Saturday, April 17, 2010

GURPS and Me

Our schedule for the apprentices has been uneven lately without either of them being here for an extended period of time at the same time in some time. This has frustrated my attempts at furthering the Basic D&D campaign so I've been looking at running some different games depending on who is here on any given weekend. We also have an aspiring apprentice who's a little young but doesn't like being left out, so I've been looking at some simpler games too. There will probably be a few posts like this one in the next week or so as I share some thoughts about different games.

Looking at games on the shelf, one thing I noticed was an entire shelf full of GURPS books. I started playing GURPS in late 1988 while I was in college and had a new group of friends who played a lot of non-TSR games. My first experience with GURPS was when we switched a then-running Fantasy Hero campaign over to GURPS when we changed GM's. I liked it and went and bought the rulebook right away. We later played some GURPS Mechwarrior and several iterations of fantasy. My best friend picked it up too and ran a few fantasy campaigns and a space campaign for our other group too over the years. Being a longtime Traveller player too I picked up most of the GURPS Traveller books as well, though I've never run a game of it.

I like GURPS a lot and think it handles realistic levels of game quite well. It does get a little strange at the supers/ultra-tech end of things though, where you might be rolling 20d6 for laser rifle damage, but at the gritty fantasy/Traveller/ Mechwarrior end of things where you are basically a normal human doing fairly normal things plus maybe magic and psi, it works very well and is pretty easy for the new player to pick up. It's pretty easy to adapt/convert things as well.

I was a little sad when they went to a 4th edition in 2004 because my 3rd edition rulebook had been good for 15 years and I was sorry to see the compatibility break, but after reading 4th ed it's not all that different, really. I have most of the 4th ed books now though I have never run or played GURPS 4 - thanks to an amazing deal on eBay. All of the GURPS books are excellent resources on whatever subject they cover - my brief Classical Age/ Arcana Evolved camapign relied heavily on my GURPS Greece and Egypt books.

The most fun I had playing it was when a friend ran an anything goes time travel campaign so I used a combination of Ultra-Tech and Supers to make a hi-tech intelligent car that was invulnerable to most forms of damage - the Baron Industries Five Fifty, or B.I.F.F. We only played a few sessions but it was fun and the sci-fi runs were pretty straightforward but the old west adventure was challenging in many new ways.

All that said it's never really taken off with my main group of players. Some of that is that we were big into Hero system first, so if we're going generic or dimensional hopping or time traveling or super heroing then Hero is our first choice. Some flavor of D&D is always out first choice for fantasy, and Warhammer makes a strong case there too. For Traveller the GURPS books capture the default universe very well but the system is so different from classic Traveller mechanics that it feels off - MegaTraveller was my system of choice in the past but that has been replaced by the new Mongoose Traveller, which is simply great.

So I think the problem with GURPS in my groups over the years is that it's been at best a 2nd or 3rd choice for systems and doesn't have any compelling settings of its own to make it a 1st choice. Banestorm is a blast for history buffs (if you are one check it out) but most of my players are not that into it. Besides that one I can't think of a supported original setting for GURPS comparable to the Forgotten Realms, the Third Imperium, Deadlands, Warhammer's Old World, or the World of Darkness and I think that keeps it in the "tinkerer's system" niche rather than a full-fledged AAA system of its own.

As for me, if someone I knew wanted to run a campaign in it, I'd sign up for it in a minute, but I'm not going to start out a bunch of totally new RP'ers with it.

Wednesday, April 14, 2010

April Campaign Plans - D&D 4th edition

Now that I've posted my thoughts about the two games I am actually running, here's another one about the game I am still ... planning.

I've settled on the Phlan Option for my great experiment which meant I had some reading to do:
  • I've re-read the PHB (focusing on Heroic tier powers and feats and magic items), the DMG, and the MM.
  • I picked up the PHB2 from Amazon since it completes the required D&D races and classes in my mind (gnomes and half-orcs, druids and barbarians, plus Goliaths make a nice stand-in for Half-Ogres). Read it, liked the added options
  • I already had Adventurer's Vault from last year when I skirmished with 4th edition again. Read it, looked over Heroic tier magic and it all looks pretty good.
  • Re-read Ruins of Adventure and made some notes on what lives where and what levels should be good for each section of the city
  • Made up some initial campaign notes as far as the goal of the campaign (get to 11th level) and what books will be allowed
  • Picked up the 4th edition Forgotten Realms Player's Guide & Campaign Guide and Martial Power in a very nicely priced ebay auction. Those should arrive soon and I will have more reading to do there.
  • Started listening to Radio Free Hommlett, a 4th edition podcast, from Episode 1 onward. It's pretty good and gives a nice view of things as the game has developed with each new supplement.
With all of that accomplished I wrote up the encounters for the Slums and Kuto's Well. I am strictly following the guidelines in the DMG and I am using monsters from the MM, no homebrews yet, and it's a pretty straightforward process. D&D4 assumes 10 encounters = 1 level for a 5-man party and sets out an XP budget for each encounter based on the party level, saying "this much XP value of monsters makes a good fight at this level". You can add in some higher level beasties to make it tough (up to 5 levels higher is said to still be beatable without an easy TPK) and you can throw in some lower levels to make it easier (well, once they get past level 1 anyway). I am going to try trusting that these guys tested all this thoroughly and see if it works.

One option in the DMG is to give XP awards for completing "quests". A major quest (something given to the whole party) gives XP equal to 1 encounter while a minor quest (typically something given to a single character) gives XP equal to 1 same-level monster. I like this idea, especially for this adventure, so I am using it. The major quests will be clearing out each section of the city - this lets me leave it at 9 encounters per town section and cuts down on the grind. These will be assigned to the party by the town council - those of you who played Pool of Radiance will be familiar with this. Minor quests will be assigned by individuals and organizations within the civillized section, but not by the council itself, to individual characters. As an example, here are the quests for the Slums:

Major: Clear the Kobolds and any other hostile groups out of the slums. Bring the head of their leader before the council to show this. (This will come from the Council)

Minor: Retrieve the holy gear from the altar of the ruined temple of God x - this may end up being Mystra, I'm waiting until I get the Realms books to see which gods survived to really nail this down. This will come from a temple tied to one of the players and the ruined temple in question will be one encounter area (might expand to two) featuring undead. This will also allow a new-in-town character to show his loyalty to the temple.

Minor: Burn down Nat Wyler's Bell tavern. This will come from the Thieves' Guild to a rogue or some other shady character. Nat Wyler is doing some gambling, running a brothel, and fencing loot from his seedy tavern in the slums and he's doing it without the guild's approval. He's been warned with no result and now he's going to pay. Burn it down and become a respected member of the guild.

Note: There's no reason this couldn't be added to other additions of the game, even if 4th is not your cup of tea. Make majors equal to 10% of a level's worth of XP and minor's equal to say 2 % and it should work just fine. I'm going to use these a lot in this campaign, with 1 major and 1-3 minors per section. One of the complaints about 4th has been the grind of bashing combat encounter after combat encounter and this will alleviate that somewhat. I'm even thinking of expanding it a little more and putting 5 minor quests in each section, to shave off another encounter if all of them are completed (a standard encounter in 4th = 5 monsters of the same level, so 5 minor quests = 1 encounter's worth of XP) but I am afraid it may not be reasonable to have that much going on in 1 section. I do think it can be done spread over 2 sections though.

I have also rethought the campaign length a little bit. Originally I was thinking of getting the party to end up at level 11, entering Paragon Tier. Looking over the adventure though I have more areas than I need for that - 20 to be exact. Even if I make some of them half-level sites or single encounters, that's a lot of room to work with. Plus I want to sandbox it and not force them to go in a set order of things. Many of the outside of town areas - the lizardmen, the hobgoblins, the thri-kreen, etc will be cut down to single encounters. Besides this though, the Castle itself, the final part of the adventure, was pretty tough and to make Tyranthraxus appropriately nasty he needs to be fairly tough, probably in the level 15 solo range like an adult red dragon. So what may happen is to let reclaiming the rest of the city and the surrounding countryside be the initial goal and let the party get to level 11 doing that. Then, their first Paragon - level task is assault the castle and slay the leader behind all of this. I could see a level getting through most of the castle then a level clearing out the boss and his bodyguards, so maybe ending at 13th.

As for after this? This whole thing could take quite a while and I don't want to get ahead of myself, but I may take a look at Revenge of the Giants, a 4th ed adventure that's set up for levels 12-17, so it would tie in nicely with my plans so far.

Tuesday, April 13, 2010

April Campaign Plans -- Necessary Evil

Another planning post since there's been a little bit of a gap here as well although the next session is scheduled for Friday, so more notes on that coming this weekend.

The game has gone very well and I am very happy with the system. I think for a campaign with a definite starting and ending point that it works extremely well. For a more open ended, let's just start some characters and play type of campaign ala most of our old D&D games it might not work as well but even there I can see some strengths. I can say that 4 sessions in (one character building and 3 play sessions) that I have no issues with the rules and no plans to house rule anything. The players seem happy with it too, no complaints so far. Not having to track hit points for multiple bad guys is just a revelation, it dramatically decreases the overhead for the DM.

So long term, there are 10 encounters that form the spine of the campaign but there are numerous other adventures that can be done along the way and there are tables for random mission and opponent generation included as well. Assuming we meet twice a month and get 1 encounter done per session, I could easily run this through the end of next year.

But I won't.

Here's why: I've noticed over the last decade or so of playing D&D3 that there is some real-world time fatigue that sets in with most campaigns. Even when I have planned out a set timeline for the game, or even a set deadline as in "I'm going to run this through December and we get where we get" that sometimes we don't get that far. People may be really excited when the game kicks off with shiny new characters and a clean slate, but schedules change, players miss or drop, new players come in halfway through, if there's not enough scenery changing it becomes a grind (this happened with Return to the Temple of Elemental Evil and even with Tomb of Abysthor) but with too much scenery change it starts to feel like disconnected parts and not a continuous campaign (this happened when I mixed the Savage Tide Adventure Path with the Freeport Trilogy). I am guilty of this as well - I may be all fired up to start a new game but when I am reading the same set of adventures a year later, my enthusiasm may have dropped quite a bit. Some of this is having too many games and not enough time, and some of it is falling in love with adventure paths so that everything is pretty much planned out in advance, a bit of a downside when you realize it's going to take 2 years of biweekly play to get through the whole thing.

Anyway, back to Necessary Evil - I like this book too much to kill it with apathy. So I'm figuring twice a month for 8 months left in 2010 - that's 16 sessions. The players have gone though one spine episode and one side episode at this point. That leaves 9 sessions to cover the required episodes and 7 for side adventures, spill-overs, and missed sessions and we wrap it up at the end of the year. Sounds good to me - we will hit the highest points in the adventure, have a lot of fun, and have some good stories to tell when we're finished, and it will leave some of the material unexplored for the next time I run it, maybe with the apprentices in a year or so. I might reskin it to make it Marvel or DC or use City of Heroes as the background next time - COH is our only MMO in this house - shout out to Aluminum Man!

That's the plan for now. It could change drastically if schedules suddenly changed or if the player's took a dislike to the game - I don't see that happening but you never know. I f I can have this and a game or two of D&D going at the same time I will be a happy gamer.

Monday, April 12, 2010

April Campaign Plans - Basic D&D

Since we've had a bit of a dry spell with the Basic game I thought I would share my longer-term plans for it. We should get to play again this weekend so I'll have more notes on that next week.

Right now the party is deep in the sample dungeon in the Holmes basic book. I had been planning to open up the lower levels using In Search of the Forgotten City but I'm rethinking that now for two reasons:

1) It may level them past the Keep on the Borderlands

2) I have no attachment to it - one of the reasons for doing this was to run the apprentices through some of the classics, and it's not one. It's fine as adventures go, but it's not special.

So once they clear out this level they should have some gold and some magic and the thieves may have advanced a level. I may put in some extra gold to ensure they all make it to 2nd level (and give them the challenge of hauling a big heavy treasure out of a dungeon) but I really want to get them to the keep and get things rolling there. There was a time when I could run through each numbered encounter and tell you what the monster was, how many, and what the treasure was but that was a long time ago. I'm curious to see how it holds up so many years later.

After the keep I am assuming the party will all be level 3-4 (Those thieves level pretty fast) and the second iconic module is of course The Isle of Dread. We should have a lot of fun there too.

Assuming things go well the party should be lvl 7-8 after the Isle and I am not totally sure what I will do after that. I thought about some homebrew stuff and that's probably what I will do for a bit if they want to keep on going with B/X D&D but I would also like to introduce them to another game...

AD&D was where I spent most of my early D&D time, more then basic. One of the classic AD&D campaigns (which has the bonus of being very Greyhawk-centric too) is the Temple of Elemental Evil, followed by Against the Giants, Followed by the Drow modules, followed by Q1. Having found this article I see that the XP's work very well and I probably won't need a lot of side adventures - I really want to run them through this! I may even invite a couple of my older friends to go along with them as I don't think we ever finished a complete run of all of these modules in any edition! So yes, now I'm looking at the B/X game as a kind of training ground to get to the main Greyhawk campaign run later this year.

Now that I have a rough plan for things, some details to consider:

1) I'll need to pick up some PHB's. Fortunately they are not insanely priced even nowadays at used bookstores and on Ebay.

2) I'll have to look at houserules when we get there. Plenty of time for that.

3) When I first looked at doing this I thought about letting them bring over their characters from B/X and convert to D&D but I've been rethinking that. The B/X campaign could be picked up at any time again and it's not set in Greyhawk, so I'm not going to do this. I'm going to have everyone start new characters at 1st level and we'll go from there. If I keep it in the family, they can each have 2 characters to give us a party of 6. If some friends join in then we'll go for 1 apiece. I have plenty of other modules to bring replacement characters up to speed if we need to, so I think this will work well.

Anyway, that's the plan - the Basic characters will end up around 9th -10th lvl most likely and then will probably go on the shelf while we dig into old school AD&D to play some more classics.



Saturday, April 10, 2010

Necessary Evil - Session 3 - Playing Through

The team climbs from the wreckage of the alien shuttle as the drones and K'Tharians close in around them. The alien robot gleams under the lights as the V'Sori scientist realizes he may need to take drastic action.

The alien scientist pulls out some kind of rod and begins doing things on his computer. Concerned, Nissa closes in to try and beguile him. Seeing that she's not close enough, Night Terror shoots him and he staggers, but doesn't drop. In the meantime, MegaStrike and Nightblade, freed of their bad luck, are rapidly thinning the alien minions.

The scientist really puts up a struggle, staying on his feet even when Night Terror shoots him a second time and resisting Nissa's mind control as well. Annoyed, she ends up grabbing the activation rod from his hand to prevent him from touching the giant robot with it, as the team assumes that's how it's turned on. In the end, the battered, frustrated scientist succumbs to a punch from MegaStrike and crumples to the ground.

The sound of alarms is heard in the distance...

Using the anti-grav clamp that the V'Sori were using, the villains move the robot to a small flatbed truck and cover it with tarp (vehicle theft not being something they are concerned with). They contact Dr. Destruction and arrange to meet him at the warehouse.

After some negotiations between MegaStrike and the Doctor, they drive the truck onto a waiting shuttle and depart the scene.

Nissa keeps the alien rod, though she doesn't mention it to anyone else. She's just kind of that way.

The adventure ends with the team back at the penthouse having drinks and relaxing after striking a blow at the aliens and avoiding major injury among themselves. All in all, a solid day's work.

GM Notes:

- This one was fairly short as we were all tired at the end of the week and spent a lot of time discussing all kinds of other things. Movies, schedules, and a potential 4th edition D&D game.

- The players did really well with getting the bot out of there. It was very professional, no panic, no paralyzing indecision.

- I was glad to get it wrapped up and give out their first XP's. I wasn't sure this was a great choice for their first run but it worked out well and everyone had a chance to shine.

- The relationship with Dr. Destruction is already interesting and I am sure it will develop in even more unexpected ways.

Schedule Pains

Well scheduling has been tough for a while and has interfered with all of our games.

February has a birthday, Valentine's Day, and an anniversary

March has a birthday, spring break, and another birthday

April had Easter so far.

So it's been a hectic last few months of weekends. Hopefully things will settle down now and we can get on more of a roll.

I did manage to work in the wrap up to the last mission in Necessary Evil - I will post that later.

Wednesday, April 7, 2010

4th Edition Campaign Idea #3 -Return to Phlan

This is a somewhat smaller scale campaign idea than the other two, and really only applies to Heroic levels. At this point I almost see that as a benefit and this is probably the one most likely to get played in the next few months.

I LOVED Pool of Radiance when it came out in 1989. I spent a huge amount of time playing it on my Commodore 64 as did my friends. It centered around a ruined city in the Forgotten Realms that was being slowly reclaimed by the inhabitants. Players made up a party and worked through the different sections of the city clearing out the monsters which were all conveniently level appropriate with the weaker ones nearer to the civillized section and the stronger ones deeper in the ruins. There were also side trips outside the city to a huge graveyard, a lizardman lair, and a mad wizard's pyramid. The computer game was awesome for the time and it came with a great little background book that really captured the favor of the area. TSR also published a 1st ed module version of this campaign titled Ruins of Adventure. It should have been the Realms version of Keep on the Borderlands but it failed badly and has largely been forgotten. Except by me.

So to start a new campaign of D&D I like to have a safe base area, some dungeons close at hand, some options for local countryside wandering, and some political or religious things going on to give the more roleplay oriented types something to do between dungeon crawls. This adventure fits that perfectly. Plus many of the adventures in the ruins involve more than just a frontal assault - many are centered around sneaking into something or talking your way past guards and many areas have some kind of guardians that can be reasoned with so there is more here than just carnage. There is plenty of violence though, and every kind of monster from kobolds to hill giants and dragons, lots of the D&D staples. Re reading the module made me realize it has a lot of good ideas just some poor presentation and limited monster stats - perfect for a conversion to another edition.,particularly this edition if its proponents are to be believed.

Classes: Anything goes. I'll pick up the Realms guides for 4th and however they've worked them into the Realms works for me.

Races: Same thing here - there's a book that explains all this so no extra effort for me.

The Gods - again, there's a whole book for this so that's what I will use.

Environment - it's a single large ruined city on the coast of the Moonsea and some of the surrounding features. Perfect - I don't have to build or convert a continent, just a one-page map.

Adventures - This is a fixed mission in some ways - reclaim the city! - but it's not a railroad, it's more of a sandbox. There's a big map and the players can approach it however they want. If your 2nd level band wanders into the hill giant lair then a lot of bad stuff is going to happen. Add in some factional differences on the town council and everyone should be able to find some interesting things to do.

Phlan and the Moonsea was the first area of the Reams I was exposed to and I really liked it. I have run almost no D&D in the Realms, spending most of my time there as a player as my friend ran the Realms like I run Greyhawk. But things change, so maybe it's time I tried it.

Note on the 100 year jump: I know the 4th edition realms is set 100 years after the old realms stuff but I don't think it matters. Phlan was ruined once and now it's ruined again sometime during that 100 year gap. My players didn't play through this module then (other than the computer game) so they have no investment in the original situation. Heck, maybe Tyranthraxus survived last time and has returned to finish what he started 100 years ago - either way it doesn't matter and doesn't cause any continuity problems with my game.

Expanding and improving this adventure should occupy my campaign through the Heroic levels and set them up as well known heroes around the Moonsea and major players in Phlan itself. At that point we could decide to continue, switch to something else, or start a new 4th edition game using the lessons learned here to improve the next one, maybe one of my other campaign ideas. Whichever way I think this is the best for a DM & players new to 4th edition and it's probably the way I will go.

Tuesday, April 6, 2010

4th Edition Campaign Idea #2 - The Classical Campaign

My 2nd idea carries over from something I did for an Arcana Evolved campaign I ran a few years ago (side note - I love Arcana Evolved - it's one of the best things to come out of the OGL). I decided not to use the default campaign world for that game and campaign, instead transporting it to a Mediterranean Ancient Greece campaign. I loved it, as did half of my players, while the other half hated it, so it died after about 4 sessions. But I think it could work with 4th edition.

So the first thing to change would be the gods - dumping the stock D&D gods and replacing them with the classic Greek deities.

Equipment could be handled differently with the whole bronze/iron thing but I don't think that will really be necessary as bronze could be treated as normal equipment while iron could be superior or masterwork equipment. Plus I don't want to have to worry about fiddly things like breaking on a 1 and such.

Races - well Fantasy Greece still needs to be mostly human. Elves & Eladrin can live in the woods, gnomes in the hills, dwarves in the mountains, halflings in some valleys. Half-Orcs could be from anywhere (I can see an Orcish empire in the area of Turkey or thereabouts). Dragonborn might be from an island nation out in the Atlantic (Atlantis was run by lizards!). Goliaths and Shifters and Devas could also be from just about anywhere. Minotaurs would be from Crete of course.

Classes - anything goes here, I see no need to rule out anything. The psionic power source might be limited to Egyptian characters, I think that would be interesting to have it foreign and exotic to the mainland campaign area. Primal powers would be limited to non-urban characters but that's not a huge obstacle as pastoral Greece has a lot going on. Thracians might be a good source for this too as I see them coming across as barbarians in a lot of ways.

Environment - The main campaign area would be a fantasy version of Greece with several city states separated by dangerous wilderness and the ruthless competition between them. Gods favor different cities over others, various monsters ravage the countryside, and armies occasionally march forth to enforce one cities will over another. I see this as a post-golden age Greece where legendary kingdoms and heroes have all fallen leading to a new dark age, which fits well with 4th editions points of light setting.

Adventures - These could cover some basic routine dungeoneering to begin with then spread out across the Mediterranean. Northern Eurpoe would be the home of Drow and Giants, Africa could have dinosaurs, and gates to other planes could be found in out of the way places. The Norse gods could come into play at some point, and so could the Egyptian pantheon although I might make them a little different.

This would be a flavored, not totally by the book campaign but it would definitely take a different tone than regular D&D, at least that's how I would plan on running it. Lots of little differences than a standard medieval game.

Monday, April 5, 2010

4th Edition Campaign Idea #1 - Ancient Greyhawk

I bought the Greyhawk folio in 1981 because I thought the poster maps were cool. Plus it was the official D&D world and I wanted to get in on that. I loved the country descriptions and coats of arms and thought it was a really good product. The later boxed sets were cool too, but they were a lot more and bigger and may have crossed a line somewhere into too much. For me the folio was perfect and all of my 1st and 2nd edition games (and much of 3rd ed as well) were set in Greyhawk.

On to 4th edition: So the new races and the multitude of classes has no sensible way of being shoved into CY500's Greyhawk. There's just no way - we don't need any planetary collisions here. Greyhawk is versatile - heck I ran Fantasy Hero in Greyhawk for a while, and GURPS too. But 4th makes a lot of changes to what is "standard" and they don't mesh well with what was standard for 1st edition - and I want to play a standard, wide-open 4th edition game.

I thought about a timeline jump forward but that still leaves one asking where did these dragonborn things come from? Where did the gods go? Where are my elemental planes? So I went a different direction - literally. I decided to jump a few thousand years backwards.

Now if we go back about 2000 years we can use the Greyhawk maps and some of the "touchstones" - characters and names without having to retcon in a bunch of weirdness with races and gods. These are the early days of Greyhawk, the Time of Legends - Bahamut is a major god and the planes are different and tieflings and dragonborn are everywhere, but it won't always be this way. My idea is that this is the age where many of Oerth's lesser deities and Demigods ascend to power (since that's one of the Epic destinies in 4th). Some of the gods that exist in 4th will be destroyed, some will be changed in the intervening millennia. If some of my players end up as demigods, I will use that when my apprentices get into 1st edition AD&D and start exploring Greyhawk.

Bahamut will sacrifice much of his power to bring order to the universe - separating the elemental planes, and creating the ethereal plane as a barrier around the prime, and summoning the Deva race into the Astral plane to be his servants. Dragonborn will ascend to the planes to serve Bahamut and those that do not will hide in far places or die out. This gives the lawful good divine types a chance to be part of a Divine Plan - their god has goals and is carrying them out. This will make for a nice contrast with most campaigns where the evil gods are the schemers and the good ones have to react.

The Raven Queen may evolve into Wee Jas or she may get sacrificed and become the Negative Elemental Plane while another god may become the source for the Positive plane, or maybe they are already there but hidden.

I may retcon Goliaths as "Half Ogres" - it fits GH better but I haven't read the race entry in the PHB2 yet.

Eladrin will eventually lose some of their powers and become simple elves, but in the time of 4th ed they are still at full strength.

Tieflings will eventually be thinned without the concentration of an empire and will disappear as a separate racial type.

The rest of the races already have homes in GH so need no adjustment or long term consideration. Dwarves will lose their connection to most Arcane magics. Magic itself will become weaker and more difficult to access, meaning it takes a magic-user to tap into what were once rituals anyone could perform.

The idea is to use whatever published adventures are out and I like, with the freedom to place them anywhere in the world. The world should have some familiarity but it is not the "old" Greyhawk. It should accommodate all the 4th edition crazyness and give us some "legends" to incorporate into later versions of GH. I gave some thought to doing my own world but this is pretty much a blank slate on an existing map - and even that I change up. Maybe the Isles of Woe are yet to be sunk? Maybe some of those artifacts in the back of the old DMG are new or in the process of being made?

A note on Vecna: Yeah, he's a god in 4th ed but he's just a legendary figure in 1st ed and trying to become a god in 2nd ed. How to make that work? Well, just because he's a god now doesn't mean he can't fall - this is another plotline to follow with a campaign. The ups and downs of various gods and their followers should be a lot of fun at Epic levels of play.

So in the end, this is my choice for a wide-open campaign for 4th edition. It would be a fair amount of work, but there's not a lot of stuff to rally change from the basic 4th ed game.


Saturday, April 3, 2010

4th Edition and Me

I played a lot of AD&D during the 80's, probably more than any other game. So when they announced they were making a 2nd edition about 1988, it was a HUGE deal. However, we had not really seen the edition changes with RPG's at that time that we have now, so the idea of a new edition was still kind of a new thing - they're going to make the game better, right? Plus there was some discussion in Dragon magazine and eventually a full insert that described what the new edition was going to do and it looked really good. There were no internet message boards - just friends, the people you met in stores, local game groups, and BBS's. Everyone I knew was pretty excited about it - we liked non-weapon proficiencies, we liked "spheres" for clerics, we liked the initiative changes - it was all good! Well, we did lose half-orcs and assassins but in my experience at the time most of the people who played assassins were jerks anyway and tended to assassinate party members just as often as they did monsters. Anyway, the game came out in 1989, it was huge, and everyone I knew switched over right away and we didn't touch 1st edition ever again.

I played a lot of AD&D 2nd edition in the 90's, probably more than any other game. So when they announced that they were making a 3rd edition about 1999 it was a big deal. We had seen multiple games go through multiple editions by now (Shadowrun, I'm looking at you - 1st ed 1989, 2nd ed 1992, 3rd ed 1998) and had to repurchase books and emotions were a little less positive. Plus they ran a year-long preview series in Dragon and a lot of the changes I saw looked suspicious and pretty radical. I was skeptical right up until the books came out then once I read the "whole" instead of selected parts, I fell in love with it instantly - the unified mechanic was huge and the single experience chart was a massive change for the better, freeing up multiclassing in amazing ways. level limits were gone, finally! And monsters finally had full stats, which eliminated a ton of problems. It was awesome and I totally dropped my misgivings and started up a new campaign within a month. We never played 2nd edition again once we had 3rd.

I played a lot of 3rd ed D&D in the 2000's, probably more than any other game. The 3.5 revision in 2003 was way too early in my opinion and my group largely ignored it as no one wanted to buy the books all over again. So elements of 3.5 gradually filtered into my existing campaign until we started my last 3rd edition campaign in 2008. that one I declared to be officially 3.5 and picked up the last few class books I didn't already have. The games were close enough that at the lower levels (where we spent most of our time) the differences didn't matter a great deal.

Then rumors of a 4th edition started seriously flowing about 2007. WOTC denied them flat-out in January of 2008 so i felt pretty comfortable that we weren't going to be seeing a new edition for another year or two - I assumed they would announce it at GenCon a year in advance like they did the last time. So when they did announce about February or March that it was coming in June of 2008 I was shocked - no dragon previews, no big online previews even. They did put out some books that you could buy (!) that were previews but considering I had not had to pay anything extra for the previous ones there was no way in hell they were getting my money for those. But I did get a good deal on a preorder through the local store so I did it. After all, I had liked each previous revision so why not? Plus, as the bits and pieces leaked out I really liked what I saw - a lot of things were very much like what I had houseruled during my 3rd ed camapigns: skill consolidation, more HP's, simplified languages, stc. Then I picked up Star Wars Saga Edition, described by some as a test bed for 4th edition, and it was awesome - it was everything I would have changed plus a little more and it worked and I was very excited for 4th edition - it was going to be great!

Then 4th ed was released, I picked up my books, started reading the PHB and felt awful - this was not anything I recognized, with the changes going far beyond anything that was in Saga. Radically different, it didn't look or read or feel like D&D anymore. At the time I did not play and had not played any MMORPG's but even I recognized the elements taken from them and didn't like most of them. In short, I thought that I was going to get D&D Saga Edition and I didn't and I hated it.

So we continued with our 3.5 campaign and the 4th ed books gathered dust for the next year and a half or so.

The 3.5 campaign ended and I thought about introducing my "apprentices" to D&D as they were now 13 & 10. I decided I should give 4th edition another chance and start them off with "their" version of the game, the "modern" one, letting them skip all the legacy material in my head from the past 4 versions that I had played. So I started reading the books and I actually got through all 3 of them this time and there was actually some good stuff in there. I can see a lot of what the designers were trying to do and a lot of it actually makes sense and could be a lot of fun. I tried running the boys through the adventure in the back of the DMG and it took FOREVER. Plus, they pretty much focused on their powers to the exclusion of all else - I didn't like that so I dropped it and started them off using Moldvay Red book basic. We've been playing for a couple of months now and it's going very well - see my session reports in my other posts for details, but I like the way they are approaching things. I am running that and Savage Worlds Neccessary Evil and I am quite happy.

But I still can't help but think there's some value in 4th edition. I have these nifty books, and I like parts of the system, and I hate not "keeping up" with what is going on with D&D. So at some point in the near future I am going to try and run a campaign of this thing, with friends, to try and get a handle on it. I have several campaign ideas I want to try, I will post those later.