understanding things and figuring them out.

Meta enough for me.

Saturday, June 27 2009

Jinx Shot : bad metafluff?

Fiddling with the bard, I found a power I like with metafluff I dislike : Jinx Shot.

Fluff: Your expert shot renders your foe unaccountably clumsy.
Crunch: Charisma vs AC. Hit creature falls prone when missing an attack before the end of your next turn.

Keywords are arcane and weapon... no instrument there. The fluff doesn't give much - the power's title is much better here.

Let us look at the crunch to see if we can come up with a better fluff. So, the bard hits with his ranged weapon, using his charisma... and "jinxes" the enemy.

Hitting using charisma means that the bard uses his bard techniques to secure the shot and affect the creature's psyche. Taunting fits well here - enticing the enemy to attack more clumsily in a fit of rage.

To make this different than a normal bluff or intimidate during battle (you know you can do that, right?) and to differentiate wit the other bard powers (''Vicious Mockery comes to mind), we need to make the taunting more in line with the "jinx" idea.

So what could bard do to give bad luck? Really depends on the bard's style. I can easily picture a trickster bard saying something à la "your shoe is untied".

However, a bard is the ultimate performer - it can be in the actions...

Kellen aims his crossbow at the enemy, ready to shoot... The enemy catches the movement of the bard's arm, noting where the bold should land, he readies himself for a dodge. For a split second, the bard pulls his aim, a puzzled look on his face as he stares at the goblin's feet.

The enemy, taken aback by this unexpected pause, looks at his feet. The bolt hits him straight in the arm. He angrily jump toward the bard, swinging madly. In his haste, he steps on one of his boot's loose lacing and lands on all fours.

"Looks like your boot's untied", says Kellen, lifting the edge of his top hat with his free hand.

To my sense, the fluff should render a sense of the bard's action being tied to the result - not his marksmanship.

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