Gen Con design and development seminar

August 6th, 2010

(10am edit:added misc notes)

I went to the “Gen Con Design & Development: Presented by D&D Insider” talk, which was run by Rich Baker and Stephen Schubert (with Bill Slavicsek joining for the Q&A session). There were some answers about Essentials as well as other miscellaneous future-plans comments:

Facts about Essentials:

1. Bill Slavicsek confirms that Essentials will not be replacing the PHB 1. They will continue to print the core books as needed. (Slavicsek said the no-reprint rumors were untrue and seemed a little annoyed about the whole rumor.)

2. The monsters in Essentials will be iconic d&d monsters, like goblins, orcs, giants, and trolls, but they won’t be replacing current MM1 monsters, just adding new varieties of those monsters.

3. Essentials won’t have a slew of new feats, since there’s kind of a sense that D&D 4e already has a bit too many feats.

4. Some powers will be updated to make them slightly stronger/weaker with the essentials release. Example: Lightning Bolt will have a new keyword (evocation, which matters to essentials mages) and do half damage on a miss.

5. Essentials will also be helping codify skill challenges, expanding on work already done in the Dungeon Masters Guide 2.
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random fantasy book generator

August 5th, 2010

Recently I mentioned my criteria for fantasy books I wouldn’t read. I’ve expanded that into a random fantasy title generator:

Actually, some of these don’t look that bad. When paging through, for instance, I saw Kings of the Dead, which, I don’t know, I might take a look at.

If you see any title that you might actually pick up, leave it in the comments!

what not to read

August 3rd, 2010

Let me say this up front: I have pretty bad taste in fantasy novels. I say this because later on I’m probably going to say something bad about a book you like.

I really like sword-and-sorcery novels and sword-and-planet novels. Some S&S/S&P fiction is well-written; that is, however, not a requirement for me. I like pulp axesploitation Conan and Burroughs pastiches from the 60s and 70s. I will buy almost any book if its cover has a painting of a sweaty barbarian.

Extra points for each of the following:

  • barbarian is being fondled by a woman wearing a gold bikini
  • barbarian is astride a headless snakeman
  • bracers or torques are in evidence
  • barbarian is next to some braziers and/or thrones
  • behind the barbarian: a planet surrounded by stars! Extra points for a rocket ship
  • the barbarian has a super ugly face

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Mazes and Monsters retro-clone 3: meet the characters

August 2nd, 2010

After last week’s extremely informative introduction to the game system, we get a shot, from one of the players’ point of view, of a character sheet and a corner of the game board.

character sheet

Unfortunately, it’s nearly impossible to read the character sheet. So much valuable rules information, lost, just because of lousy screen resolution! Squinting, I can sort of convince myself that the second word on the character sheet (after the character’s name?) is “strength”. The fourth word seems to end with “ing” (cunning?) and the fifth word looks like it ends with “ge” (courage?)
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every book’s a sourcebook: African Civilizations: An Archaeological Perspective

July 30th, 2010

African Civilizations by Graham Connah

African Civilizations by Graham Connah

OK, African Civilizations: An Archaeological Perspective, by Graham Connah, is practically a literal sourcebook. It has dozens of maps of tombs, temples, and villages, as well as pictures of ancient treasure. And the best part of it is, because it details the non-Egyptian civilizations of Africa, this stuff is familiar to exactly NOBODY YOU KNOW. Some of the civilizations of Ethiopia, Nubia, and Zimbabwe were big, rich cultures, with impressive architecture, coinage, standing armies, and the rest of the trappings of powerful ancient and medieval kingdoms. Since they didn’t interact with Europe much until the colonial period, they are about as familiar as (or less familiar than) the kingdoms in a fantasy novel you haven’t read yet.

I’ve been slowly reading this book for a while. A few months ago, I used a map and a description of a queen’s burial chamber as the centerpiece for a dungeon. Today I was struck by a passage about the ephemeral nature of archaeology. Archaeology, after all, is what PCs do (at least, the Indiana Jones style of archaeology).

Because of the extensive excavation of the Aswan High Dam, we probably know more about Meroitic life in Lower Nubia than in either of the other two provinces.

That got me thinking about the plight of archaeologists, doing hasty, non-methodical excavations on a site that was going to be covered with water and totally destroyed. Unlike normal archaeology, you don’t take your time, catalogue, dig with a spoon. You dig up everything as fast as possible. Whatever you miss is gone forever.

Transfer that kind of pressure to a dungeon. Prepare a big, sprawling dungeon with lots of monsters, traps and treasure. Now place that dungeon in the bottom of a valley that’s about to be flooded forever: maybe one of the ancient dwarven dams is about to break. Make sure the monsters who live in the dungeon are nonsentient or eeevil, so the PCs don’t have to spend their time conducting an evacuation. The PCs have a limited time, say a day, to loot whatever they can from the dungeon. Heck, let’s make it an hour. That should turn up the pressure.

How can you structure this dungeon differently from most? You might be able to stock it more richly with treasure than most, because the players won’t have time to get to every part of it. When they stand on a nearby hill, watching the waves crash over the dungeon forever, you want them to be thinking regretfully of all the loot that’s still in there. To that end, you might want to tell the PCs exactly which of their wishlist items are fabled to be in the dungeon.

This would be an ideal dungeon to use some old-school, first-edition-style dungeon timekeeping. Determine how long it takes to search a room, how long to pass through a room, and how long to run a combat. I don’t like counting rounds, so I’d establish rules of thumb: every search check takes a minute; every combat takes a minute. In 4th edition, a short rest takes 5 minutes; that’s a pretty significant chunk of time if you only have an hour to explore.

Now that time is a resource, we can use it in ways we normally can’t. Normally the PCs can spend as long as they want on a task. If it takes 20 minutes to gather up all the silver pieces from the floor, the PCs will spend that long. But with the sand slipping through the hourglass, PCs will have to judge the possible benefits of skipping the silver.

You can also put something interesting in nearly every room, something that would repay careful investigation. Normally it’s not much of a roadblock for a PC to say “I keep on searching till I find something”, so hiding something is approximately the same as giving it to the PCs. Not so here.

Other ways to monetize time:

  • There’s a huge gold statue, but it’s so heavy that you’re slowed when you’re carrying it. If you have to find some way to pulley it across the chasm, that will increase its time cost.
  • A tunnel ends at a cave-in. There’s a small gap, too narrow to crawl through, beyond which you can see gleaming gold funeral masks. The gap could be widened with time.
  • A one-minute search check reveals a hidden lock that will require multiple Thievery checks to open, each of which will take a minute.
  • Every fight will eat up 1 to 6 minutes. If time is running short and the players haven’t found the Holy Avenger yet, maybe they want to bypass the skeleton guardian standing atop a pile of gems.

And then, of course, you dangle a big treasure before the players right as they’re planning to leave. If they take the bait, that will lead to more delays, and finally, a wild dash to safety pursued by a roaring tidal wave.

Monster Manual 3 on a business card

July 29th, 2010

With the changes to monster stats in Monster Manual 3, it’s now so easy to create monsters that I can fit all the formulae I need for attacks, defenses, and hit points on a wallet-sized piece of paper, and I’d still have room on the back to sell adspace (targeting the coveted 18-34 “people who are photo ID” demographic). In fact, I’m thinking of replacing MM3 with a business card.

Note: Through April 10, you can get MM3 business cards as a backer bonus for my Random Dungeon Generator poster!

Business card front

(high-quality printable version)

Business card back

(high-quality printable version)

Also on a business card:
Character Sheet on a business card

I like to come up with my own monsters on the fly. Once I come up with the idea of a giant roc with four elephant heads, I don’t need a Monster Manual to tell me that it has a fly speed, can make four grab attacks, and that it drops armored PCs onto sharp rocks to get at the food inside.

What I like the Monster Manual for is that it provides me numbers. If I want to run my Crowliphaunt as a level 12 elite brute, I can open the monster manual, look up a level 12 elite brute (flesh golem, for instance), and use its attack bonus, defenses, hit points, and damage expressions, swapping in my own damage types, status effects, and bizarre special abilities.

Really, though, there’s a lot of excess poundage in the Monster Manual that I don’t use every session. A while ago, I started running monsters using a cheat sheet listing the average defenses, hit points, etc. of each monster role, along with the damage expressions from DMG page 42. This cut down the Monster Manual to about a page.
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Rory’s Pocket Guide to D&D 4e: Part 1 – Character Creation

July 28th, 2010

This is part of an exciting multipart series where I detail the steps I take when I play and run D&D 4E. It may not work for everyone. However, I have a lot of experience playing D&D, and I feel I have a good insight for what makes the game fun and engaging to play.

How to Make a Character

Note: Some of these tips may seem like they min/max or focus too much on mechanics, but I believe they allow you to create an effective and enjoyable character, one that is mechanically sound while sacrificing virtually nothing with regards to roleplaying or general fun.

Making a character is an exciting part of any D&D game! It has consequences for how enjoyable and engaging the game will be for you, your fellow players, and the DM. There are several factors to keep in mind when making a character:

  • What kind of character do you want to roleplay? My character’s personality will have a lot to do with the class and race I choose to play.
  • What kind of character will you enjoy playing mechanically? A class or race’s perception in the game world or in popular fiction may differ dramatically from how the class plays in combat.
  • What kind of character works best with your group dynamic? Having a good balance of the four roles is pretty important since it tends to make the group tougher as a whole, it makes for more interesting encounters (the all ranger group might turn out to be pretty potent but I bet it’s not super fun), and it tends to create more chances for each player to shine (if I do awesome heals and give super bonuses and you do awesome damage, then we BOTH shine if I setup an awesome attack for you).
  • What haven’t you played in a while? I like to mix things up when I play, rather than focusing on always playing a leader or striker or what have you.

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Rory and Paul on D&D Essentials

July 27th, 2010

Hey Rory! I heard the sky is falling!

Quick! Look outside!

Oh no! the sky is gone!

Paul, did you actually look out the window?

No, I just went to weather.com.

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Mazes and Monsters retro-clone 2: actual gameplay

July 26th, 2010

(As I mentioned in part I, I’m reverse engineering the rules to the RPG from the Tom Hanks blockbuster Rona Jaffe’s Mazes and Monsters.)

Here’s the first scene where we see a Mazes and Monsters game being played! And, as we’d expect in this film, which is so steeped in RPG rules that it is practically a Mazes and Monsters manual, we can get a lot of rules information from just the first frame of this scene.

Mazes and Monsters board

First of all, we can see that this game is played on a board. (I think? It could also be just an awesome coffee table that happens to have a dungeon-like pattern.) Second, we see that there are candles. Lots and lots of candles. Finally, we see what looks like a GM’s screen, shaped like a sweet castle!

Notable for their absence: dice. None of the players have any dice sitting in front of them. What kind of game is this? What do the players stack when they are bored? The only possible answer is NOTHING, because IN MAZES AND MONSTERS YOU DO NOT GET BORED!!!

If anyone had any lingering doubts about Mazes and Monsters being an entirely separate game from D&D, those doubts should be dispelled. Most editions of D&D have some sentence that is a variation on the following: All you need to play this game is a few friends, this book, dice — and imagination!

Imagine that sentence as it would appear in the Mazes and Monsters rulebook:

All you need to play this game is at least three friends, this book, NO dice, a board (or possibly a coffee table), and some personal problems you want to work out. Hundreds of candles are optional but highly recommended.

OK, let’s get to some dialogue!
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Every Book’s a Sourcebook: Mossflower

July 23rd, 2010

Mossflower is a young adult fantasy about some mice on an adventure. The two main characters are routinely described as “the warrior” and “the thief”, so you don’t have to look far to find the D&D roots here.

An interesting difference between mice and human heroes is that mice don’t have the sense of entitlement that comes with being on the top of the food chain. Humans expect to be able to kill any monster, even dragons; but there are a lot of predators that mice, even mice warriors, flee.

At one point, the rodent heroes fight a crab. They’re forced to flee because the crab’s shell makes it impervious to their attacks.

Obviously, Mouse Guard is the appropriate system to model such a battle, but as a D&D battle, it could still make a memorable encounter. A fight with a creature with an unreasonably high AC could potentially be more like a puzzle than a traditional battle. How can the PCs triumph if they can’t hit? The AC would have to be very high, though: if it were just, say, 5 points higher than average, the PCs probably wouldn’t change their strategy. They’d just bang against the creature for turn after turn, missing on a die roll of 15 or lower, and blame the DM for a boring encounter.
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