Friday, September 24, 2010

Five Things 4th Edition Does Poorly



Since the theme of the week seems to be 4E I thought I would share some of the parts I dislike about 4E - it's good but it ain't all sunshine and rainbows.

#5 - Marks. What the hell does this represent in-game and why do we need it? I have a whole near-rant here so I won't repeat it but it is a "seam" in the game for me.

#4 - Nitty-Gritty: I don't see many 4E characters buying 10' poles, caltrops, flaming oil, darts, spikes & hammers, or any of that old dungeoneering equipment we all used to get in the Basic/1E and maybe even 2E days. No one worries about who's the "mapper". There's not as much expedition-preparing or equipment-preparing anymore. I have yet to see or hear of a 4E party buying a mule. It's not a huge issue but it does affect some of the feel.of low-level play.

#3 - Gritty: There was a lot of talk about minions when 4E came out, monsters who die in one hit. Hell, in 1E every low-level character and monster is effectively a minion - able to be killed in one hit. It instilled a healthy sense of self-preservation and reinforced "the run" as a viable solution to an encounter. In 4E low-level characters and monsters often have 20+ hit points to start with meaning nobody dies in one hit. This has brought the concept of "grind" to a prominent place in discussions of 4E combat, sort of the opposite of what is supposed to happen in a game with "mook" or minion rules.

#2 - Henchmen & Hirelings - There are some kinda-sorta rules in the DMG2 for companion characters but what if I don't want a companion? Maybe I just want a couple of men-at-arms wearing leather armor and carrying spears working for 1gp a day.  Maybe I want a couple of war dogs to help out. There are kludges but it's not easy to do.

#1 Verisimilitude - A lament in 3 parts

The Bard in my main campaign has a power called Vicious Mockery. It's an at-will, so he uses it a lot. He has killed people with it.How exactly does that work? He doesn't speak Kobold (Draconic), yet he can apparently string together enough curses in Koboldish to make the poor little buggers' heads explode! yes I know you can visualize it however you want but that's not always a feature - sometimes it's a bug. If it was a daily I could get through it as pulling off the perfect zinger or the Killing Joke but it get used multiple times in every combat!

Fighters have Daily powers. He can swing a sword a certain way that will do triple damage, knock the guy back 3 squares, and leave him stunned, but he can only do it once a day. Why? It's a Martial Power - it's not a magical power or a magic item that lets him do it. It's not coming from a god. It's specifically described as training, natural talent, or a trick he knows. How come if he uses it against some bandits on the road he can't use it on the orc barbarian when he gets to the dungeon? Some people used to gripe that wizards forgetting spells as they were cast was stupid and unrealistic - now we have fighters forgetting their signature moves as they are used. how is that better? At least before you could say "it's just magic and that's how it works in this world." Now we can't even use that.

Treasure comes in "parcels". now I ignore the groupings myself and just total up the amount and "parcel" it out as I see fit but this is tougher to do with magic items. Magic items are all assigned a level now which should probably make them easier to arbitrate and hand out but  there are versions of just about everything for each of Heroic, Paragon, and Epic tiers. So you don't just have a "Sunblade" anymore - you have three levels of them now. Seems to make them a little less special if you know you got the "starter" version. Then there is the whole push to let the players choose their magic items just like they would choose and buy regular equipment. - it's a big change even from 3E as the characters can "disenchant" items and use the byproduct to increase the enchantment of another item. At least it's a way to avoid the "magic store" using game mechanics.

So anyway there are some of the wrinkles I have found with 4E - won't keep me from playing it but like every other edition of D&D it ain't perfect.

Thursday, September 23, 2010

4E Campaign Ideas - Some Breakthroughs



I've been working on getting my campaign binders organized this week and I've ended up with 5 major campaign ideas I would like to try in 4th edition D&D. I like the new ones enough to go ahead and start campaign binders for them even though it will probably be awhile before they see action. I like having a physical thing to keep my ideas in and I probably do over-organize to a degree. The upside is that I have some material ready to go when the opportunity arises.

First up we have "Return to the Ruins of Adventure" - it's up and running and going well. I will say it's inspired by the old gold box game but it's not a direct conversion by any means.The PC's explore a ruined city discovering all kinds of problems and threats, both ancient and new. It's set in the 4E Forgotten Realms and we started at 1st level.

The new second 4E campaign is 'The Guardians of the Vale" which is my grand tour of WOTC's published 4E adventures. This is also set in the Realms and is also starting at 1st level with new characters. This will tap into a lot of the Nentir Vale stuff that's out and is coming out in the next year. One reason I'm doing it is that I really like the "touchstone" aspect of published adventures like Keep on the Borderlands or Against the Giants back in the old days and I think it's important to have some of those shared experiences with other players down the road. The players are currently all family members - lots of schedule flexibility that way - but there may be some guest appearances from the Phlan campaign above.

The third idea is "Lost Empires" set in Greyhawk's lost prehistory between the fall of the big human, dragonborn, and tiefling empires and the rise of the Suel and Baklunish nations. Placement-wise I'm ripping off the Hyborian Age and I'm totally happy with that. I have more about this concept here and this is the one that would likely end up as a pure sandbox campaign similar to the West Marches. Originally I had thought of using the published stuff here but I want this to be my own thing. It would use the default 4E deities and cosmology as the now state but the expectation is that the players would aim to make some changes. This might be a good place to work in some 1E module conversions too if I go that route.

Idea number four is the "Age of Heroes" campaign set in ancient Greece. I wrote some about it in an earlier post but the basic idea was to make some changes to baseline 4E races and deities and then just roll. It's more of a flavor change than anything else but it might make a decent sandbox too. Heroic = working around one Greek city, Paragon = working around Greece as a whole, possibly uniting the cities in a league, and Epic = dealing with the gods and their interference in mortal affairs ala the Trojan War.I would run it with less planar travel at paragon and epic, more focus on changing the world the characters live in.

Idea five is the newest one and I'm still working through some of the details. After reading through the Manual of the Planes, a short scan of The Plane Below, and reading through some of the published paragon and epic adventures a certain theme began to coalesce in my head. Call it..."Plane Trek". I would start the campaign at 11th level - PC's can be from any campaign world, any race, any class, etc. They are heroes on their home world, at least in their village/city/kingdom. They are then recruited into an organization based out of Sigil (most likely) that explores the planes and deals with threats that involve more than just one world - the Big Threats. The organization sends them out on planar ships to explore, map, and deal with these kinds of threats. I'm not sure how formal to make the organization - more rigid command structure and ranks or more loose almost like a pirate crew. If I could keep it somewhat episodic - this week the ship has detected an astral dragon heading for a githyanki fortress and is moving in to investigate - then it would make it very easy to drop in onetime players in a sort of sandbox, sort of mission-based delve format. At paragon they would be the lesser officers on the ship but once they hit epic they would be the "bridge crew" and in charge of their own travels in a big way.

It's definitely not a traditional D&D campaign but I can see some potential in it and some value in a change of pace if everyone gets tired of playing knights & wizards & castles & dragons after a few years. I won't be running this in 2010 and maybe not next year either but I will definitely be making notes and stealing ideas to stick in the campaign binder for when I do.

This is pretty typical of what happens when I feel like I'm getting a handle on a system's mechanics - all of a sudden the campaign ideas start to sprout and I end up with pages of notes on stuff I will likely never run - not because it's not good, but because I will never have enough time. When it comes to actually running a campaign it takes a fair amount of time and there are only so many free evenings or afternoons in the week. For most of us, sustaining one ongoing campaign is a major feat. keeping two or more going is very difficult. I have managed it in the past and had the most success when the second campaign was run as a "limited campaign" with a defined start, a set mission (maybe you're just trying to complete a particular module), and a definite end. Doing it this way the second campaign will do alright but will run in short bursts rather than trying to sustain a long open-ended schedule commitment. For me, now that the kids are reaching an age where I can cheat and play with them whenever time allows I can call that my second campaign.

This leads to another little piece of advice for anyone reading this: I used to come up with some cool ideas and think "I'll use that in my next campaign because it will fit much better." DON'T DO THIS! If you have a campaign running now and come up with a cool idea use it now! Don't hoard it! You may never run that next campaign or the system may be different or you may forget it or lose your notes - go ahead and find a way to make it work in this one. You will likely think of ways to make it even better for that "next" campaign and you will have the advantage of having tried it out. Go ahead and drop an asteroid on Waterdeep. Go ahead and let the PC's see Skywalker die at the hands of the Emperor. Destroying canon in a big way at the start of your campaign is very liberating for players - they realize that while the world is still familiar, things are up for grabs, and they may finally have a chance to do all the things they want to do.I may take my own advice and have my PC's join an inter-planar federation of explorers and problem solvers once they have helped save Phlan - I'm not sure yet and it will take us awhile to get there. Heck maybe my Vale Guardians will decide that Fallcrest can go to hell figuratively while they go to it literally and they sign up for ship duty. Either way they will have options down the road and I will be gathering material for the next cool thing even as I run them through the right now cool thing.

Wednesday, September 22, 2010

A Second 4E Campaign - The Apprentices Take On 4th Edition



Last week's 4E game went really well and some of it was due to extra preparation on my part. Between that and the good feeling after the game I realized a few things.

1) I have achieved a sort of plateau with the 4E rules - I feel like I know them pretty well now. If I'm not sure my instincts are proving to be right most of the time. This is a big deal for a DM with a new set of rules as it means I can focus more on the other things and worry less about getting a call wrong. Plus, I don't feel like I am the slowdown with looking things up anymore so the game moves faster.

2) I really like the idea of the old-school campaign with multiple groups adventuring simultaneously in the same game world. Having picked up two new players through EN World's Gamers Seeking Gamers and with a 3rd inquiring about joining I decided 6 was my max for players for now. But...what if I started a second campaign? Place it near enough that the two groups could cross paths if they so desired and a lot of interesting possibilities open up. The main limiting factor here is time - I'm not sure I could schedule and run another regular weekly/biweekly session reliably and I don't want to try it and fail and waste a bunch of people's time. I am keeping the idea open though - if I decide to do it I will post in on GsG as well as here.

3) I like 4th edition. There, I said it. I've been running the apprentices through some Basic D&D modules and still love the simplicity of that system. I still intend to run a 1E Temple of Elemental Evil for whoever wants to play it. None of that changes the fact that I have always been a fan of multiple systems. The bookshelves next to my computer have 4E rulebooks, books for 3 versions of Star Wars, Savage Worlds, Mutants and Masterminds,  Hero System, Basic D&D, Space 1889, DC Heroes, Silver Age Sentinels, and Warhammer Fantasy Roleplay. 1E lives in a china cabinet in the living room. 2E lives in the garage with 5 editions of Traveller, Deadlands, GURPS, Battletech, a bunch of other RPG systems and uncounted thousands of minis. I have never been a one-game kind of guy and I'm not going to start now.Being immersed in 4E for the weekly game though means I look for other chances to use that investment - the time spent learning it, the mental energy devoted to planning it, and the $ investment in the books. Running a second campaign lets me play more of a game I like and get more out of those investments. It also exposes me to more situations and keeps me sharp for both games.

4) I started off wanting to create and run my own adventures as it's not something I did much of during 3E and it was a selling point of 4E that it was easier to build and run your own material. I have done that with my Return to the Ruins of Adventure campaign and I am very happy with the way it's turning out. For a second campaign I am interested in using some of the published adventures for 4E just to try them out and see how they work. I have avoided reading any of the adventures up until now but I have been picking them up as cheaply as possible in anticipation of running them one of these days and I am comfortable enough now to go ahead and use them in Campaign #2. (Campaign #3 will probably involve conversions of 1E/2E/3E adventures but I'm not there yet.)

Now my alternative to running a new game for new players came up after another round of 40K apprentice-badgering as they tuned and tweaked their armies for a game we ended up not getting to play. I like 40K quite a lot but it's a fairly big operation to pick out, set up, and play even at home. Despite more regular kid schedules things still come up on short notice that can wreck plans requiring 3 or 4 of us to be together for a multi-hour block of time. But...4E has a bit of wargamey feel to it in combat; the powers are somewhat akin to what some 40k characters can do, namely special rules that break the general rules; encounters can play out like short combat scenarios and don't take a long time to set up or play out - so let's try out letting the Apprentices play 4E again.

Some of you may remember  that's where my 4E experiment started and it didn't go well. A lot of it was that I didn't know the system and also that they didn't know how to play D&D. Now that they have been through all or parts of 3 old-school D&D modules and have read the 1E & 2E PHB's in addition to their Basic D&D rules, they are a lot more ready to try a new version of D&D and I'm a lot more ready to run it for them.  So the plan is to start them off in the Forgotten Realms and use the Nentir Vale material and Keep on the Shadowfell  as a starting point, places in the Thunder Peaks just south of the Dalelands which puts them close enough to the Phlan campaign to allow for some cross-party interaction if things go that way but keeps them out of each other's hair for now. Lady Blacksteel may join in too but that's still a little up in the air.

The Basic campaign will continue as will the d6 Star Wars campaign but the next few weeks will probably see more 4E than anything else to help get things rolling.

Tuesday, September 21, 2010

Return to the Ruins of Adventure - Session 6: Kuto's Well



After the fight at the kobold roadblock the party returned to the civilized section of Phlan to pick up their wizard and recruit some additional help to clear out Kuto's Well. Meeting at the Dragonskull Tavern that night, Kordan (human fighter), Mikal (human warlock), Javanni (half-elven bard), and Althea (eladrin wizard) make the rounds and end up recruiting two new companions: Uthal (goliath barbarian) and Tavar (deva invoker). They are briefed on the mission and soon the whole party heads back out of the west gate and into the ruined metropolis.

Nearing the roadblock all seems quiet other than the scattering of beggars skulking through the ruins. As they close in however, the sound of many scrabbling feet is heard. Most of the party ducks into cover but Tavar is having none of that and boldly rounds a corner and faces off with 15 kobolds in a rough marching formation.

As Tavar begins blasting one group of kobolds charges him head on. Fortunately Kordan is waiting behind a corner and he steps out as they rush by, diverting some of the attention. Several of the more dangerous-looking kobold warriors move to surround and engage him while the mass rushes forward to attack the invoker who is suddenly in a more dangerous position than he realized. Mikal and Althea move up and begin blasting away at the scaly ones, thinning their numbers, as Javanni opens up with a barrage of harsh language that startles the deva as well, as she speaks draconic and can understand every word. Uthal begins weaving a path of destruction through the party, leaping and smashing kobolds aside with his mighty hammer.

Two kobolds remain at a distance. One is armed as a warrior but the other wears green robes and begins hurling orbs of sizzling green energy in to explode amongst the heroes. As members of his patrol begin to fall the robed one moves in close and unleashes a blast of poisonous vapor that hits much of the party. A renewed sense of urgency comes over our heroes and the wyrmpriest and his bodyguard are soon dispatched, along with the last of his minions.

Pausing to catch their breath, the team realizes that despite their small size these kobolds are quite dangerous and the original four members are glad they brought along some additional help. Renewed and recovered, the group moves on towards the ancient keep now in sight over the nearby ruins.

As they approach the keep that surrounds the well the party circles around through the ruins, looking for sentries and more patrols. Though the walls of the keep are crumbling they are still quite high and mostly intact, with only 2 possible points of entry through gaps and both of those are watched by a kobold warrior and some kind of watch-lizard. There are also two large gates but both appear to be securely closed. After a brief debate the group decides to attack one of the breaches, hoping to take out the sentry quickly.

The party launches several ranged attacks, hitting the guard. Wounded, he sics the guard lizard on the invaders then staggers back inside the walls, presumably to go for help. Overwhelming the beast in a flurry of strikes, the team pursues then stops, dealing with a somewhat unexpected sight.

Inside, the keep is one large open area with the remains of several wooden structures now in ruins. In the center is what must be the well, a large stone platform with a circular opening a good 20' across. Around it is some kind of wooden contraption of uncertain purpose. More surprising though is the large number of trees inside the keep, some of the quite large. Through the trees the party sees two more kobolds leading two more guard drakes towards them at a run. The team prepares for battle.

The fight is short but intense - the drakes have a fierce bite, the guards are tough, and the trees interfere with some ranged attacks, but it's not enough. The fighter, barbarian, and warlock all have nasty close-combat abilities and the bard, wizard, and invoker back them up quite effectively.

Looking around after dispatching the guards, the group determines that there are no more watchers or traps so they begin to investigate the well itself. There is an ancient, weathered stone platform about a foot high and about 30' x 20' that is topped by a circular stone wall about two feet high that surrounds the well itself. The lip of the well is inscribed with some ancient scrollwork that looks elvish but no one is sure. They can see water about 50' down but the well is very dark.

The unusual construct has some kind of platform that can apparently be lowered down the well - not a bucket or basin but a flat disc of wood suspended by ropes. The whole thing looks rickety but  should be able to bear their weight. The group decides to investigate - five of them climb on to the platform while Uthal works the winch to lower them down. Descending, the magically sensitive members of the party feel a tingling and realize there is a powerful source of magic nearby, coming closer as the platform lowers. The group soon sees a set of wooden doors set into the side of the well shaft and begins to draw some conclusions. Kordan kicks the door from the swinging platform but it fails to break and the group pauses to consider their options.

DM Notes: This was a great session after last week's getting-back-on-track game. We added two new players, I had more time to prepare and re-balance the encounters for six players, and everyone arrived more focused and ready to play. I didn't drag out the introductions because all of the players knew the plan and because I have portrayed Phlan as a bit of a melting pot of adventurers and groups so finding new help is not difficult. Combat went well as the DM spent more time reviewing his monsters in advance and the players spent some time with the character builder reviewing their abilities. The new players fit in really well, maybe the smoothest integration I have ever seen for new members of a group thrown into combat fairly quickly.

We managed to get through 2 encounters this session. I would like to get that up to 3 per session but it may take awhile. I have built most of Phlan to have 9 encounters per level plus a major quest (which gives XP = to one encounter) so that if we can do 3 per session then the PC's will level up every third session. With the schedule we  typically run that would end up being about a level a month and I think everyone would be happy with that. Adding 2 new players did not ad appreciably to combat time as far as I can tell - in fact I expect it to speed things up as the barbarian and the invoker kill things fast.

One interesting note: A book was hardly cracked this session. The extensive 4E character sheet combined with the powers  printed from the character builder means that the players have everything they need right there at hand - they don't need to look up modifiers or power details or spell ranges or any of that other stuff - it's right there on the sheet and it's easy to spot. This is a massive change from 3E. It's true that earlier editions had things like Spell Cards but they didn't have your stat modifiers and level modifiers and racial modifiers built into them built into them - it seems like a small technical detail but it greatly increases the efficient use of time in play.

Next session they should penetrate the kobold lair and we'll see how that goes - my expectations are high.

Friday, September 17, 2010

4E Dragon Magazine Annual - A Review

Continuing a bit with the unplanned theme of the week my favorite resource during the 1E & even 2E era was Dragon Magazine. I have a copy of every Dragon Annual published to date. This includes the first one with the original ads from 1980 which I use as back-to-basics inspirational material when I feel a little lost running a campaign.



The second volume had a bunch of material from my original time with AD&D and Dragon



The third volume had Roger Moore's races and racial god articles among other things.



These first 3 volumes were much-used resources during my AD&D years in the 1980's. I was constantly going back and reading through them when starting or running campaigns or when trying to figure out a new angle for a new character. I would recommend them even today if someone was running a 1E campaign - they give a very good sense of the feel of the era. Love those cover prices too.

Volumes 4 &5 pretty much finish out the 1E/2E era for these things. I acquired these later so I was not as attached to them as the first 3.





There were several more traditional volumes during the 3E era but I was not terribly impressed with them, especially compared to the older volumes. However, once Paizo took over publication from WOTC they went and put together a very cool product called the Dragon Compendium which included 3E updates of things from all through Dragon's history. This include 1E material like the Death Master class. It was definitely a grab-bag approach but there was some good material in there. Plus it was a nice, big full-color hardback - that doesn't hurt. There was hope that there would be additional volumes, but that never happened.



 With the launch of 4th Editioon D&D in June of 2008 WOTC adopted a new policy. Dragon would now be on-line-only, ending the 30+ years of the paper magazine's run. This did nothing to convince me that 4th was a good idea and in fact was a mark against it in my eyes as it was behind a paywall. I ignored it, much as I ignored 4E at the time. Fast-forward to 2009 and my interest in 4E begins to come back around after a year or so of ignoring it.  In August of 2009 WOTC published the Dragon Magazine Annual, billed as a collection of the best material from the 1st year of the 4E online dragon. I read some reviews not long after it came out and was unimpressed - the reviews had a lot of "I already have this online" and "this is pointless" type comments and the material discussed didn't seem all that impressive or useful.



Fast forward again to August of 2010 and I am actually running a 4E campaign and have been furiously playing catch-up on 4E books. I came across a very reasonably priced copy of this book online and decided to pick it up for completeness sake. It's a nice 160 page full-color hardback and having read through it now I have to say this is actually a very useful book - details below.

 DM Material: The book opens with an article on Yeenoghu, demon lord of Gnolls and reading it after having read Manual of the Planes it fits extremely well into that material - stats, new monsters, descriptionos of Yeenoghu's home plane, and a sample secret cult of his followers.

Next up is an article on Kobolds that includes 8 new kobolds and some suggestions on traps they might use in their lairs. It's only a few pages but it's immediately useful in a low-level campaign as kobolds show up regularly in levels 1-5 especially. It just so happens that the area of my campaign that my players are getting to happens to be infested with kobolds - and yes they were revised a bit after I read this article.

The Ashen Covenant is an article on cults of Orcus, specifically one that is not just about random destruction and sacrificing of maidens, but one that has a larger goal and several plans on how to get there. It includes adventure hooks, NPC stats for the cult leaders, and some new monsters & magic items. I like this kind of thing because even though Orcus is not set to play a big role in the campaign right now, knowing I have an article like this gives me a pre-made cult to drop in if a player takes an interest in fighting Orcus or picks some kind of paragon path or epic destiny involving him. Basically something could come up in one session and knowing that I have this I could lay some groundwork and then make it a set part of the campaign by next session.

Mithrendain, Citadel of the Feywild is a location description of an Eladrin city in the Feywild. It reads like an entry from Manual of the Planes. It includes a description, NPC stats for notables and guards, some new powers and feats for players associated with the city, a paragon path, and some new magic items. Again we have a nice drop-in location that gives me a specific place in the Feywild if I need one on short notice for the campaign. If I have a player who wants to be from the Feywild, I have a nice little article to give them. If the party ends up spending time in the city then i have some specific goodies to give them related to it- this is exactly the kind of material that 4E needs more of - useful nuggets.

Later we have the Bloodghost Syndicate, a secret criminal organization run by bugbears. This didn't tickle my fancy  as much as some of the others but it's a nice descriptive article that includes some NPC's, some new monster types, and a sample hideout. Again it's a nice drop-in organization with a short history and some defined goals that's not tied to any particular campaign world so if the need arises I have another badguy group I can play if I need one.

Intelligent items is a short article on adding intelligent magic items into your 4e game. This is a callback to older editions of the game and I like to see this kind of thing showing up in the current edition. It's mostly a discussion of how to implement them and it contrasts them with artifacts which have already been described in the game as being intelligent. It's a good article and has a lot of examples and sample items to illustrate the techniques and approach described.

There is a short adventure description about a red dragon. It's a level 11 encounter with some setup that is kind of a reverse-Christmas scenario. It's only a few pages but it is again a nice drop-in thing that could help out if the players are traveling or to set up a future fight at low levels.

The biggest section of the book is a 30-page section (divided into 2 articles) on arena fighting and gladiators. I have to say this was the section of the book I enjoyed the least. It's a good article and all but this is not something that has ever come up in my D&D games in the past (I did run some arena fights in a Rifts campaign but that's the only time) and I don't expect it to come up in a campaign anytime soon. Plus, this isn't the kind of thing I would just drop in to a game either - it takes some setup and planning to integrate into an ongoing campaign and it's not part of the classic dungeon romp so it seems to me to be a bit of a limited subject for such a big chunk of the book. I also suspect that it's been superseded by material for the Dark Sun campaign, making it even less useful now. Maybe not, but outside of Dark Sun I can't see it coming up regularly. I don't dislike the material, it's just of more limited usefulness than a lot of the rest of the book.

The book wraps up with 4 articles that are mainly player-focused.

Playing Dhampyr is of consuming interest if you have a player that wants to play a vampire PC right from the start. I haven't tried it but it looks well done and gives background, feats, powers, paragon paths, and a few new monsters. With all the attention on vampires ala Twilight and True Blood I can see this one getting some use in an otherwise typical campaign.

The next article is Masters of the Planes which is a set of epic-destinies related to the various outer planes. I thought the Prince of Hell was pretty interesting as it's somewhat similar to the ascension of a chaos lord in Warhammer.

Playing Shadar-Kai is the next article and it's as complete as the Dhampyr article, so if you have a player that wants to play something pretty exotic then this should work. They don't strike the same chord with me as the vampire article did but I can see them having a place in some campaigns.

The final article is Art of the Kill, a discussion of assassins and assassination that includes backgrounds, feats, paragon paths, and items related to these things. I can see it being somewhat useful but my players aren't really inclined  in that direction so it will probably not see much use in my games. It does look like a pretty thorough handling of the non-shadow powered assassin in 4E.

So what do I think overall? I think it's a damned handy resource for the 4E DM. I thin kit's a waste of money for a player as most of the content is aimed at DMs.  Those first six articles make the book for me as I can see ways that all of them could come up in a game in general and in my game specifically over the next few months. I can't really give it any higher praise than that.  I will say however that the $29.95 cover price is high for this book. Compared to something more focused and mechanically useful like the power books this is a grab bag product that will likely be used in limited chunks over several years. Look for it on sale or online or in some discounted form and I expect you will be happier with your purchase.

Thursday, September 16, 2010

Useful DM Resources

My review of Dungeon Delve got me to thinking about other products that have been useful to me in running games over the years - not planning a campaign, not organizing material, but actually running a game, with players. So I will talk about a few of them below:


For 1st edition AD&D it was definitely Dragon. Adventures, new monsters, new magic items, new NPC's, spellbooks, articles on and descriptions of monsters that lead to an idea on doing something new - old-school Dragon was a regular source of great fluff, great crunch, and a ton of usable stuff.  It seemed to drop off to me somewhere in the early 100's but up until then there was something in almost any issue that I could use very quickly. I initially thought "Pages from the Mages"was a stupid series until my PC's killed a fairly tough wizard and I had no notes on his spellbook contents - guess what they found? I had PC's wash up on a strange island and I didn't want to use a "regular" monster - thank you Creature Catalog. Running into something you don't recognize after perusing the Monster Manual regularly for several years packs a pretty good punch. Low level PC's supposedly on their way to catch a ship to Bone Hill stop for rumors in a village bar and end up going into Little Boy Mountain to fight Chagmat. It was a very broad resource but a very handy one at times and I miss it even now.


For 2E this boxed set inspires very mixed emotions among Greyhawk aficionados as it's cool to finally have a boxed set on the center of the campaign world, but Gary Gygax, creator of the whole thing, had nothing to do  with this product. Elements of it are there, but it doesn't feel quite like the description in the earlier material or Gary's novels - it feels more like a Forgotten Realms city in some ways. Anyway, it's not the city itself that I am focusing on in this case but the adventure seeds included in the box on cardstock. These are small adventures taking up one 8 1/2 X 11 card front & back. There is usually a small map and some monster stats and the rest is description of what's happening and why. I used some of these cards in every 2E campaign I ran, at different levels, and in different campaigns. There's a low-level one that involves a faerie dragon and some goblins making mischief in a winery, one involving ogres that have been converted to good by a local cleric and what happens when they revert to evil, one about watching a store for a merchant friend while he takes care of some other business, a bathhouse full of frogs, and others that deviate from the typical dungeon full of badguys format. They are nicely different and very easy to drop in wherever needed. A book full of these things would have been an incredible resource but these filled the bill for several years.


For 3E I pulled down OGL stats for the monsters in MM1 and printed them out on index cards and kept them in a box at the table behind my screen. I added more over the years including unique creations with templates and class levels and that's pretty much how I ran my monsters for 3E - I didn't need to stat them out in my notes as I had my cards. I just noted something like 10 Human Bandits Class D, 4 Class C, and 1 Class B and then referred to the cards when it came up. Where this broke down was Dragons. Dragons have a bunch of special abilities including spells that make it nearly impossible to fit onto a card. Even the monster manual entries (my usual fallback for non-carded monsters) don't detail spells as those are chosen individually for each dragon. In 3E they tend to show up more than in earlier editions because of a refocus on classic D&D themes and because there are appropriate versions at all levels They're complex and have huge statblocks too, so a book of prefigured dragons complete with lair maps was a very nice thing to have. It also makes it much easier to include dragons on random encounter tables which I have always liked, especially for cross-country travels. It was a very focused product but a very handy one if Dragons popped up with any frequency in your game.


Yes, I'm looking at games besides D&D too. For d6 Star Wars this book contained Equipment, Vehicles, Ships, Races, Creature stats, Stormtrooper stats, and prominent NPC stats. With the rulebook and this book, you could run a rebellion era game for a very long time. Now a lot of material was added later, but if it was in one of the first 3 movies, this book covered it and that was good enough for most of us at the time. It was a monster manual, arms & equipment guide, rogues gallery, and a race handbook all rolled into one.


For Hero System, mainly Champions, this is a very handy resource. The Bestiary is the best but I'm assuming anyone running a campaign already has that book. This one might be overlooked though as it's nothing but NPC's. Wonderful, pre-statted pre-personality'd NPC's, from cops to crooks to mad scientists to reporters to truckers - all there to be used as contacts, dependent NPC's, hostages, victims, anything, really. They can be dropped in to any modern setting and they will work just fine. They are built at various point levels from incompetent to skilled to low-end heroes to specials like Sparky the Wonder Dog. It's just very handy in actually running a game. Champions is a game where you can make anything but you don't always want to have to do it in the middle of a game and this book helps quite a bit in avoiding that.


For Shadowrun this book contained new contacts, new archetypes, a bunch of maps of things like a subway station and various apartment buildings, and some short adventures that could be dropped in at almost any time. Plus it detailed how credsticks work in the world and how the law codes and equipment worked in the game world too. It was just a big batch of awesome when it came to actually running a game - not advice, not background fluff, but good small scenarios, maps of places shadowrunners were likely to be, and stats for the opposition you might find. I used it well into 3rd edition SR and would probably do it again if I ran a new campaign today.


Finally the Traveller book that saved me the most work, 1001 characters. This book has a bunch of statlines for characters created using the normal chargen system in Traveller Book 1. Seems pretty mundane, right? It's not because it saves actual work and time.  Most Traveller fans would probably list 76 Patrons here but I always thought it was overrated as it only gave adventure seeds, not actual adventures. I never had a problem with ideas, but not having maps and stats and details to back them up makes them difficult to use in play on the fly. Supplement 1 however could be used both in advance (Pilot sitting at bar is #45 in S1) and on the fly when one needed stats for an NPC. Yes, I could probably make them up on the fly but I've noticed I tend to repeat myself if that happens too much so I like the unbiased list to pull from rather than handwaving it myself. It's not a flashy or pretty book but it is very handy at the table in play.

Honorable Mentions: For 1E the Rogue's Gallery includes some pregen stats and NPC's. For 3E the DMG includes a lot of NPC sample stats and was used a lot by me in the early days. The 3E supplement "Everyone Else" has stats for NPC types like bartenders and blacksmiths and can be handy at times. The Star Wars Revised Core Rulebook contained stats for a lot of NPC types at various levels from stormtroopers to space pirates to smugglers and was very handy for on-the-fly use. Every Marvel Super Heroes supplement was chock full of heroes and bad guys with full game stats. Every Savage Worlds campaign book comes with full stats for opposition, creatures, and even vehicles - they are very well done. Mutants and Masterminds also has a nice list of opponents from ninjas to cops to robots in a section at the back - all very useful when the night goes off track. Drop in some ninjas and watch the action begin.

As you can see IMO anything that gives me statted up and equipped NPC's, maps, usable detailed adventures, and basically saves me mechanical work during the session rates very highly with me. I like a lot of the theoretical how to be a better DM or monster ecology type books too but in the heat of the game when you're trying to make a world come alive for your players there is no better friend for the DM than prepared material that he doesn't have to prepare.

Wednesday, September 15, 2010

Return to the Ruins of Adventure - Session 5: Roadblock!


Over a month ago our heroes completed their quest to slay the goblin chief in the slum section of the ruins. Since then they have been spending their money and time in the civilized section of Phlan. Low on cash, Kordan, Javanni, and Mikal decide to see if the council needs any more help. As it turns out they do.

Councilman Barnabus thanks them for freeing the slums although resettlement is going somewhat slower than they had hoped. Some of this is due to a new problem in that kobolds have taken over Kuto's Well, cutting off a major source of fresh water for the settlement effort. Kuto was one of the original settlers of the area and he built a fort around the well. Early settlers also gathered around what is now civilized Phlan for access to the harbor. The city grew up as these two sections grew together and the Slums are what was once this middle section joining the two early settlements. So reclaiming the well is important both for symbolic reasons and for the practical needs of a) fresh water, b) a buffer zone past the Slums themselves, and c) a fortified location at the far end of the settlement to help hold off attacks from the monster-infested ruins of the rest of the city. Barnabus offers the party 1000gp per person or the choice of a treasured magical item upon delivery of the kobold chieftain's head.   The party agrees and sets out for the well.

Now being unable to locate their wizard the team advances with some caution. Passing through the Slums they see the occasional beggar moving through the rubble but that's about the only sign of life. Finally they come to the end of the slum section and see a stone structure some distance away through heavily rubbled streets. They advance.

Nearing the well the group uses a mostly cleared roadway to speed their travel. Up ahead, though, they spy a roadblock and note that several side streets have been block off as well. Observing for a few minutes, they see small shapes behind the roadblock and a few more figures up on some nearby rooftops - kobolds.

Kordan (Fighter) and Mikal (Warlock) take a left and try to make an indirect advance on the kobold position while Javanni (Bard) advances just enough to put the enemy in range of his vicious mockery and begins taunting the scaly ones.

Turning a corner, Kordan and Mikal exchange fire with the westernmost kobold rooftop sentries. They are slain fairly quickly but not before both heroes have been tagged with seriously foul-smelling missiles. The heroes then close in on the roadblock as Javanni takes the other rooftop sentry out of the fight with his incredibly harsh language.

Battle is joined as Kordan smashes through the roadblock and into a Kobold Dragonshield. Mikal lays down curses and eldritch blasts on multiple foes while Javanni sings a veritable song of abuse, throwing in some common kobold names to spice things up and scoring as several enemies look up in open-mouthed horror at the things he is saying about their nest-mothers.Kordan takes a few good blows from Kobold spears but in the end the trio blows through the watchmen like a summer storm, leaving no survivors.

Looking around the team gathers up what clues they can and decides to go back and find their wizard, and maybe some other assistance, before they assault the well itself.

DM Notes: This was our first D&D session in quite a while and ended up only involving the setup and one encounter, mostly due to excessive chit-chat. I say excessive but part of the fun is a group of friends getting together and catching up on things and that took a lot of time this time. Also, Lady Blacksteel had other plans and was not available to run her character for the evening so the party was down to 3. Now I build my encounters for the 4E standard 5 man party and I'm not inclined to weaken them but the party blew through them pretty well. I admit I didn't make the bulk of the kobolds very active opponents but they were guarding a roadblock so it made sense to me in the context of the encounter. Next time will not be as easy.

The good news is that we may have picked up another player, bringing us up to the officially-endorsed 5-man party. Also, clearing a lot of the getting-back-together-after-a-long-gap stuff cleared out and getting the mission set up out of the way means we can dive right in next session and that next session is this coming Friday so we will have some momentum going in. It's good to be rolling again.

Tuesday, September 14, 2010

4E Dungeon Delve: A Review


Dungeon Delve is a 192 page hardcover that was published in February 2009 to fairly mundane reviews. I picked it up a while back but it wasn't really a priority. as I was busy designing and starting my first 4E campaign. One of my own rules while doing this was that I didn't want to read any published 4E adventure material as I wanted to figure it out myself.  Feeling fairly solid with those arrangements now I sat down to read it over the weekend and was very impressed.

The concept for the book is to publish a short adventure for every level from 1-30. Each "Delve" starts with a few paragraphs of background, an overview map , a note on what set of dungeon tiles was used to make the map, and some notes on how to expand it beyond the encounters given. Each encounter has a more detailed map including the monster locations, complete monster stats, a setup section, tactical notes, and details on any features in the area like statues that could be pushed over or ledges to fall off of or secret doors or the like. Everything that the DM needs to run the encounter is right there, usually on 1 or 2 facing pages.

The introduction to the book talks about different ways to use this material including a DM Training Tool (not a terrible idea) and as a boardgame type affair where it's openly DM vs. Players - I thought that was Descent . Those are fine but they are not the highest purpose of this book.

The greatness of this book is in having a huge pile of prepared, fully statted-out mini-dungeons with short simple backgrounds. As anyone who has DM'd an ongoing campaign knows, this kind of material is incredibly valuable. If you're running a specific adventure and the players know it or if you're running one-shots then it's not as important as everyone tends to be focused on the task at hand but in a classic open-ended serial campaign the players pretty much decide where they are going next and that's not always some place you have prepared. Even if you are running a known adventure players will go back to town and then go traipsing off in another direction. When this happens it's very handy to have some other material you can drop in as a side adventure - sometimes as the goal of the side trip and sometimes as a delay along the way so that you can finish writing up the goal before the next session.  Plus the size of each - 3 encounters -  is perfect as that's about how many my group can get through in a typical night. The descriptions are also perfect - a paragraph or 3 about the location, who the monsters are and why they are there is exactly what this kind of adventure needs and it's specific to the encounter, not to any campaign world.

Old School Notes - This book is similar to the Book of Lairs or Adventure Pack I - premade encounters with monster stats and maps that can be dropped in as needed. Now the encounters are not as large-scale as some of the Lair setups - no 130 Brigands or 249 Sahaugin - nor are they as involved as the adventures in AP, but they are very similar as far as intended use.

What if you don't play 4th edition? Well, it's not a whole lot of use in that case. The maps are fairly simple and the feature notes include DC's for climbing up on things or breaking things that could be used with 3E characters. The monsters would have to be replaced though, so some of the utility of the book would be lost but the maps and the concepts might be enough of a head start to make it easier than doing your own from scratch. For 1E or 2E DM's there isn't much here. The concept, though, is very good and there's no reason it couldn't be used to make up a similar product for 1E/2E.

This book is a godsend for my own 4E campaign which is set in Phlan and inspired by the old Gold Box game. In that game the main adventuring area is the city itself but there are several small adventures set outside of the city and I have been debating how to incorporate them into the campaign. I don't want them to replace big chunks of my carefully designed city zones but I want players to have the option to head outside of the city -especially those who remember the old game - and look for trouble. They could also be used as XP catch-up missions for characters who sit out a session or two. So I was thinking of making up some set pieces of 1-5 encounters using the themes of the original - an orc lair, a lizardman lair,a wizard's laboratory, and others - but now I don't really have to as I have Dungeon Delve and I can place whatever I need depending on the level of the characters involved. I may still do the laboratory as it was a pretty big part of the original and I had already figured it in as one of my higher-level areas, but the other little side encounters will most likely be handled by adventures from this book. What higher praise can I give than I like it and expect to be using it in the next month or two. If you;re running a traditional campaign using 4E then it's an immediately useful book for you as a DM and it's something you will want in your toolkit.