Archive for the ‘RPG Hub’ Category

Sweet Character Portraits for My Little Pony RPG

Sunday, June 26th, 2011

The My Little Ponies RPG!

So it’s been almost 5 years since WotC released the My Little Pony RPG, and I’ve made it all the way to 17th level (my group usually only meets once a month or so).

I am not much of an artist, so I never bothered making a character portrait for my sweet bronie. Luckily, my friend Anna has stepped up to the plate, making character portraits for not only me but also the other PCs in the game! Check out the portraits in her blog for Rory (me), Scott, and Alison.

Notice her attention to detail with our cutie marks!

or they could be robots

Friday, June 24th, 2011

In Book 1 of the Thomas Covenant series, there’s a unit of 500 elite soldiers who are sworn to immortal service to a kingdom. The soldiers don’t age: they can only die in battle, or if they break their oath.

Such a unit are just as interesting as their oath of service. They’re totally trustworthy – to follow the letter of the oath.

If they’re sworn to serve and protect the king of a country, they can’t, of course, assassinate the king – but if the king’s younger brother performs the assassination, they will immediately transfer their loyalty to the murderer. If a userper takes the throne and performs the necessary rituals of kingship, who will they follow?

If their oath is to the king’s family, not to the Crown, they will keep on fighting after the king is deposed. After all but a handful are slaughtered, a few might decide that they can best serve the rightful king by spiriting him away and going in exile with him.

Imagine a young woman who doesn’t know her parentage. She’s served by two middle-aged servants who both exhibit motherly concern for her, and who have taught her considerable skill with weapons. At a certain age she’ll start to wonder why her servants have never appeared to age, and why she’s never had to pay them.

The Shadowfell: Gloomwrought – Roleplaying with Candles

Thursday, June 23rd, 2011

I ran a session using D&D 4e’s The Shadowfell: Gloomwrought supplement yesterday. It was pretty fun! I introduced the players to the creepy crucified corpse at the intersection of five roads that points in the direction the PCs want to go and to the House of Black Lanterns, an inn for travelers that always seems to appear suddenly out of the mist.

In addition to the NPCs in the book, I also threw in some of my own inventions for inhabitants of the inn like an old city guard braving the shadowfell to help her granddaughter find her lost husband (who had been taken by banderhobbs) and a down on his luck hill giant who has grown weary of life in the Shadowfell.

In order to reinforce the mood of the gloomy Shadowfell, I used a single candle as a light source during the game (along with some last shreds of daylight).

Here are my reactions from using a candle while roleplaying:

  • Everything is gloomy: The relative darkness and flickering candlelight combined to make a pretty somber atmosphere. This was good and bad in that it reinforced the creepiness of the Shadowfell, but it also sucked some of the energy out of the session. I think I might have been able to maintain the energy more if the party was in a haunted or particularly dangerous location where something could attack them at any moment or if they were engaged in a fight with ghosts and horrible undead, but since they were traveling on a road and then later spent the night at an inn it was hard to really maintain a creepy tension so instead everything just seemed a little sadder and more subdued. I suppose I could have tried to hype up what was essentially a non threatening situation and I did a little bit, but ultimately it didn’t feel super appropriate to do so, especially at the inn, which is supposed to be a haven for travelers in the Shadowfell.
  • It is hard to see: Yep. No surprise here. For a game that requires looking at your stats or a die roll every ten seconds, it is definitely a detriment not to be able to see well.
  • I don’t want to hit the candle over: I was a little worried about hitting the candle over during the session and spilling wax on someone’s character sheet or something. I could see this being an even bigger concern during combat, when everyone is moving miniatures around and rolling a lot of dice. I am running a combat next week, so I will let you know how it goes!

don’t plan it, He-Man it

Wednesday, June 22nd, 2011

When modern archaeologists excavate a site, they don’t dig everything up; they take samples. They do it because they have limited time and resources, and because they want to leave something for future researchers to examine.

That’s something I should remind myself while doing DM worldbuilding.

A complete archaeological excavation determines what’s present at a site, but it also determines what isn’t. A complete excavation would kill some of the magic of a site – strip it of its last mystery.

It’s a lesson that’s hard to learn. I’m the kind of person who feels the impulse to map out the whole D&D world, and determine where each monster lives – and which monsters don’t exist in my campaign.

Instead of that, I’m trying to switch to a core-sample approach, using the PCs as the core drill. We learn a lot about the PCs’ immediate area. Beyond that, there’s a lot of room left for future excavation.

The Chekhov Model

Years ago, I had the idea that everything had to be planned before you started a campaign. If your 3e campaign has a race of highly intelligent creatures who masquerade as ceilings (Cloaker, average Intelligence 14), surely a few Cloakers would have moved to the city and work as university professors or something. Like Chekhov’s Gun, every campaign element has to be introduced up front.

The He Man Model

The thing is, he actually had many faces.

I’ve moved from Chekhov to a more appropriate literary model: He Man and the Masters of the Universe. He Man didn’t start with a huge cast of characters: it introduced new characters whenever the writers (or toymakers) thought of one. Where was Man-E-Faces before he was featured in an episode? Offscreen somewhere. Edgar Rice Burroughs’ Mars chronicles follow a similar model. Burroughs introduced a new continent, complete with a color-coded humanoid race, every time he needed an idea for his next book.

I’m trying to He-Man it from now on. I’m not banning dragonborn, for instance, but I’m not killing myself to detail their location in the world, either. If someone wants to be a dragonborn, maybe we’ll figure it out.

Halflings are a different story. Those little bastards are GONE.

what I learned from drawing the Monster Manual creatures

Monday, June 20th, 2011

From drawing all the Monster Manual creatures, I learned that some areas are not well suited for some PCs. For instance, you’re hard pressed to find any civilized opponents above level 10, or feywild creatures below level 6. I think that’s a feature, not a bug.

RPG video games where the encounters auto-level annoy me. I prefer video games with leveled zones, so I can move on to the next challenge when I feel I’m ready. In D&D it’s no different. If I was forced to pick, I’d rather have the world map marked out with levels, like an old-school dungeon map, than always be surrounded by monsters of exactly my level.

While both assumptions strain credibility, I posit that there is a speck of verisimilitude to be found in the “leveled world” hypothesis. Some wildernesses of the world ARE more dangerous than others. The Australian outback, where every animal seems to have the world’s deadliest poison, is more dangerous than Yellowstone. I hate to stone cold disrespect the grizzly bears like that, but there it is. Box jellyfish alone are way more dangerous than bears, never mind Australia’s 20-foot poisonous laser crocodiles.

a leveled world

If I create a level 11 area, does that mean that it’s brimming with level 11 villagers and farmers? No. I propose that the level of an area be the level of its most common PREDATORS. In D&D, villagers are at the bottom of the food chain – they’re PREY. Someone nearby – the king’s guard if they’re lucky, vampires or orc hordes if they’re unlucky – is more powerful than they.
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Conquest or Nerath Review (from someone who just purchased the game)

Sunday, June 19th, 2011

Having just purchased and never played Conquest of Nerath, I would say I am in a good position to review it. Because, you know, I’ll be objective or something:

Basic Impression: Conquest of Nerath is your classic light to medium complexity war-game with a number of notable D&D themed twists! In terms of complexity, I would say it is notably more complex than Risk and a little less complex than Axis and Allies. (more…)

monsters in the palace of eternity

Friday, June 17th, 2011

Bob Shaw’s “The Palace of Eternity” is a 1960’s sci-fi book featuring a pretty repellent alien race. They’re humanoid, except for

…the wide-set eyes, the two breathing mouths fluttering in the shoulders, and the vertically-slitted eating mouth on the central abdomen. […] The vital organs were externally positioned around the central spine, black and pale rubbery sacs which heaved and glistened wetly… and the aliens stank. […] A valve in the central alien’s lower gut popped loudly, spattering the other two with gray-and-white excrement.

Not a bad start for a horrifying Far Realms humanoid.

To start with, misplaced mouths are scary. This alien has three extra mouths, including a big “eating mouth” in his stomach.

There’s a lot going on here, so I’d make this creature a solo or elite monster. I’d make a fight against this monster a fight to stay away from the stomach-mouth. I’d give him long, multijointed arms, and have his main attack be to curl his arms, lover-like, around an opponent (a Grab), followed by an attack on the next turn which presses the victim tenderly against his chest, so that the eating mouth can start chewing.

The external organs are also fairly icky and should be spotlighted. I’d make them be separate targets which can be attacked by the PCs. A hit causes an explosion of vile fluids (a burst attack on everyone nearby) and ongoing damage to the monster as it leaks ichor.

The excrement is maybe too much, depending on how much you want to gross out your players. I’d change it to some vile-smelling acid, but keep some of the description the same (“A valve in the creature’s gut pops loudly, spattering acid on… [rolls dice]”

All in all, not a creature the PCs will want to fight a second time, especially the fighter who was half-chewed up by the monster’s torso teeth.

d&d and men’s jobs

Wednesday, June 15th, 2011

When I’m coming up with spur-of-the-moment NPCs, I have a bad habit of falling back on medieval gender roles. Unless I’m alert, I keep women out of certain NPC jobs.

In modern D&D, if you want to be a female barbarian with 18 strength, you can. Pronouns and sample characters in the 3e PHB and 4e are carefully mixed. (Although read John H Kim’s fascinating essay on gender roles in D&D and other RPG rulebooks: female sample characters in D&D books generally roll lower and get targeted by more attacks. But that’s beside the point.)

D&D is run by DMs, not rulebooks, though, so unconscious assumptions about gender archetypes will creep in. Thats why, in an anecdote I now can’t find, one of the 3e designers (Williams? Tweet? Cook?) designed NPCs first, and then flipped a coin for gender. This let him design an egalitarian world, despite whatever gender blinders he was wearing.

I always like to know what blinders I’m wearing, so I’ve been compiling a list of “men’s jobs:” NPC roles in which it doesn’t occur to me to put women. I’m going to try to change that, because unconscious stereotypes are boring and lead to the same types of NPCs appearing over and over.

Fence: I was designing a city for my picaresque thieves’ guild game, when it dawned on me that I could have my players sell goods to a female fence. Somehow this had never occurred to me. I blame literature, which has presented me with lots of examples of greasy, bearded old men acting as fences and pawnbrokers.

Come to think of it, I haven’t seen a lot of young men in this role either. My thieves’ world city has two fences known the the PCs: a greasy, possibly bearded old woman and an 8 year old boy.

Minion: D&D campaigns often feature lots of awesome female warriors, but where does that get you? 6 of the 12 Greek gods were female, many of them awesome, but ancient Greek women weren’t allowed to go outside.

I have some mental block that prevents me from putting women into the disposable minion category. Probably some gentlemanly impulse that it’s not OK to hit weak girls, but that it is OK to hit weak guys. But if there aren’t any low-level female fighters in the world, where do the high-level ones come from?

Sailor: Same deal as minions. My brain runneth over with pirate queens, but not with able seawomen swarming up the rigging to unfurl the mainsail. Sure, the Royal Navy, on which most shipboard fantasy is based, is a guys-only affair, but this is D&D, dammit! Women can have just as much aptitude as men for getting eaten by sahaguin.

Wizard: Some schools of magic suggest female NPCs and some do not. Enchantress? Sure. Witch? Sure. But I’m not likely to come up with a spur-of-the moment necromancer or alchemist woman.

Army officer: This is a strange one. The women I picture at the head of an army are usually warrior princesses, that sort of thing. Hereditary rulers. For some reason, I usually picture generals, colonels, and other high-ranking officers as male. What REALLY blows my mind is the idea of two armies facing each other, both led by a female general.

Innkeeper This one just occurred to me now: I have never, ever made up a jolly old female innkeeper. Barmaid, sure.

The next inn I make will be owned by a white-haired, talkative woman, probably with a name like “Tubbs”, who will do nothing but polish glasses and talk about broaching another cask of ale.

Farmer When I’m not careful, all the peasant women in my D&D countryside are farmers’ wives. In the D&D world, presumably property laws are egalitarian, and there are some gentlewoman farmers. Let’s get the ladies out there driving ploughs!

OK, with a few exceptions, these NPC jobs aren’t very high prestige. Maybe the women of my campaign world aren’t thanking me for their chances to become fences, peasants, and cannon fodder. Still. Breaking the glass ceiling! Or floor.

When Theory Meets Practice – Magic Items

Tuesday, June 14th, 2011

There are a lot of interesting ideas for running D&D or making tweaks to the rules that sound really cool when you first think of them but that sadly don’t work out in actual play. I will explore many such ideas in this series: going over what makes the ideas attractive in the first place, explaining why they don’t work, and suggesting compromise solutions.

PCs Go on Special Quests to Obtain Magic Items: This is the kind of thing where a character or the party goes on a side quest to find an important magic item before continuing to the next big adventure.

The Attraction: What could be cooler than a side quest to retrieve your Holy Avenger? Or that cool Robe of Eyes you had your eyes on? A side quest really makes finding these items a fun unique experience. Not to mention it feels more realistic than just happening to pick up a holy avenger in the cyclops lair.

This sort of thing is a staple of fantasy literature. Furthermore, you do it all the time in rpg adventure games and in mmorpgs. Why not in D&D?

The Hard Truth: Side quests take too much time. Sad but true. In 4th edition, even a relatively simple adventure is going to take 2-3 sessions to complete and longer ones can take 6 or more sessions! A side quest, even if it’s just one fight and a little bit of buildup, is going to take a minimum of one entire session, unless you run super efficient games (which I don’t) or are willing to abstract the quest into a skill challenge (which could work).

Couple that with the fact that an average group is 4-6 people and that means A LOT of side quests if you want to give everyone equal play time and gear. Basically, unless you want your campaign to become a never-ending series of side quests (which might be okay), the whole notion is best avoided or saved for plot specific quests.

The Compromise: As stated above, you can always bite the bullet and try to capture the flavor of side quests but without all the pomp and circumstance. Maybe at the end of a big adventure, run a few quick skill challenges for players who are due for some loot and want to quest for a specific piece of gear. If they win the skill challenge, they get the gear. Otherwise, they have to wait a little longer or make do with another piece of equipment.

Alternatively, you can make the quest to get a powerful item part of the main adventure. Maybe the Blackguard villain wields a powerful cursed sword. However, when washed with holy water and placed upon an altar of Bahamut, it is transformed into the potent Holy Avenger! This method serves a double purpose of making the item feel more meaningful than some random bauble found in a treasure chest, and it makes the villain more unique. And of course a big benefit is that it doesn’t disrupt the normal flow of the campaign.

No Magic Items: In this campaign, there are NO magic items! (more…)

the silliest-looking 4e monsters

Monday, June 13th, 2011

Drawing every creature in the Monster Manual made me realize how many silly-looking and/or undifferentiated monsters there are. Sometimes the same basic monster concept seems to pop up all over the place. That’s fine for time-tested concepts like “badass skeleton man with glowing eyes” (flameskull, lich, deathpriest hierophant, skeleton, skull lord, wight) and “bondage chick with creepy eyes” (marilith, succubus, doppelganger, drow, eladrin, shadar kai, vampire), but who asked for all these

Bald guys with long tongues

atropal, blood fiend, abyssal ghoul, devourers, sorrowsworn, yuan ti

atropal, blood fiend, abyssal ghoul, devourers, sorrowsworn, yuan ti

I’ll give the yuan-ti a pass, because being bald and having a long tongue is what snakes do. The rest of you guys should be ashamed of yourselves. Abyssal ghoul! Put that back in your mouth this instant!

Guys who are helmets

archon, guardian, helmed horror, marut

archon, guardian, helmed horror, marut

There are some monsters, like the Death Knight, who are wearing helmets. These guys, though, all have heads that seem to be empty helmets. There might be some fire in there, but otherwise, that’s it.

guys who look like they’re wearing a stocking over part or all of their head

banshrae, bodak, choker, dryad, grimlock, nightwalker

banshrae, bodak, choker, dryad, grimlock, nightwalker

A monster with an alien, featureless face is pretty creepy. Get too many together, though, and it it just looks like they’re planning to rob a 7-11. This picture is like two faces spread over six guys.