Sunday, December 13, 2009

Back online!

Our game has fortunately started up again so postings should resume again soon.


Thursday, August 20, 2009

D&D Offline

I've decided to take a break from the site and from D&D while I work on getting a job.  Although a magnificent one, its a distraction and I don't want to be an unemployed DM.

I tried to keep going with the blog despite setting the game aside but I'm stretched too thin.  I hope to come back to it very soon.

Wednesday, July 22, 2009

Inspiration

I draw a lot of ideas from African Masks.  They're just so interesting, they get your mind running.

My game has been on hiatus for a while so posts will get a bit slower but I'm by no means done.

Friday, July 3, 2009

D&D software reviews

  • DM Genie - the best so far just because it seems like a complete product but very big. Not really sure its something I want to spend money on if I don't end up using. Happily there's a 60 day evaluation so I can try a few things.
  • Official D&D demo software from 2002. Unfortunately in many regards this software is completely broken but its simple and clean and works.
  • RolePlayingMaster - uses a closed format for generation, not too many options -- couldn't seem to make much use out of it
  • PCGen - seems broken. I've talked about this before. Annoying that so much time was put into an obviously huge collaborative effort that simply doesn't work. Every time I try to add items it complains I don't have the money or that I need to customize it. When I read the help on how to customize the items or get money, its useless. The help menu/documentation seems always a version or two behind. I gave up.
  • Autorealm - very basic, hasn't been updated in a while, not very easy to use. I gave up pretty fast.
  • jMapEditor - so simple its almost unusable. Drawing walls is very unintuitive and slow and it doesn't appear to output to anything printable or other formats. Seems more like a proof of concept program than an actual level-editor.
  • Dungeon Crafter III - blessedly simple with some nice, basic map settings. Unfortunately no undo function and the output looks NOTHING like the screenshots. How did they come up with those?
  • DM Cheatsheet - A great idea but really ugly on my windows firefox browser. Unusably so and definitely not going to see any more updates since the last one was in '05
  • Storybook - untested but might be a good way to keep track of major characters in a more political setting.

Monday, June 15, 2009

Using Paint.net to create D&D maps

I find even just a little preparation setting up maps makes my life SO much easier. Graph paper is adequate but I'm trying to do everything digitally and current D&D resources on this topic haven't done the trick. If characters want to go back the way they came, I need to know where they were and what was there.


I'm currently trying out resources but here's one trick using Paint.net:
  1. Create a simple 100 x 100 pixel map
  2. Zoom in 1200%
  3. In the menu, select "view" and choose "grid"
  4. Use the fill tool to create a dark grey background
Then, draw out some areas and designate different available colors for different map symbols. I picked some that seemed right to me and then put a legend to the side of the page.



To add more detail to the map, change the canvas size to 700 x 700 or take a screen capture of the picture using FastStone Capture. Those tiny boxes will now become very big ones that you can draw more detail into or type text explanations.

Random findings

To flesh out locations, I like to give random findings to the characters that aren't just a pile of gold and gems but maybe still worth something.  Maybe one of them has magic properties or has enormous sentimental value?

* Small figurine of a cat
* Beautifully crafted wooden horse
* Pot with an old, rotted away plant
* Pouch full of silver coins of an unknown origin
* Sewing kit with various buttons and thread
* 3 old torches that still have the smell of fuel
* Carving of a tree
* Tiny knife on a thin, gold chain
* Old matted red hat
* Dirty map of some indiscernable place
* Silver horseshoes
* Nails (rusted or new) and boards
* Religious icon of unknown origin
* Sharp bronze spear tip
* Gold tiara
* Heavy figurine of a beautiful dragon
* Ring that always gives off a soft glow

Brainstorming

When I'm trying to come up with ideas, I just send myself images that come to mind via text message. They tend to spawn some cool things when I sit down with them later to flesh out ...

Deep blue lake. Hidden forest. World fold. Grey giants. Red Light in a hole in the wall. Creature that tells riddles. Cursed gold. Giant snake harmless and talking. Bold horse riders. Ancient children whose eyes glow. Distant land transport. Foiled attack on something. Betrayl foreshadowed. Drain grate war. Cold attack dogs. Frozen lake. Brutal curse. Blindness. Foster child. Hawk assistance.

Tuesday, June 2, 2009

Quite possibly the nerdiest things ever

A discussion about vampire anuses and a rap about kill-9.  One is D&D nerdy -- the other UNIX nerdy.

Sunday, May 24, 2009

The "called shot" problem

One of the things that D&D tries very hard to do is make combat both interesting and accurate. So if you wanted to strike a person's hand or wrist or even their helmet specifically, you should be able to, right? You might even grab the rules sheet and call this "a ranged disarm" -- as this forum suggests -- which means a -4 penalty and allow a ranged disarm attempt. Or what if you want to hit that little green gem in the monster's forehead?

Well, issues with this problem are several and well-noted.

Suggestions on this thread included a "called critical" where the attempt is to make a "critical strike" (how D&D handles damage to weak areas). The attack would be aimed at a particular portion of the body. If its critical, they hit that part.

One suggestion was "unless you're using another option, your character is already trying to do that and on a crit he succeeds."

Related:

Sunday, May 17, 2009

What's your AC?

Based on suggestions over at KingsWorkCreative, I created a character quicklook spreadsheet.

Saturday, May 9, 2009

DM "smart sword" trick

Your players are going to do what they're going to do and its hard to put them in the right place at the right time for something you planned on happening. To not give them choices means they're on a "rail" system of gaming, which is boring.

Example
: characters come across a huge door. I want to use it later for something but the characters are bound and determined to figure out some way to get through the door. I want to tell them "wait a second" but I have no way of doing that without giving something away. We waste like 20 minutes and the characters are frustrated nothing would open this door I've introduced. Frustrating.

What do you do?

Solution: A "smart" item. The item can either see into the immediate future or has advanced senses like heat vision, scry, detect alignment. Whatever powers I give it, in the game its really just a way to pass the characters hints about what to do without being overly obvious. How is it that this section of the dungeon has never been discovered before? Nobody had a sword like yours.

This trick has more than one use: imagine the characters have just encountered an enemy that is far more powerul than they. Their most recent encounters have been successful and they're feeling like a good fight. Realistically if they take on this enemy, they're going to get pummeled. I pass the characters a note explaining the sword is self-lowering itself. The characters get the message and try diplomacy instead without having to pay out big time in healing potions and magic with no return.

Friday, May 8, 2009

When the DM isn't having any fun

The obvious next step is to change -- when you're the DM and you don't like the way the game is going, you set the stage differently. You can't control the actors but you can certainly push them in directions you want to go.

Making a sharp, left turn is disruptive to the flow that the game has taken on. My characters have been wandering around a very well-developed setting, finding all sorts of side events and adventures to occupy them. There's nothing wrong with this but its becoming one long series of distractions away from what I originally planned and was excited about. I had a basic direction and a creative arc for the game that's not happening.

The initial drive was to get them to the "great hope of civilization" and put them under the employ of my central character. Now, I'm finding all these side adventures kind of tediously slow and I just want to get them somewhere that we can have more coheasive games. I'm having to stay extremely flexible and I'm pulling out all my creative powers. That's fine for one or two games where your characters go somewhere you didn't expect and you've got to pull shit out of thin air but how did it get here?

Possible reasons:
  • Too easy Somewhere along the way I've neutered the major antagonist by making her minions a bunch of ponces.
  • Too clear I gave away too much true information and its completely killed the mystery. Misinformation makes it harder for me to keep track of but it also creates a puzzle the characters must actively try to solve.
  • Easy and getting easier My characters are rapidly going up in level and I still don't feel prepared to handle or play out high level adventures or challenges. My characters in effect are running rough shod over my plans. Just dynamically rebuilding enemies in a game to be more powerful than the characters feels a little wrong.
Thoughts and ideas are of course welcome if anyone's reading this.

Saturday, April 25, 2009

Colors

Many of my adventures are more exploratory and political rather than problem solving and stabbing, I've gotten a lot more interested in the details and nuances of things. Descriptions, colors, tastes, and so forth.

As such, lame as it may be, I sort of enjoyed this: tavern chatter.

Update: Another post on reading in-game text.

Digital books are your friends

I posted a defense on Stupid Ranger for using digital documents versus their paper counterparts:

A book is nice but its also nice to:
  1. Have a search function.  Try finding a random spell or odd phrase in 10 seconds or less with the paper version.  It can't be done.
  2. Save a tree.  In 3rd edition, about 1 in 10 of the monsters in the monster manual are meaningful to me.  Why do I have to carry around the other 9/10ths?  Instead, just print out what I need.
  3. Keep it forever.  Digital books don't get stolen, lost or damaged.  You make a backup and save it on to a key drive the size of your fingernail.
  4. Modify it digitally.  Skim (Mac) and PDF XChange (PC) both edit a book without actually damaging or modifying it.
  5. Digital readers.  Book reading tools (like the Kindle and others) are gradually getting better and better.  They will eventually get down in price enough to be comfortable to read, last weeks on one charge, and hold millions of books.

Keeping track of the rules

I'm posting my rules Cheat Sheet, which helps me keep track of how things work. Will hopefully add to it as time goes by with my own custom stuff.

Campaign Setting

Time for some details about the Wasteland scenario I've spent months on. These are still very unfinished and are constantly being updated.

If you don't wish to spoil the surprise if you might ever play, please do not read them. This info is only stuff a DM would care about.
They are released under a "BY-SA-NC" Creative Commons license, which means you are free to use and modify the material for your own purposes so long as you use a similar license. I reserve some rights for commercial use. Read more about this here.

Thursday, April 16, 2009

Bulldozer

My characters were walking around a town that I hadn't planned out well enough. I tried to keep the action moving but I was basically pulling things out of nowhere as the action progressed. The characters felt directionless and vague and because I didn't expect any of this, neither did I.

So I came up with the bulldozer.

He is slow moving, destructive, and scary. He looms in the background when the characters dally too much and helps keep things going. He's been in quite a few shows but the best example I can remember is the sexy evil girl Andrea Parker from The Pretender who was always chasing the hero, but always just missed him. Her job wasn't to catch or hurt the hero, it was merely to push the story forward: she's a bulldozer.

I'm not sure what the bulldozer will actually be in my game but a few ideas came up:
  • In the town everyone's visiting, a scary group of Dwarves who are guarding a caravan might do the trick. The dwarves are growing in power in the north west so their newfound power is turning into a gruff adversarial nature.
  • I'm also considering a magic user who is pursuing them either because they have something he wants or he thinks they have something he wants.
  • Maybe the characters worked for someone in Quartz who had a lot more ties than anyone thought. Those ties make even former employees dangerous.

Sunday, April 12, 2009

Attributes

One of my players suggested that attributes didn't make any sense. I remembered one of the tricks for using 3 six-sided die to determine stuff like strength, dexterity, intelligence ...
The idea is to answer the question: could an average human do ___ action? All they have to do is roll their attribute or below. Someone with score 10 (an average person) has a 50/50 chance while a person with a score 20 has a 100% chance. As much sense as that makes, that doesn't come up in D&D.
So I guess I'm not really sure why that system is still used.

PCGen frustrations

Really annoyed with PCGen software, even though it should be everything I like. A big open source software and Java fan so it was almost required that I try to make this go. Unfortunately, I cannot figure out how to buy items and the manual that comes with it is useless. Its as if someone created the most amazing, complete, detailed software and forgot to make it anything but a confusing mess.
  • The support doesn't exist (sign up for an e-mail list -- and you can't read the archives)
  • The online manual doesn't correspond to the latest version so you know they haven't been updating it.
  • One reference to changing buying tools in the option menu doesn't exist.
Its free so I suppose I'm not supposed to complain but got am I annoyed. I'm going to look into the non-free rpgxplorer.com.

Update: this post from 2005 makes some good points that an open system is still necessary. Ugh -- so once more into the breech of PCGen dear friends.

Tuesday, March 31, 2009

Maybe one of them is an Elf

Surprisingly, as much as I thought D&D was to some extent looney toons, I've been surprised that quite a few people are interested in playing.  Rapidly approaching critical mass.

(Obviously, the Penny Arcade series of recent D&D games have been both good and very welcome.)

Sunday, March 29, 2009

No dice

I realize this is silly but over a long period of time I managed to pick up quite a lot of dice.

The smallest one:

Friday, March 27, 2009

Wil Wheaton's DM suggestions

Some thoughts that indirectly spawned my last post.

DM Styles

My friend Kris wrote:

I don't know a lot about game theory, but I do know something about giving form to creativity - a structure of some kind. The dice rolling provides an objective structure upon which an elaborate foray in creativity can be had. I would think simple rule-making would not be enough, since rules, by being made of language, which is in itself ambiguous and arbitrary, can be bent, broken, disregarded, etc.

Going to pull back the curtain a little bit about how I work all this stuff out.

Kris' idea here has been a tension for me basically since I started DM'ing when I was 14. How do I tell a cool story while at the same time letting people decide the direction of that story? The interactivity makes it hard for me to plan.

To handle this tension, there are actually different DM styles that I'm balancing currently. First is a strict rules structure, which can be tedious but *absolutely* fair and controlled. There's a "rail" (like a railroad -- only going down one track) structure where there's less interactivity on the part of the players and more of a storytelling component. There's a "referee" style where the DM is very hands-off, giving the characters a situation and then lets the characters choose on their own what happens. He's only there to stop them when they do something illegal. There's also a more freeform style that relies very little on the rules and is much more about style.

Rail systems fail for obvious reasons: if there's no interactivity, its just watching a movie. I've had some incredible DMs tell some astonishingly cool stories, but our characters were very, very secondary. Entertainment factor was high but I didn't care about my character. Elf? Minotaur? Who cares? We're still getting into the castle. Now tell me what happens.

Freeform oddly fails because there is no real danger in dying. This is because if someone's going to lose their character, they want to know that they *really* died and you weren't just punishing them for something intangible and casual. People take that personally and quit playing so DMs can't kill anyone. When you hold death over the head of your players, they're more concerned about what's going on, get deeper into the game, and avoid needless risks. Success and failure in freeform games are mostly based on real human charisma (not some kind of in-game charisma). You often have to talk the DM into it, which is a bit silly and absolutely vague. Here's an example freeform scene:

Player: I'm going to jump off the cliff. I'm going to aim for that little outcropping.
DM: You're @#$% dead.
Player: I hate you!

The Referee style sucks too because there's no direction:

Team: Where are we going?
DM: Wherever you want.
Team: I want money. Where's the money?
DM: In the dungeon.
Team: To the dungeon!
DM: How do you get there?
Team: Is there a door?
DM: Maybe.

Since the DM doesn't seem engaged, the players aren't likely to come along with him. Like a Freshman trying to decide his major in college, players want direction. Very creative players can thrive in this situation but too much freedom is like asking the players to do your work for you.

Strict rules systems involve lots of looking up of information. You're continually pulling up a book and looking for the table that does whatever. If there's no table, what do you do? Sometimes you make one. You have to have a lot of patience for this and be very focused on the game mechanics and usually you fancy yourself a role-playing-game-system writer. On the upside, the DM is not culpable; when something goes wrong, the players might as well argue with the book authors.

Player: I want to shoot him.
DM: You missed. Roll to see which direction it went.
Player: Uh. Left.
DM: Your team mate is to the left. Roll to see if you hit her.
Player: Oops. I hit her.
DM: Roll dexterity check.
Player: Still hit.
DM: Roll for damage.
Player: 5
DM: Roll to save vs. death
Player (to teammate): Idiot! Why were you standing there?!

2009-03-15 - Third session

Still in the tunnel from last session. Had plans to go deeper and do more but things fell apart and had to let them out early. Notes:
  • Kind of the disaster. Lost track of many of the things I was planning on doing, partly from the confusion from new member of the party.
  • Everybody quickly gets bored of adventures that involve only combat.
  • Even when a character walks into a bad situation, they don't want to be punished for making a mistake. This early in the game, they should be given a little leeway and you should remind them of their get out of jail free cards. Kris got stuck by that guy but didn't get a reward. Make sure he approaches her again later and gives her something valuable.
  • Az (new player) likes being involved. Need to give her things to do and problems to solve, by virtue that she's a magical creature and very noticeable. Everyone will always approach her first.
  • Role-play element was mostly missing. What role-play we did get into didn't work because me and Az didn't iron that out ahead of time. Bleh.
Session rating: Double-bleh.

2009-03-09 - Second session

Group went into a "dungeon," which was just an abandoned underground storage tunnel used by ancient black-marketeers. Notes:
  • Party had fun playing a slaughter event where they overpowered the orcs easily. Shows the promise of doing die rolls in front of the party to show them that they are genuinely going up against a legit enemy.
  • Characters molds came out during play. K's character is the lawnmower -- angry and strong, Kris is whimsical and illusory, W is rude and the leader. Need to try to test / play with these roles somehow without taking away the player's fun with that character. Maybe bring out the color of the characters and give them dilemas. K should be sympathetic / have to NOT fight [based on a dream or a situation]. W must be polite to someone and make choices for the whole group [like a group of clerics approach them and W must convince them one way or another for something].
  • They like the black-and-white nature of combat but obviously want something more complex that stretches their brains.
  • They liked the idea of just making a massacre -- this needs to happen from time to time. They don't want to do this often but they liked the idea of trying to do something and succeeding at it fully. Previous adventures its always been a challange to defeat an enemy so this was a welcome reprieve to give them an idea of just how quickly they can dispatch lower powered enemies.
  • They enjoyed the roleplaying element greatly. Need to package into every adventure a little roleplay. Its becoming one of the reasons we play every week. If we have that at the beginning, a tedious fighting session won't be so damaging.
  • They may encounter friends, companions, or non-orc race or person who isn't friends (maybe enemies) with the orcs but isn't friends with the characters either- little roleplay to try and get him to help / not interfere
Session rating: Supersweet

2009-03-02 - First session

Just got done with a very prepared tabletop game and moved into the real books.
  • Team really seemed to like roleplaying their characters. They've all already come up with colorful, interesting characters and a sense of identity. Think this is going to be a driving force behind the continued fun of the campaign.
  • Party paid attention to detail, wanted to know about background, names of towns legends, all sorts of stuff that I cared about but didn't think anyone else would. The progress of the story should go carefully in line with these legends, stories, and backgrounds. No random encounter adventures, except as filler.
  • Need to make combat more interesting, detailed, and involved. Obey the rule system as well as critical hits, near misses, other elements that just make sense to combat.
Session rating: Huzzah!