Showing posts with label Pathfinder. Show all posts
Showing posts with label Pathfinder. Show all posts

Thursday, September 11, 2025

Pathfinder Adventure Path Changes - They're Quarterly Now

 


I bought a lot of Adventure Path books during Pathfinder's 1st edition. A quick count says I have at least 10 complete AP's, plus the various supporting themed books and map packs and possibly card decks if I really liked one ... it's a lot of material at 70+ books. They started out at $20 for a 96 page full-color softcover adventure with some supporting material. Typically there were six books in each series taking Pathfinder characters from level 1 to somewhere in the teens, possibly all the way to 20. These were released monthly and if you subscribed you got the PDF for free which was a nice touch as not everyone did (or does) that.

One thing that I think is often overlooked is that by doing this Paizo established that a company could sell adventures regularly and consistently - which was not something we really saw much before and for the last 25 years has been stated to be a non-viable type of product for a larger RPG company. They showed everyone it could be done.


Good things about the AP approach:

  • You got a nicely presented adventure with locations, maps, NPCs, a new monster or two, and some information on the part of the campaign world (Golarion) where it was set. That's a pretty decent package.
  • The 6-part format meant that the adventures were connected and - ideally - focused on a larger situation than you might find in a one-off adventure. The format also meant that you had a guaranteed long campaign if you wanted to stay with it.
  •  Making it a known monthly effort also meant that you knew there was a new episode coming and eventually a completely new path a few months down the road if you didn't like the current one. They were very good about describing each one well in advance, at the very least something like " a big pirate adventure set in X part of Golarion", or "an AP where advanced technology shows up along with robots and a crashed spaceship", or " an adventure set in an Egypt-like land with pyramids and mummies."
  • They also put out a free Players Guide for each one early on describing some of the big concepts and how different races and classes and alignments would fit it - or how they might not fit in particularly well. This was a big help in getting players lined up for a new campaign.

Not as good things about the APs:

  • Seeing a description about a new AP gets the DM excited. Part 1 comes out and looks good so you start a campaign. However you haven't seen parts 2-5 yet and so it's hard to lay any groundwork for the future, bring in or emphasize certain NPCs or organizations, or local features. I mean, it's my game so if I want the local druid circle to be a factor then I can do that regardless but it's still usually better to know the big picture before you start. In that case you end up waiting six months for the whole thing to come out and you may or may not be ready to run a new campaign at that time.
  • To get these things done on schedule different authors wrote each part. Sometimes one would write two parts, like #1 and #4, but even if they did there could be dissonance between parts, seeming misunderstandings about the overall focus of the thing, plot points and NPCs disappearing completely along the way, and just a lack of coherence in some cases. A good DM can fix a lot of this, but many of them did need some work to really tighten them up.
  • The fixed nature of the "six parts per AP" sometimes meant we got filler. Not every adventure needs this many pages ... but it's going to get 500+ pages regardless because that's how it works. I think the thieves' guild oriented one ended up around 11th-12th level while Wrath of the Righteous was trying to pack in a 1-20 run across other planes and including a bunch of Mythic stuff along the way. Not every concept was a great fit for this format.
  • If you don't like the concept then you get to wait six months for the next one. This was not always a bad thing as it was extremely unlikely you were going to be able to complete one of these in a six month window - so they start to stack up on the shelf.
Now I did like them most of the time so I have quite the pile on the shelf and I will probably end up adapting several of them to PF2E or some other game like Savage Worlds. I haven't bought one since the first one that came out for second edition. "Age of Ashes". The reason I stopped was because I wanted to do my own thing with the new system. I did, and then we stopped playing and have yet to hit it again in any serious way. 



In the interim they went to a new approach of 3-segment adventure paths. I believe this began with Starfinder and then was carried over to Pathfinder. This made a fair amount of sense to me as it lets you do more different things. They mostly covered levels 1-10 with some covering 11-20 and a few doing odd level ranges like 5-14. I think most people liked it as you still had big adventures covering the entire Pathfinder level range but you could change them up more easily. it also gives a DM some fun in connecting different paths and laying some groundwork and rumors about what else is going on that the players could decide to pursue. So this seems like a good move.



Last month though they announced another change to the format: Instead of monthly, they are going to quarterly releases that will cover material comparable to 3 monthly releases in the old format and instead of softcover they will be hardbacks. 

Now that's a big change and the primary concern online seems to be cost as instead of 3x$30 purchases a month apart it's going to be a single $80 purchase every three months. I get that it's a bigger chunk at once but it is technically less overall and it's a nice sturdy 256 page hardback. it seems pretty reasonable to me and this feels like less of a change than the prior one - this is just a change on format, the original switch to 3-book APs was a real change in approach. Additionally they have been publishing hardback collections of many of their more recent APs and those seem to sell well so why not just make them "hardback collections" from the start?



This also addresses a lot of my negatives from above, starting with having the whole AP on hand from the start. Considering it's what WOTC and a lot of 3rd party publishers do for 5E adventures, why not give it a try? 

I may have to look into these again now. Not sure about "Hellbreakers" yet but I will be looking them over.

And if you're interested in a description of all of the adventure paths someone has put together a pretty serious breakdown of all of them here

Monday, August 3, 2020

Pathfinder 2 in 2020



I really liked what I saw in Pathfinder Second Edition when it launched about a year ago. I bought all the books and decided to give it a try and it works well and seemed to have a lot of potential until the whole virus thing killed my RPG-ing this year. Even with that blockage though, I continued to follow the game and added the next wave of books - the Lost Omen World Guide and Character Guide and Gods and Magic - and figured that would just be a thing this year.

Now... I'm kind of not doing that.

Part of it is that after months of not being able to play I'm not really buying any RPG material other than the occasional PDF. I got into a cycle of picking up a new book, getting excited about what I could do with it, and then getting another month of quarantine time - so I stopped doing that. I mean, it can still happen with stuff I already own, but at least I didn't spend new money on it.

Side note: Humble Bundle has a strong deal on the current Star Trek RPG line. If you're at all interested it's only about 15$ to get damn near every book they have now.

PF2E specifically though, I am weirdly disappointed with what they are doing. Sure, they started off with Core Book - GM Book - Bestiary - that's totally fine. Then they added a trilogy of setting books - also fine. But now, we have ... Bestiary 2 ... and the Advanced Players Guide. For next year they just announced ...Bestiary 3 ... and "Secrets of Magic" which is clearly "Ultimate Magic" for 2E. So .. .we're just going to follow the release schedule for 1st edition? Just re-do all of those books? We have AP's running alongside them too so it's looking very familiar. The only thing we don't have are the monthly softcover player books/DM books.


It's difficult for me to explain the feeling here but "disappointment" is probably the best word. I was expecting or at least hoping for a different approach here. I'm not sure what, but it wasn't damn near the exact same thing they did last time. D&D changed things up dramatically for 5th edition when compared to 4th or even 3rd. It feels like other games have changed up their approach as well. The Star Wars and Star Trek games being two current and at least slightly popular other examples.  I know there's a demand for this kind of stuff in general and with the Pathfinder crowd in particular, and I get needing a regular release schedule to maintain interest and to provide cash flow. I totally get it ... but I'm still weirdly disappointed with it.

Maybe because it makes things fairly predictable? A bestiary each year,  a class-type book each year - one for the Fighter types ... Ultimate Primal, Ultimate Occult, Ultimate Divine to round out the spellcasters ... another Ultimate Campaign to add more to the downtime and a kingdom management system (again)  ... no doubt another attempt at Mythic play in year 3 or 4 ... probably a tech book tied in to Starfinder to liven up Numerian campaigns ... it just feels somewhat by-the-numbers looking at it now.


Who knows - maybe they will surprise me! It's not strictly the thought of buying the same books for a new edition - lord knows I'm not against spending money on a game I like - but following what looks like the same approach as before does kill some of the anticipation. Look! The new Ultimate Magic is going to have the Magus and the Summoner! I mean, I like those classes, and the mechanics of the game are definitely different, but ... man it feels like the shine has just peeled right off of this thing. It would probably help if I was running or playing actively right now but I think it would still be less than awesome.

Attitude and first-world problems aside I do still like the system. For a full-on, long term, crunchy fantasy game system I like it better then D&D 5E and I'll probably find myself running it again at some point. At the moment though it feels a little deflated.

Tuesday, June 9, 2020

The Last Month of the First Half of 2020



...hopefully we're almost done with all that ...

Where to begin? Such a weird year. I was actually running and playing in games again and then ... POW! Nope!

Two college kids doing school from home full time, one working more (delivery), one working a lot less (retail).

Friends isolating so the only way we see each other is online. Tabletop simulator is interesting, Lords of Waterdeep is a really good group game, and we've played a lot less of the MMORPG option than I thought we would - even City of Heroes. Thank god for Steam sales, GOG sales, and the Total War series of games, especially Warhammer 1 & 2. I might be a little obsessed these days.


Working from home full time ... I worked from home a few days a week already so all I really did was slide that control over to "max" and have more time to do whatever I wanted to do. It was not a tough situation here, especially compared to a lot of other people.

RPG Talk:

As all of this hit and shut everything down I had decided it was time to push the Pathfinder 2E tryout campaign into something real. I had been running it using Frostgrave as a model for the setting and while everyone was having fun it was not all that conducive to a long term campaign - it's kind of limiting as far as social activity and general downtime fun when you're in a giant uninhabited frozen ruined city and the nearest outpost of civilization is a village like the one  in "Hardhome" in that great episode of Game of Thrones.

I had high hopes for it but quickly realized that by fairly strictly following the structure of the miniatures game's background I had crippled the potential in a lot of ways. Even worse, when I thought through what I could do to improve things it quickly turned into my Phlan campaign with more snow being the main distinction. What can I say? I kind of have a template for running a ruined city D&D game and I didn't really want to repeat myself just yet.

So I poked through the stacks and realized there was a fairly obvious thing to try: What if it's not a ruined city? What if it's a living breathing city full of interesting situations? now I've thought for a long time the next time I ran a city campaign it would be Waterdeep and all of those nice supplements they've put out covering it over the last 30 years. Nope!



They ran a kickstarter a month or three back for a D&D 5E version  of it but if I'm running it for Pathfinder 2E then I don't really need that do I? I can convert from the book that's been sitting on my shelf for 10+ years now just as easily!

So that's the plan for the Big Fantasy Game that I always seem to be running ... well, once the restrictions lift and everybody feels comfortable gathering again. More on this later.

The plan is to run a game weekly but sometimes that's not schedule-friendly so to allow some of my players to lighten the load I'm considering running two games, alternating weeks. For the second game I presented a few options but we settled on Star Wars, FFG-funky-dice-Star-Wars because I want to give it a real test. I'm adapting one of my old ideas so the actual work is small and feels like a lot of fun as I look back through it. Setitng it in the Clone Wars era opens up a nice set of options, including active Jedi types, and with official FFG support material it's pretty damn easy to put together.

Oh and now there's a 9th edition of 40K coming soon too - I'll save that for Friday.

Wednesday, August 7, 2019

Updates for Early August



Activity continues even if the blog has not been keeping up - here's an attempt to improve that situation:
  • PLAYING: I've started a new M&M campaign for the 50 Fathoms group. It's a "limited" campaign and will only run probably ten sessions or less but I'm hoping it will set up interest and momentum for a regular ongoing campaign.
  • NOT PLAYING: The ongoing old-school 5E Isle of Dread Campaign is in a holding pattern while the Con Crew handles their business
  • READING: Pathfinder Second Edition - i like what I see so far and I am of course considering what I might run for an initial tryout of the new system
  • MINIATURES: Working on some new army lists for 40K and I will probably try one of them out with Blaster this weekend.
  • ONLINE: City of Heroes Homecoming - maybe not every day but multiple days each week sees the Amazing Aluminum Man and friends adventuring in Paragon City once again!
The Supersonic Man investigates a disturbance beneath the city streets!

Monday, January 28, 2019

The RPG Catch-Up post




Despite the silence this month I have managed to get in some games - here's what's been going on at the beginning of the new year:


  • I'm actually playing in two games! At the same time! Not literally!
    • Paladin Steve's Pathfinder campaign is about to make it's 5th anniversary. We're 10th level now and even playing once a month, roughly, it does feel like a nice long continuous campaign. It's clearly going to outlive the system that spawned it ... and I don't care at all.  
    • Variable Dave has been running his 50 Fathoms campaign weekly for around 10 sessions now and it's going really well. I have not played in an extended Savage Worlds game in a very long time - actually never this long - and it's cool to see the intended progression at work. Playing a squid-faced water mage and ace swordsman has been a ton of fun. People always know when I'm speaking in character because I put my hand in front of my face and wiggle my fingers like tentacles and it cracks us up every time.
    • In general it's really nice to be playing in some games regularly for a change. I've been a constant DM for so long it's good to have that perspective from the other side of the table and it helps remind me of the way the fun works on that side of things too.
  • The main campaign which has run mostly consistently every two weeks is the "Classic Cormyr" 5th Edition D&D game. 
    • I really liked running Storm King's Thunder but I felt like I needed to focus on just running one D&D game for a while -not the 3 I was attempting- to keep on some kind of regular schedule. The players liked playing through Keep on the Borderlands and when I explained my thinking on what other old classic modules we could play through as this campaign the immediately voted to make it "the game". Most of them have not played through these old adventures because they are too young or if they did it was back in 1st or 2nd edition and it's pretty fuzzy. 
    • It's fun for me because it gives me a framework to build around but the process of updating to 5th gives me some space to flex my creative muscles in tweaking the encounters and working up some hopefully memorable characters to encounter, both good and bad.
    • They are now finished with the Keep and next on the agenda is The Isle of Dread which starts later this week! Down the road we will probably encounter some Giants and then likely Descend into the Depths of the Earth.
  • As a holiday one-off I ran Day of the Swarm for ICONS - yes, a Supers game again! It went pretty well so I expect ICONS will show up again as an ad-hoc game.
  • I also managed to run another session of our extremely intermittent Marvel Heroic game! I will write it up in the future but the start of a new Event saw the return of Hercules, new writers for Colossus and Iron Man, and the first appearance of Wolverine. It took some time to shake off the rust but we had fun and this may turn into a once-a-month game to try and keep the rust off.
For the rest of the year I would like to keep these things stable and work in more as much as I can. Hopefully SKT will drop back into the rotation at some point, Savage Rifts is still being asked for regularly, and I'd love to run another fixed-run Star Wars game. We will see but it all looks pretty promising at this point. 

Sunday, December 9, 2018

Greatest Hits #9 - 5E and Pathfinder Back to Back

An account of my first experience playing 5th and comparing it to Pathfinder and 4th which were also in play at that time. 



I played D&D 5E for the first time on Saturday, then had another session of an ongoing Pathfinder game (Kingmaker) on Sunday, and I thought I'd share some notes from the combined experience.

Like any first run with a new set of rules, there was some clunkiness at first. We had a DM and three of us playing so we had time to focus in on each character. I ran a wizard (necromancer), and there was also a monk (elemental) and a fighter (eldritch knight). We started at 3rd level. This was a homebrew adventure, not a published one, so we spent time getting acquainted and figuring out how we wanted to proceed as we picked up new information about the area we were in. We ended up sneaking in to a ruined city that was mostly populated by goblins and undead. There was plenty left to explore so hopefully we get to go back to it at some point and play some more. Afterwards we talked about the game and the high points were:
  • Making a character is pretty easy and does not really feel like it needs a generator tool like HeroLab. 
  • Backgrounds added more in the flavor department than I expected, given their limited mechanical impact
  • Characters feel a lot less detailed/special mechanically than in Pathfinder and 4E. Sure, an Eldritch Knight feels at least a little different than a Champion, but I suspect two Eldritch Knights in the same party would play very much the same. Pathfinder and 4E have enough mechanical options that this is far less of a problem. Of course they also have so many classes that it's less likely to happen in the first place. I suspect time and expansion books will mitigate this for 5th as well but right now it feels smaller.
  • There is a lot less to keep track of as there are not a bunch of conditions and modifiers flying around. The universe is pretty much the proficiency bonus, a stat bonus, and advantage/disadvantage and that's the biggest part of nearly any roll.
  • It certainly felt like D&D, probably 2E D&D the most. 
Biggest insight: I suspect the battle-cry for 5th edition games will be "don't I get advantage on that?"

Character-wise Pathfinder also still feels like D&D : ) Sure, the modifiers are composed of more elements but once they're on your sheet it's not that different from 5E - d20 + your normal mods (found on your sheet) and possible situational mods like cover and concealment. Interestingly enough we just hit 3rd level in the PF game too so this was a pretty direct comparison. The PF characters just felt like they could do more when it came to game mechanics. Not in power level, but in being able to do something that would affect a situation in some mechanical way, not just handwaving or adding color. It's tricky to pin down but that's how it felt.



The other big note on 5E was from the DM who has run/played a lot of 3E/4E, mainly 4E for the last 5 years or so, and he said "The monsters are boring" - and I can't help but agree. I've been running Pathfinder and 4E the last few years and the 5E monster statblocks seem so ... mundane. Compare the stats for the manticore from all 3 games:


So the 5E manticore can fly but other than that it really just has melee and ranged attacks.


Pathfinder's manticore has flyby attack which is a normal part of the rules in 5E but not in PF. It also has the ability to track fairly well which could be interesting.


The 4E manticore has similar ranged and melee options but has a built-in shift on each of its attacks increasing its mobility beyond normal movement and it also has a reactive attack where it can throw spikes when hit. That action-reaction option does make fighting one a little more dangerous.

All of them fulfill a similar role in their editions of flying spike-flinger, no radical differences there.

  • The 4E version does "more" as written and there are options to add templates and similar changes within those rules. 
  • The Pathfinder version has a universe of options from advancement to templates to class levels to gear. 
  • The 5E version is pretty plain but I'm hoping that changes with the release of the Monster Manual and the DMG and possibly down the road even more options will come to light.  


It holds true with goblins, too:


5E is pretty simple, but they do get the nifty extra move which was pretty frustrating to our fighter over the weekend.





4E actually had six different types of goblins in the first Monster Manual so there are a lot of options when populating a goblin lair. I do see some carryover of theme with the better-than-average mobility of these things. The minion is probably the closest to the new version. The other 4E versions though add some sneak-attack type options and even more interesting movement abilities. I'd really like to see some options to liven up the monsters of 5th edition in a similar way.

In the end I'd call our first run "successful" but I don't know that it's going to bump our ongoing fantasy games. In the long run it has potential but right now it's just not quite there.

Monday, February 12, 2018

Four Years of Kingmaker



This month marks the 4-year anniversary of my friend Paladin Steve's Pathfinder game using the Kingmaker AP. The plan was to play once a month and yesterday was Session 39 so we haven't missed too many sessions over that time. I don't post much about it here - since I'm not running it I feel like it's not my story to tell, but since it is the only campaign where I am a player I will share some thoughts.

First, it's the only Pathfinder thing I am doing right now and has been for about a year. With a month between sessions and the occasional missed session the rules do get rusty. In an attempt to help with this I bought the "Pathfinder Rules Reference Flash Cards" and keep them in the bag I take to the game.


These are pretty solid and each one covers a specific topic. I'm playing a cavalier so it's handy to have the "Mounted Combat" rules in front of me, occasionally the Bull Rush or Grappling rules come up too, the Dying condition, etc. One of the issues is "Edition Bleed" - we've migrated from 3.0 to 3.5 to 4E to 5E all over the last decade so sometimes a situation comes up and the default tends to be what was last encountered in play rather than what did we read about it in this particular rulebook. It happens in 40K too, so it's not unique to D&D type RPGs. As an example just yesterday we had one player insisting that constructs were immune to critical hits. I was pretty sure that was not the case in Pathfinder and that he was remembering 3E D&D so we had to make some knowledge checks and eventually look it up. I assume stuff like this would be much less frequent if we played the game more often but then again, the player who brought this up plays in another PF game and even cited that in the discussion and yet he was still confused - so who knows?


Character-wise I'm playing a Human (Taldoran) Cavalier and we're up to 8th level. Progress is slower when you only go once a month but we don't really mind because there's some re-learning of the character when we sit down to play after a month gap anyway! I have a warhorse that is similar to a druid's animal companion in some ways so he gets better as we get better too. If nothing else this means I don't have to go find a new horse every time we get fireballed which is nice. He has his own character sheet and all that so I can pull off some fun horse tricks when needed.

If I'm being honest here the cavalier is a fairly limited class mechanically. You don't get a bunch of unique things to do - the companion horse thing is about it - you mainly get some numerical bonuses when on horseback. So I hit harder on horseback and can move around more when I charge something, but it's mostly a Bigger Numbers thing, not a Cool Things You Can Do kind of class. Then of course when I'm not on the horse the numbers go down a little and I'm pretty much a fighter with fewer feats.  I'm usually OK with this as when I am on the horse and I get a chance to charge and I have a lance and I do hit my target I am the nuclear missile of the campaign doing ridiculous amounts of damage and annihilating all but the toughest targets. Honestly a lot of Pathfinder classes are like this so it's just part of the deal.

Kingmaker is a great place to play a cavalier - lots of cross-country travel and outdoor encounters mean I am on horseback quite a bit. There are some dungeons though and the dismounted cavalier is a competent if slightly less explodey combatant.


As far as the campaign goes I'd say it's a unique experience - even at low levels there's a strategic part of the game where the party is building a kingdom and while it can get a little tedious to work through that sub-system at times it is a thing you do not see in low-level games at all, really, even in the old days. We've had some mass combat too, a system I was already familiar with from my Wrath of the Righteous game. I still like it as it's not all that complex but still feels different than normal combat and at least puts some kind of playable system around it instead of just hand-waving the larger conflict around the PC's. I won't say it's perfect but they're completely playable and both of these sub-systems make you think about the campaign in a different way than just bashing monsters for the greater good.

The traditional part of the campaign is excellent too so far. It's not just "hey there's a ruined keep over there" but it's all built around hexcrawling and exploration. The players choose where they're going and then deal with what they find as they find it. We've found traditional enemies, allies, wandering NPC's, recurring opponents, native populations ranging from kobolds to various faeries, and interesting terrain features too. We've made deals, signed treaties, avenged wrongs, and hung bandits. The fact that you're not working for the local government, you ARE the local government, puts a very different feel on these things.


Overall I'd say it's a great campaign. It is literally a sandbox campaign so you can do what you want with it as both DM and players. There are different things you can emphasize in different amounts as a DM to make it better fit your party. Players will inevitably show more interest in some elements than in others.  Steve works hard to make sure the NPC's are memorable and have their own agendas to a degree and he does a great job. He's also worked in some other Paizo adventures that fit the campaign. I am not seeing the seams so I'd say he's doing a good job there too. I think we're somewhere in the 3rd book out of the six, maybe the 4th, and I don't care because we're not on some heavily plotted timeline - we're building a kingdom, making allies, planning for the future, and dealing with various threats as they arise. Sounds exactly like what I was hoping for when we started this campaign.

Wednesday, December 27, 2017

Looking back at 2017: Pathfinder/Starfinder



Looking back at this post from January this should be a pretty short item, right? 

This is the year I stopped running Pathfinder. I'm still playing it in my friend's Kingmaker campaign, but even in that once-a-month game we only played about 6 times this year. Most of this is due to scheduling issues more than anything else but I'd still say as a group we are less excited about Pathfinder than we used to be.

We had a fight that took up roughly 5 hours. There were plenty of interruptions and distractions but still, that's a lot of time for one combat. If we're going to spend that kind of time on battles I'd rather play 4th Edition or Champions. Pathfinder rewards (some might say requires) system familiarity quite a bit and with us only playing it once a month (or once every two months) we get rusty and the game plays slow. I suspect a group that plays every week would wonder what in the hell we are talking about  but we cannot manage to do that anymore.

I still like the game in general. I still have adventures for it that I would like to run. I'm just not sure when that is going to happen.

Then there is Starfinder - the game I was so middling about that I haven't finished reading the PDF. When it comes to sci-fi fantasy mixes I have Shadowrun, Rifts, and Star Wars and I'd probably go with any of those before I start up a Starfinder game - at least that's how I feel right now.  I'm sure it's a decent game but it's in a niche I have well-covered already.

Will I run either of them in 2018? Who knows? Starfinder I might give a test run if I ever finish reading the rules - a one-off if nothing else. Pathfinder might sneak back in if we end up unsatisfied with 5E for some reason or maybe a limited run through a specific adventure. Neither one is really at the top of the list anymore though.

Tuesday, November 14, 2017

Gaming Minutia - Playing Surfaces




One of the practical considerations when running a tabletop RPG is "do we need a map?"

I've run superhero games where we really didn't use anything to keep track of where people and things were because it was easier to keep them in our heads. We might have miniatures to represent our heroes and some for the badguys, but that's mainly to keep up with who is where in a general sense - character A is at the bank robbery, character B is at the big fire, and character C is at the city jail.

For most D&D type games though, the answer is yes. People moving and fighting in confined spaces means it's often good for everyone to know just where everyone is.

For those, for a very long time, the solution has been the good old Chessex mat - erasable, flexible, portable.I have 3 of them and they are the standard by which I judge other solutions. I've played every edition of D&D on them at some point, along with Pathfinder, Champions, GURPS, Star Wars, Deadlands, and a bunch of other stuff that was popular in the 80's & 90's.

When I was looking at starting a new D&D game with a new edition of the rules I decided to try something newer so I got this:



It's a Hexers RPG board (you can find them on Amazon) and along with a set of multicolor dry erase markers it makes for a nice change from the more limited palette of my wet erase markers. It's a fold-up hard board and has hexes on the other side so it's useful for a variety of games.

Now I thought that having a white background would be more like drawing things out on paper but in practice I find that's too bright for D&D type games. I'm so used to the parchment colored background of the chessex mat that the bright clean white with bold black lines looks too high tech in some weird way. For modern, sci-fi, or superheroes I think it will be fine but for D&D it really throws me off.

It's also smaller than my chessex mat so I feel a little constrained when the party goes exploring.The heavy borders make it hard to join up with another map too.

A possible middle ground is the new item from WOTC:



 This is the "D&D Adventure Grid" and it's also reversible, though in a different way:


With a green grassy-looking background on one side and a grey stone look on the other it's pretty versatile as long as all you need is a square grid. Also note: no border so we could add on additional boards though the edge squares are not full squares. I'm thinking about getting one or two more and maybe cutting one of them into sections to add even more flexibility. I really like this one and I'll be trying it out this weekend for the first time.

Now I am not generally a fan of dungeon tiles but there is one set where I make an exception:



These are from the Star Wars Galaxy Tiles that WOTC published when they were doing Star Wars d20, I have 2 or 3 sets of them.

My problem with Dungeon Tiles in general is that while they are handy for those dungeon passageways we all know and love they tend to cripple creativity when it comes to rooms and details in general. I find people start defining towns and dungeons by what pieces they have which is as bad a case of the tail wagging the dog as I can think of. If I am running a published adventure I can guarantee that there will be at least a few things I cannot recreate with tiles and I hate having to intermix printed tiles with hand-drawn paper or mats.

The reason I like the Star Wars tiles is that the universe has a fairly specific look to it, particularly Imperial facillities, and the tiles enhance that by presenting that same look. No, I would not use them for a battle in a desert canyon on Tattooine (I'd use the Chessex mat!), or the forests of Endor (I'd use the green map above) or Hoth (I'd use the white one above!) but for ship interiors, and Imperial base interiors - something that tends to come up quite a bit in a Star Wars campaign - they are really handy and so avoid those issue I have with tiles in general.


What about Dwarven Forge? - just a more expensive version of tiles to me. I already have a fair amount of miniature terrain for actual miniatures games and when it fits I use it - see above. I am not looking to spend much more on what are in the end miniatures-optional games.

There are also poster maps and flip-mats and they do have their uses. I have a ton of poster maps from my 4E adventures and some of them I have used a dozen times while others I have never used at all. They're sort of like bigger dungeon tiles - useful when they fit but not something to tie yourself to. The Paizo flip-mats tend to be more broadly useful but since they are a standalone purchase I have far fewer of them.

What about the monitor-as-tabletop option? One of these days. I feel that you have to build your table around the whole thing and I am not really looking to undertake that challenge just yet. There are so many maps available in electronic format that it makes a lot of sense.

For now though, I have yet to find anything that is as flexible as the tried and true pens-and-a-drawing-surface approach that we've been using for decades. That said, it's good to have options.

Monday, November 6, 2017

Against the Giants, and the Other Giants, and Those Giants Over There ...



I've always liked giants as fantasy opposition, They're big enough to be a real threat to characters, they're themed in different ways to give some variety, but they are close enough to human to have understandable motivations and at least some potential for interaction and conversation. Thinking back I had giants as the main antagonists in my old Fantasy hero campaign. That was a homebrew thing but it was certainly inspired by some of the published material,



AD&D gave us three adventures with giants.


I remember seeing them on the shelves in the local mall toy store and they were part of what intrigued me enough to dive into this new "Dungeons and Dragons" thing.


In a see of boxed kids games these stood out. By the time I was buying adventures they had been repackaged as Against the Giants.


It's such a classic now that I think it gets forgotten but the material in here is a great example of old school adventures. There's not a ton of plot, not a ton of NPC's, it's just "here's a monster lair - go to it!" and the player motivations are largely left up to the group to decide. You can go with anything from a Seven Samurai scenario "please help us - we are but simple villagers" to a Dirty Dozen approach of "there's a royal pardon waiting if you'll go solve this problem".




Second Edition gave us the same material, updated with 2E stats, plus a more specific location and scenario. It's less generic, but still pretty adaptable and it includes encounters outside of the lairs. I recall a particularly nasty shadow dragon terrorizing the countryside. I don't see much about it online but it's a nice update for the new edition.


Third edition didn't give us a new published module but there were some fan conversions and WOTC released updated 3E style maps for at least part of it. It was still a lot of fun in the new edition too.


4E gave us "Revenge of the Giants" which is an awesome update of the concept. In this version some of the giant holds are on other planes and are really well done. There's a much heavier emphasis on the elemental aspects of the giants and they are more magical, less mundane when it comes to their abilities,




A few years back Pathfinder took their shot with the Giantslayer Adventure Path which is six adventures that focus on giants as opposition. There's a pretty good mix of things here too and more giant types are included than in some of the earlier material but it is still mainly about fighting giants.


For 5th edition we have Storm King's Thunder which is the latest of the big giant adventures. It covers a variety of types and while it doesn't get quite as elemental as Revenge it does add some interesting elements to giants and to their lore, and the lore of the Forgotten Realms as well. There is of course much more plot than those old AD&D adventures but that's just how it goes today.

When digging into options for my 5E game I had originally planned to include the G-modules as a big part once they were high enough level. Once I had a chance to look SKT over though I changed my mind and I am making it the centerpiece of the new campaign. For whatever reason they just never get old for me. Sure, you can make them big boring bags of hit points but they can be so much more than that! Give them a culture, a society, some motivations, and even some names! Then mechanically change things up a bit  - "Hey, this one's a cleric!" - heck, try making one a bard - and suddenly they're a real part of your world.

Giants: A ton of hit points, a ton of options, and a ton of fun!

Saturday, August 26, 2017

Day 26: Which RPG provides the most useful resources?



Sometimes I wonder if these questions get divided up among multiple people - "OK you write days 1-20, you do 11-20, and I'll do 21-31" and if some of those people don't have much actual experience running or playing these games. At a minimum some of them have language issues - like this one! An RPG doesn't "provide" anything! Maybe they meant which RPG company provides the most useful resources? Maybe they meant which game has the best support? Would this mean only "official" resources or would third party or player-generated stuff count here too? I'm not sure but I'll see if I can come up with something coherent below.

The best resources to have from a GM point of view:

  • A game you like - probably a book or a PDF
  • At least 3 interested and available players
  • A place to play
  • A regular opening on the schedule

That's all I need to run a good game and I've been known to run without one or two of those things. I suspect this question is aimed at "gaming stuff" like splatbooks, screens, mini's, dice, etc.  We can do better than that though, as I don't really think of that stuff as all that "useful" when running a game. 


  • A game with a solid forum where ideas and problems can be discussed has a leg up on others. Mutants and Masterminds, FFG Star Wars, and Pathfinder all benefit from this. I find a good forum particularly helpful with more mechanically complex games like PF and M&M. 
    • Paizo's Pathfinder forum is also extremely useful when running one of their adventure paths as a ton of player-generated material starts showing up as soon as the first volume is released - maps, player handouts, plot outlines, character portraits - all kinds of good stuff for actually running a game shows up in these. FFG's Star Wars forums provide a similar service for their adventures too. 
    • Green Ronin's M&M forum is a treasure trove of famous character writeups from well-known superheroes to things like folk heroes, video games, and D&D conversions. You could probably run an entire Marvel Universe campaign in M&M 2nd or 3rd edition without ever needing to write up your own stats. That's some useful material.


  • Something I need to run a lot of games is NPC and monster/enemy stats in an easily usable form. It's not something that is always available.
    • D&D 4E had the online monster maker which meant I could pull up any monster they had released in an instant, and I could also modify it on the fly with a few clicks of the mouse - that was incredibly useful for that game. 
    • FFG Star Wars makes 3 decks of cards that have complete stats and gear and some notes on different types of NPCs from stormtroopers to criminals to rebel officers. I suspect I could run an entire campaign using these  and nothing else for friends and foes alike. They are extremely useful, much like the templates from d6 Star Wars.
    • Pathfinder came out with some books - the NPC Codex and the Monster Codex -  that have pregenerated stats and gear for character types and monster types at every level of the game. That's a start but having them locked in a big hardback book doesn't really help me during the game because I probably need more than one of them at a time. HeroLab to the rescue! If you pick up the add-on for those books for HeroLab you can pull up whatever characters or monsters you need and save them as an "encounter" within HL. That way you can set it up and save it ahead of time or you can do it on the fly and wing it as you see fit. It's an odd fusion of formats as the codexes provide a big bunch of NPC data, but it takes HeroLab to make it useful in my opinion. 
    • M&M has been very good at providing these from the Instant Superheroes book of second edition to utilizing HeroLab as well. Many of their books have a HeroLab support option.
  • An aid to help players get up and running is another useful resource and Goodman Games' Dungeon Crawl Classics has a few of them:

  • Another card option: condition cards. I think Pathfinder's official set was the first one I saw but there are player-created versions for M&M and D&D 5E and I notice they are one of the first scheduled products for Starfinder. Any game that uses something like "conditions" as a mechanic usually has a whole set of them and no one memorizes what all of them do. This is a simple, inexpensive, easily-implemented way to solve that. 
  • HeroLab deserves a mention of its own - beyond just generating characters it has tools for running encounters during a game. The more stat-heavy your game of choice, the more useful this is.
  • The Pathfinder Combat Manager is something I've discussed before but if you are running that game and haven't checked it out you should probably take a look. It's what makes that game usable to me in spite of the detail and size of the Pathfinder Mechanics Universe. 
So looking at all of that I'd say "useful resources" for me covers things that make actual play of the game easier, and that more complex games benefit from these kinds of things even more. Books that add more features for player characters are not really "useful" to me as a GM. Supplements that add more sub-systems to a game are not necessarily useful in that sense either. The Items I have listed above are the things I have found that make starting a game and/or keeping a game moving that much easier and so are quite "useful". To sum up:
  • Resources where I can discuss or help prep outside of game time are useful for any game but are especially helpful with the more complicated games.
  • Online systems or resources I can use for prep or during the actual game are really nice, especially for more complex games.
  • Cards are a really useful thing even for simpler games. I like having NPC info or monster villian info right there, I like having rules tidbits like conditions easily at hand, and I like being able to toss someone a card with say an important piece of gear on it. The cards serve as both a reminder of the mechanics and an indicator of who has the item or who is suffering from the condition. I'd like to see more card type products for RPGs anywhere it makes sense.