Monday, June 15, 2009

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.