Friday, March 21, 2014

Low-Prep Games: Savage Worlds



I've talked about Savage Worlds before (see sidebar for other posts) but it too fits into the low-preparation zone. The high points:

  • It's mechanically simple but still gives enough customization options that players can usually make something they like
  • It's very much focused on actual play with little need for DM recordkeeping
  • Many of the setting books include an entire campaign

The simplicity comes in things like stats being measured in dice - no translation, no modifiers, no charts, just that you have a Strength of "d8" so when you need to use it you roll ... a d8. Genius!There are also edges and flaws to give players those unique things that make each character awesome, and there is a skill system as well, also rated in dice. It feels more detailed than Basic D&D, but is not as complex as Pathfinder, making for a nice middle ground.

Actual Play: Initiative is tracked via cards - higher cards go first, when your turn is over you turn in your card - no  need for tracking it round to round! Most opponents are either fine, shaken or out of the fight. There are not a ton of conditions to track and there are no real hit points to worry about either. Beginning with an approach like this makes it very easy to run in real time and not have to research complex abilities in advance. It also makes it easy to include extras like henchmen or guards that the players can run alongside their own characters. 



Settings: The real zero-prep genius here are settings like 50 Fathoms and Necessary Evil. These come with a unique setting in the traditional gaming sense of a world or city to play in, usually with some unique monsters, races, or situations. Then they also include a plot-point campaign which is a series of adventures/scenarios/encounters that form the backbone of more narrative style campaign leading to some ultimate goal. In between those though a DM can use the random adventure generator included in each, along with the stats, maps, and guidelines about how the campaign works to run a virtual sandbox campaign with a few key "triggers" laying around to keep things interesting. It's a complete campaign in one book!

Somewhat like Pathfinder Adventure Paths there are several of these out so it should be easy to find one that interests enough players to get that critical mass going. Westerns, Fantasy, Pirates, Supers, Modern War Stories, and Science Fiction all have representation here.


So what would I need to go no-prep here?

  • Copy of the rules - the Explorer's Editions are $10, paper or PDF, one of the best bang for the buck deals out there.
  • One plot-point setting book - they tend to run around $10-$20
  • Dice, pencils, paper, players, and time (sigh)

That's it, and you may not need all that much time! I was shocked at how much we accomplished in just a few hours when I first ran the game and familiarity only makes it that much faster and smoother.


Now you could certainly sit down and come up with your own detailed campaign setting for the game, and there are non-plot-point settings out for it. There are conversions of just about every other RPG setting and pop-culture media thing out for it too and with some additional prep you could run almost anything for it. I'm just looking at it as a zero-prep game and for that it's amazing. It's a game pretty much built around the zero-prep philosophy and it shows. 

Wednesday, March 19, 2014

More Low Prep Games: D&D



It may seem kind of obvious, but Basic/Expert D&D is pretty much a no-prep game. Maybe not if it's your first time to tun or play, but assuming you have some experience then it really boils down to this:

  • Grab the rulebook
  • Grab an adventure
  • Read said adventure
  • Gather and roll!
For me and most of my players at this point in our gaming lives this is all it takes. Now we don't play it all that often because it's almost too simple, but that simplicity is exactly what makes this kind of no-notice run possible. 

Even character creation is simple enough to be done at the table. In a few minutes the party is ready to go. Simpler characters also make it easy to run more than one character, which makes it even easier to get to actually playing the game as you could run with as few as two players.


It's priced nicely too. If you don't have a copy of the rules, well:
...and there are a bunch of others out there too, some more fiddly than others.

If you need an adventure then D&D Classics has  a bunch of ...classics... for small prices and Dragonsfoot has a bunch of old-style but more recently created adventures for free.

Most of these kinds of adventures are not complicated so I wouldn't spend much time re-reading or re-working the module - just run it and enjoy! Most of them will take at least a few sessions to plow through so once you've started you are set for a while.

This is really the opposite end of the scale from my Pathfinder post. In that case technology and a certain approach let me run a complex game with very little preparation. In this case the game is simple enough and familiar enough that I don't need any technology to run it - just what's mentioned above and pencil/paper/dice. That's a great thing! No, it isn't a replacement for a game like Pathfinder for my players, but it's so easy to do that it makes for a fine game when you want one without a lot of rules or setting crunch and just want to get on with the adventure and play

Tuesday, March 18, 2014

Zero-Prep Pathfinder Revisited


My Pathfinder post generated a couple of comments that surprised me so maybe I failed to communicate well in that one. I thought it was worth it to try again.

In my mind there are two kinds of prep for a game: campaign prep and session prep.

Campaign preparation is what I do before a campaign actually starts. Things like this:

  • Choose a system to run - D&D, Star Wars, etc.
  • Choose a setting to use - Greyhawk, Star Wars, etc.
  • Figure out the general situation for the campaign - 1st level? Name level? Rebels? Imperials?
  • Round up players - not always as easy as we might like
  • Figure out a time - maybe the toughest part of starting it up
  • Prepare the details - NPC's, maps, monsters, vehicles, organizations, etc.
Every campaign is going to require some of these if not all. Even if I know the system and the setting by heart and plan to run completely seat-of-your-pants I still have to get some people together. 

With some games I may want to lump character creation in with this too - if the players know the game and the setting they can make characters ahead of time and Session #1 can jump right on into things.
See that? I don't have to do that anymore - I don't even use a screen for the Pathfinder campaign.

Session preparation is what I do before each session, such as:
  • Checking where we left off last time
  • Statting up the opposition for the next run if I haven't already
  • Mapping any areas they might get into if I haven't already
  • Printing out whatever notes I need to run things efficiently
  • Reminding the players of any major events or complications that are still hanging out there, if they need to level up, if a new player is joining, any of that kind of thing.
If I am running a published adventure I may include re-reading the relevant part of the adventure as part of this too.

So how does the zero-pathfinder thing play into this? From my previous post:

  •  First, you'll need the first volume of one of the adventure paths. 

Right, because writing my own isn't zero-prep. Running an AP saves me a ton of effort in session prep and gives my players a shared experience with other Pathfinder players. This is really a campaign-prep level item as you're only going to do it once to begin with. Now granted, if you continue all the way through there are typically six volumes in a full Paizo adventure path so you would be doing this again but it's not per-session.


  • Second, you should pull up the d20PFSRD, a really well-done, thoroughly hyperlinked version of the open Pathfinder rules. 

This is just an aid to running a session. There's no real work here -it's just opening a tab on your browser.


  • Third, download Combat Manager here

CM is also an aid to running the game during a session. You do it once, ever. You're good to go other than the occasional update. Again, there's no work here.


  • Fourth, get PCGen here or HeroLab here. PCGen is free, HeroLab is not but I think it does some things better than PCGen. Have your players create their characters in their tool of choice and send you the file.

Upon further review, the DM doesn't need these - the players do. So cross this off the DM's list. They just need to send you a character file so you can use it in Combat Manager. You want to see their character in advance, right? They can drop the file into the same email that describes their character. No extra work for you.

So sure, you have some campaign prep before you launch the campaign - I don't see a way around that most of the time. In this case it's "get an adventure, read it, tell your players". But the session prep is almost nil - the adventure provides the situation, the maps, opposition, and the NPCs. CM lets me run all aspects of combat in a very crunchy game with no paperwork. The d20pfsrd site lets me check rules details quickly and efficiently as they arise.

The "overhead" of running a game - stats, bookkeeping, initiative tracking, condition tracking, all of that kind of stuff - just melts away. I do keep a notebook open to jot down who was present, the date, cool stuff that happens during the game, and just anything interesting I might want to know later, but I don't have to refer to it at all for mechanical stuff.


Heck, all of my monsters are getting individual initiative rolls in my Pathfinder campaign and I can't tell you how long it's been since that was a regular practice here. Sure the players always have individual initiative, but usually the monsters have been side or group initiative, at least since 3rd edition. Now, after 14 or so years of that, if 10 Fiendish Vultures swoop down on my heroes in the devastation of Kenabres, they're not acting as a huge block - I roll for all of them. Because I can.

I know not everyone likes published adventures, advantages or not. I've used quite a few over the years, the past 14 or so in particular, though many of them were converted to systems other than the original. I find them to be useful tools for almost any campaign.

I know not everyone wants gadgets at their table, though I have relented on this in the past two years myself as laptops and tablets and phones are pretty handy for some games. When I run Labyrinth Lord I don't need a combat tracker - the game is so simple that it doesn't add anything to the experience. When I run ICONS I use a tablet as I have most of my material for that game on PDF. ICONS also has a nifty character generator/creator which is certainly not essential - I just like the character sheets it puts out. For D&D 4E games a lot of my players use electronic character sheets because they make it easier to track power usage and conditions and I have no problem with it. It all depends on the game. If there was program like Combat Manager for Hero System, I would run a lot more Champions than I do.

It doesn't really need a character builder but the output just looks good. 

If you are OK with published adventures and you are OK with using a PC at the table, then there is a lot of opportunity out there, especially with  a game like Pathfinder. Anything that lets me focus more on playing and less on getting stuff ready to play is a win in my eyes.

Monday, March 17, 2014

Caverns of Thracia on DTRPG



This one is fairly highly thought of in OSR circles so I thought I would pass along that's it's available on Drive-Thru RPG now for $6.50. Link is here. That's a pretty good price for a usable copy of the thing.

This is another one I'd love to explore with one group or another in any of 3 or 4 different rulesets. We just never seem to have the time. One of these days...

Motivational Monday

Cheers!

Thursday, March 13, 2014

Zero-Prep Pathfinder



It's spring break here which means more "doing" and less blogging but there is one thing I wanted to get out this week.I have been more and more impressed with Pathfinder and the amazing support for it by both Paizo and by others. Every time I touch it I come to like it a little more. One of the reasons for this is the realization that for me, it's the first time in a long time I feel like I could run a fairly detailed RPG with zero prep time.

First, some background: Basic/Expert D&D, and 1st-2nd Edition AD&D were fairly easy to run on the fly. Besides taking random generation of everything from monsters to maps to magic items as a legitimate way to play the game - something which has thinned out noticeably over the last few editions - these versions of the game had pretty simple monster stats. You didn't really even have a "stat block", you had a "stat line". This made it really easy to include abbreviated monster & NPC stats in the adventures wherever they showed up, with a longer entry in the back of the module or a reference to one of the monster manuals. This pretty much eliminated look-up time and let DM's just run things. This state of affairs made it especially easy when using a published adventure, as you just read the adventure, looked over the maps, tried to get an overview of the whole thing, look up any tricky bits, and you were ready to roll - at least that's how it worked for me.

Now we made plenty of our own stuff back then, and we also used the random generators sometimes as it made for a far less predictable experience. We also played a lot of published adventures because:

  • They were ready to go. Once you read it you could run it, so it was great for those "hey let's play D&D" type summer days before we had to plan everything in advance.
  • They were cool. Against the Giants, White Plume Mountain, Ghost Tower of Inverness, Dwellers of the Forbidden City - those were a lot of fun.
  • They were a big part of the shared experience of D&D. Pre-internet there weren't a bunch of places to talk about D&D outside of a letter in a gaming magazine, but if you ran into someone at the hobby shop or at a con you could instantly bond over going through adventures like these - "We figured out the answer to the Sphinx's riddle" - "Ah, my group didn't bother, we just attacked her - hey what did you do with the vampire and the globes farther down that hall?" 

Third edition made on-the-fly adventuring much tougher to do by assigning all monsters feats and skills, possibly class levels, and possibly specific weapon & armor types. plus many also had extraordinary, supernatural, or spell-like abilities, all of which tended to force a DM to look them up beforehand or during the session to know what a monster could do. Every monster could end up as complicated as a player character. Trying to run a group of say regular orcs with a tougher orc leader type, a shaman, and a summoned demon was a nightmare in 3E because of all the different special abilities and the fact that each statblock was a fairly long item. The players loved it, but they only had one crunch-heavy masterpiece of optimization to manage. As a DM I had anywhere from 1 to 20 or even more on occasion, and then a new batch to learn and run during the next fight. I ran it for about 9 years but it ended up feeling like work quite a bit of the time.

It almost broke me
Even running published adventures (which usually included statblocks) the overhead of keeping up with the options and abilities available to a group of beasties was something that added more "homework" to the game, taking attention away from just running the thing and having fun. It might not have been a problem for everyone, and we managed, but it was less fun (for me anyway) after a while. I had printed index cards of most of the monsters sorted alphabetically in an index card holder because that at least gave me the stats at hand and let me pull out multiple monsters at once as needed as flipping through the monster manual every time you needed to check a new number got really old.

The next edition of the game helped somewhat by keeping all of the stats and effects needed to run a creature inside its own statblock, but I still had to print out those statblocks. The dream of the online reference was not fully realized as the way the monster handler tool was implemented was not really designed for in-play usage, but more for preparation beforehand. That was a huge missed opportunity, as I will demonstrate below, especially considering the amount of time and money spent on it.

So enough looking backwards - what about the whole zero-prep thing now? Well, zero-prep means either a published adventure or a random generator. Right now I am talking specifically about published adventures. I am also talking about Pathfinder, which  is pretty similar to 3E D&D which I just slammed for being unfriendly to this approach - so how does this work?  There are a few crucial tools. Before anything else you're going to need a computer, preferably a laptop, and the usual pencils, paper, and dice.


First, you'll need the first volume of one of the adventure paths. Take a look here. There are 14 of them now, hopefully you can find one you like. The PDF's run about $14 and will cover the first 4-6 levels of a party's career. Also download the free Player's Guide PDF for the AP that you've decided to run. Read them both - this is the extent of the prep work you will be doing.


Second, you should pull up the d20PFSRD, a really well-done, thoroughly hyperlinked version of the open Pathfinder rules. It's a website and it's free. It's a nice resource to have at your fingertips during play. Also, if you or any of your players are really "thrifty" or just want to try all of this out before spending money on it, this has all of the rules of the game from character creation to combat to monsters to magic. It also may cover some of the expanded rules from books you don't have if one of your players goes off on a tangent.


Third, download Combat Manager here. It's free and it's amazing. Also note that it's not an internet application - once you download it then you're running locally, meaning you don't need an internet connection to run the game. I know that sometimes that matters.  This program is really the key that makes all of this work.


Fourth, get PCGen here or HeroLab here. PCGen is free, HeroLab is not but I think it does some things better than PCGen. Have your players create their characters in their tool of choice and send you the file.

One of Apprentice Blaster's Pathfinder characters - the kids don't bat an eye at using a character builder.

Now, to run the game all you need to do is import the character files into Combat Manager. When the party gets into a fight then the greatest hidden treasure of CM comes into play: All of the monsters and NPCS from published AP's are included in the monster database that comes with the program. You don't have to rebuild them. CM as a tool makes combat a snap to run, with instant access to monster stats, feats, spells, and class features just by hovering or clicking on the relevant text. Having all of the stats you need for combat at hand like that eliminates (for me) the need to try and prepare mechanical notes on different monsters and reduces my preparation to ... reading the adventure. That's it! I don't need cheatsheets or monster stat sheets or a hour in HeroLab to recreate that hobgoblin cavalier/monk.

Fighting dretches - they have some special abilities


Just hovering over a link shows a pop-up with the complete info on that ability
Or if I want I can click on the link which takes me to the Spell tab (in this case) and shows me the full info on the ability.

NPC info is included in CM's database, and yes you can throw them into combat as well. This lets you include things like party mounts, men-at-arms, war dogs, summoned monsters (for either side), hostages, those "freed prisoners" that were so common in old school adventures, and even annoying NPC's forced on you by the narrative in some adventures.

Yes, unfriendly NPCs are included too, with class levels and spells and everything.
I have yet to find anything that isn't covered by this package, and all I need is my laptop at the game table to make it work. I have mine sitting on a TV tray next to the table so it doesn't come between me and my players but it would serve as an effective DM screen if I did that I suppose.

So again, the high points:

  • I have a published adventure. If I choose one that's been out for a while I have a tremendous amount of suggestions and advice on Paizo's forums and many other places. There may also be everything from miniatures to cards to poster maps for hat adventure as well. Assuming I already have a computer, this is really the only place I am spending money, either for the PDF or a print copy. If the campaign keeps going I could run for a year or more all the way to level 15-20, just by picking up the remaining adventures in the series. 
  • I have an online rulebook which I can keep open on the same laptop, or a tablet, or I can just go buy the rulebook, a good idea if you're really going to run the game. It's regularly updated with new rules as they come out and any errata that is published as well.
  • I have a character generator, free or paid, which lets my players play with printed sheets or electronic ones as they choose, and lets me see their stats and details as well.
  • I have a combined reference resource and combat management tool that will tell me what monsters do and let me track a large number of different creatures and my PC's and all of their abilities in one easy screen.

The best part is that I can make some notes and change some things up and I probably will if I see something in the adventure that I don't like - but I don't have too! I also have damn near zero overhead in-play as far as keeping track of what monsters and players can do on any given round - it's a far cry from having to flip through the book or my old index card file. It lets me focus on the setting and NPC's and any plots or events that might come up and still let's me run one of the crunchiest RPG's out there. I cannot communicate how happy that makes me, but it's a huge win.

Now I'm not saying zero-prep is how you should run a campaign or even the best way to run a campaign. One of my big concerns though when running a crunchier game like this is being prepared for each run. These tools eliminate those concerns. I no longer have to set aside several hours each week to make sure I have all the resources I need to run things. I just read through my notes from last session, look through the section of the adventure the party is currently in, and I am ready to go!

Beyond what I am describing here I am also cautiously optimistic that I could run a conversion of a 3rd edition era adventure on the fly with this approach and that I could run a 1E or 2E adventure with just a page or two of conversion notes on monster types and challenge ratings, difficulties, and treasure. That's not zero-prep but it's less than some of the conversions I've done.

Hmmmmm...

Anyway, that's the epic post for this week. It's a recent discovery for me and really opened my eyes as to what I could do with these things now. I could potentially run several different campaigns a week using this approach and I think that's a remarkable thing nowadays.

Monday, March 10, 2014

Tuesday, March 4, 2014

Star Trek Mania


My birthday is in February so I took a look around and decided to use some of that birthday money to finally pick up Star Trek Attack Wing. It's about $40 and there's a lot of stuff in the box.


Three ships is enough to play some games and get to know the rules but of course the temptation is to go get more ships, which we have. First things first though: How does it play? Short version: It's X-Wing. If you've played X-Wing you know how to play this game. Ships have square bases all the same size, there are 4 basic stats for each plus special capabilities, movement is done with cardboard templates, and combat uses a range ruler. The rules are available here. Nuances discussed below.

There are a few differences. One, Ships average around 4 attack dice but typically only have 1 defense dice as they are mostly big cruiser types. So when someone shoots there is usually damage. The ships in the box have 3-4 shields and 4-5 hull so they are tougher than X-Wing ships. Firing arcs can also be different among different ship classes.

There are also a lot more things you can do to your ships. Every one of them has a captain, many with special abilities,  and the captain's rating is effectively your imitative for the game. Generic captains have a "1" and have no special tricks while Riker is a "6" and Picard is a "9" and each has their own set of things they can do, as does pretty much any named captain. Beyond this there are

  • Crew cards for people like Worf or Miles O'Brien that do special things.
  • Weapon upgrades like photons and plasma torpedoes that give special attacks
  • Tech upgrades for things like Transwarp Drive 

So you can take two similar ships and give them very different setups beyond the basic numbers by using these cards. All of these things, including the ships and captains, are rated in points. There's a lot more to the building element here.

I tried X-Wing last summer and while I like the system overall it just didn't grab me. For whatever reason, STAW does and it's the one I will be expanding, though I may have to give Star Wars another try with a new ship or two. STAW's setup of 3 factions in the starter box is much better than the 2 on 1 arrangement of X-Wing.

Factions: Blaster has taken a shine to his cloaking Romulans, I've taken the Feds, and Red has gotten interested in the Klingons, and we have fought several times over the last few weeks.

Our first battle was in the eye-searing Paisley Nebula:


Once again the Romulans are sneaking around and it's up to Picard and the Enterprise to set things straight. We pretty much went straight at each other and Blaster learned the hard way that the cloaking device is not guaranteed immunity.

In STAW cloaking means you get 4 extra defense dice but your shields are inactive - pretty true to canon.The downside though is that there are 2 kinds of hits in the game: regular hits, which just take off shields and hull, and critical hits, which do that plus some other nasty side effect. As long as you have shields then hits are hits and it doesn't matter. Once the shields are gone though, crits start counting and your ship can be limping along on the verge of an explosion if your guns are still operable.

He was not running Battle Stations at the time.

To frame the above roll the star-looking thing on the red dice at the top is a regular hit, the explosion-looking ones with the hole in the middle are crits. He was cloaked, so no shields, and he had a single evasion result on the green defense dice. Regular hits come off first, so he took 4 crits on a  ship with only 5 hull. Needless to say he didn't last long after this. It was a very lucky roll, but it shows how fast it can play and how quickly even a big ship can be wrecked under certain circumstances.

Picard wins again!
I played again with Red trying out the Klingons. We circled around for a while after I managed to blow off his shields and dent his hull, then I ended up with a Klingon on my tail.

Pursuit Course!

Closer!



Now we have them!
Feds: Full Reverse!
Klingons: Wait, what?
Blurry but that's 4 hits vs. no successes as the Federation unloads on the Vorcha 

...and that was the end of it as the Enterprise pulls out another one.
We danced for something like 12 turns total and he blasted me good (two critical hits) near the end but then I managed to pull a full reverse as he charged forward and he was in my firing arc and I was out of his - game over!

We've played several times since these and it's been a lot of fun. It plays fast, the rules are clean, and there is no painting overhead. There's no random or collectible/rarity element to it - ships are packaged individually and are all the same price so far. My next step is to come up with some kind of dedicated playing board for our games at home. It's spurred both of the boys to take a little more interest in Trek to the point we are watching episodes of TOS and TNG each week here now.

If you're looking at getting into one of these games I would say go with whichever universe does more for you (costs are the same and support is extensive for both), and right now for me it's Trek.

Monday, March 3, 2014

Catching Up: Ferburary, March, and Campaign Summaries





Whew! 28 posts on one subject in 28 days!I am almost caught up - I just ran session 30 on Friday night. I'll get 29 and 30 up this week and then try to stay on top of it from then on. I feel like I accomplished something I've been wanting to do for months now - determination check successful!

Some of those had been posted before so there was a little slack in there, but I reworked those a little in some places, and added some new pics to some of them too.

Now to catch up on some of the other stuff, like the Pathfinder campaign. Current main activities:

  • Running the 4E game regularly after a long gap (feels good)
  • Running the Pathfinder game on a regular schedule (it's been a lot of fun)
  • Playing in an irregularly scheduled Pathfinder game (it's been a lot of fun too)
  • Warhammer 40,000 - Apprentice Red is in local escalation league so his interest level is "high"
  • Exploring Star Trek: Attack Wing (more on that later)
Some of us have also been playing a lot of Star Trek Online and watching some of the shows. It's been pretty Trek heavy around here lately for some reason.  

What we haven't been doing that I wish we could:


  • Supers! We haven't touched a superhero game in months. Spring break is coming up so maybe I can work in a short run or a one-shot with the Apprentices. 
  • Stonehell/Basic/Labyrinth Lord - We have a nice fast-playing set of rules and a nice big megadungeon that we could rip through in small chunks of playing time but we never seem to have time. This is pretty minor as we are getting a lot of "dungeon" already with the other games but I'd still like to find a way to work it in. 
  • Trek RPG - with so much trek happening here I'd love to work in a Trek RPG, even a single scenario run, and I hope this might happen down the road a bit. More to come I hope.
Anyway, there should be more variety this month. 

Motivational Monday