Showing posts with label my campaign. Show all posts
Showing posts with label my campaign. Show all posts

Thursday, February 10, 2011

An update of sorts.

I know. I haven't updated this blog in a while. A long while. I've moved at least some of it over to RPGMusings.com and that's where most of it will remain. I think I'm going to keep this one going too, but for more... I dunno if I can call them personal posts, but stuff that might not be of interest to the wider public or things that are more controversial. Almost wish I'd posted my "Play at your own pace" article here, but what's done is done.

But the thing I most want to post here is my campaign logs, along with links, maps, and the sort. So you can steal the encounters or maps for your own or just watch a campaign unfold in more detail or see my thinking behind encounter, map, or story design. Some of the encounters and areas will be the same as in my earlier posts, but some will not. If you're one of my players? Please don't go read those old ones. :P You'll enjoy it more in the long run to be surprised.

Which brings me finally to the point. I rebooted my campaign this week. Rebooted and relocated. I had been running this campaign locally, this was my modified Rescue at Rivenroar thing. But the group fell apart. And what's more, the campaign was just not going well. Some of that is on my head. Rivenroar itself is too much of a grind. It's a very long dungeon without a lot of unique or interesting fights and there were far too many combats even if they all were interesting. I did what I could on that count, cutting some combats and changing many more. But ultimately, it was too long and too much of the same thing. I was not at my best at all. The players also shared some of the blame, some of them uninterested in the story, others hating the system, and none of them at all seeming all that engaged in the campaign. They were more than happy to let the NPCs they rescued fade into the background and be ignored and I couldn't make anybody care about what was going on. And that utter lack of enthusiasm sapped and eventually killed my own. I didn't want to run a game anymore for the group. And almost 4 months later, I still don't, outside of one-shots or similarly short adventures/stories. But that's not important right now.

So what did I do? I decided to take my game online. I would find a group of players that I thought would be more enthusiastic and interested in what I was doing. I would take the lessons I'd learned in my first try at running the campaign and make things better for this go. I would put in more effort and try and coax that same level of effort out of my PCs, using Obsidian Portal. I would try and do interesting and unique things to make it different from other campaigns the players might have been in, for example doing a video trailer for the campaign like you'd see for a movie.

I don't want this campaign to fail and I'm going to work hard at it not doing so. I've assembled a really good group of players and I think there's some good chemistry brewing even in just the first two sessions (only one of which was a play session).

So, soon I'll post things like links to the Actual Play podcast sessions we're doing, links to the relevant adventure logs from players on Obsidian Portal, as well as PDFs with maps and monsters for each encounter. I hope you will enjoy them.

Tuesday, October 26, 2010

A Little of Everything: Deciding Between Random Treasure, Wishlists, and Inherent Bonuses

The question of how to distribute equipment, specifically magic items, has always been kind of a problem with D&D. How much do you give out? How powerful? How often should they get it? What should be given out? But they aren't easy questions to really answer. So while there have been many answers, none of them have really been ideal. With D&D4e comes the infamous parcel system (which I will not be getting into here) and wishlists (which I obviously will be). The wishlist system (if you can really call it that) has taken a great deal of flak. Mainly from people who dislike 4th Edition, but also from more than a few who do. It's been something argued over a great deal since 4e came out, by both players and DMs. I've got my own opinions on the subject, but first I think it's worth getting into what's good and bad about wishlists as well as the good and bad about some of the alternatives.

So what's good about wishlists? They're easy. On both DMs and players. The player looks up exactly what they want and need, gives it to he DM, and at some point the DM gives it out as treasure. Not a lot of effort involved beyond the small investment of time to create and then update the list and the DM's only effort is to make sure the item fits in with what he wants his campaign to be. It also keeps the players happy. They get exactly what they can use for their characters. At no point will a player get really excited to get a new magic item only to find out that it's really crappy for their character. That's a feeling that's arguably worse than not having gotten anything at all.

So, wishlists have some upsides, but why do people hate them so much? They're immersion/realism breakers for some people. I know, it's a game about elves, dragons, and wizards and I've said as much on Twitter. But I can see where people might find the contrived coincidence of finding an exact item that fits a character perfectly worthy of an eye roll. Especially when you're talking exotic items or strange locales. Further, the game math needs players to get upgrades fairly often to keep up with monster defenses and attacks, so it feels even more artificial. This isn't a problem limited to wishlists, but the wishlists tended to feed into a constant turnover of magic items because as soon as a player got one item off their list they would likely update it and add something else.

Alright, what are alternatives? Random magic items. The option of choice for older editions. What's good about random items? It encourages player creativity and open-mindedness , for one thing. If they often have to make due with what they have, players might find new and interesting ways to use them. It also may allow them to see something as being good even if it didn't fit exactly what they'd had in mind for their character. It also keeps players from getting too complacent and cynical about magic items since they're never sure what they're going to find. Lastly, it might encourage more roleplaying or questing from players as they try to take what they do have and use it to find what they actually want or need. Whether it be haggling with a merchant for a trade, asking an enclave of scholars where a particular magic item may be found, or having to steal something from a sinister baron, players and DMs might be surprised to find what happens in the search for magical gear.

You know there are going to be drawbacks to random items too, right? Although random items might encourage creativity, open-mindedness, roleplaying, and/or questing, at some point players might get upset if they don't find stuff they want. Not just "can use", but "want". The party Paladin may be able to use that +3 Songblade short sword, but chances are he or she won't be all that excited about it. Players might get bored or frustrated having to take the stuff they get and turn it into stuff they want, whether it's because it's tedious, unnecessary, or just taking away from the main story or goal of the campaign. It's difficult to argue that sometimes the time spent on getting or finding "good" magic items might be better spent doing something else.

What about another alternative? Okay, the DM's choice. It's an uncommon method and for a good reason. This involves the DM picking items that he thinks will be good for the party. This is what I initially did for my game. I stopped after a fairly short time when I realised the reason that very few others did it: it's a lot of time and effort for the DM and may not make the party happy anyway. Having to guess what 3-6 players are planning for their characters or what works with their build (and what doesn't) is too much to ask of a DM who already has to do a lot for a campaign.

Then there are more radical alternatives, first of which is the inherent bonuses first mentioned in the DMG2 and again in the Dark Sun campaign book. It's a good sort of simplification and it fits some campaigns well. It's a very predictable progression and doesn't rely on what the DM does or does not give out. On the other hand, some campaigns or groups might not like missing out on magical items. It might lead to a lesser sense of tangible mechanical progression. In magic rich settings it might not feel quite right either. I can't imagine using inherent bonuses for a Forgotten Realms campaign, for example. Divine boons and martial trainings are other alternatives first mentioned in the DMG2 and while I really like them and think that they are a very natural or PC driven reward respectively, Wizards really hasn't followed up very well with them and the selection of either is very poor. This leads to a lot of DM and/or player heavy lifting to create more and not everybody either wants to or has the spare time for that sort of design work. But the concept for both of them is good and a group or DM willing to put the work in might find it worth it.

So, what am I doing for my game? A little of everything. I’ve asked all of my players for a wishlist. One armor, one neck piece, 1 weapon, and 1 misc item (could be a shield, holy symbol, whatever). I’ve told the players outright that they have to choose carefully because these are the core pieces of equipment they will have for the entire game. Won’t that put them behind the math curve for attacks and defenses? It would, if I left them at +1 items. Instead, the items themselves will increase in power, not unlike the inherent bonus option. Outside of those core items, however, I’ve told players that everything will be completely random. Level appropriate, but I won’t be paying attention to whether the items are going to be great for the group or not.

So what does this get the group? Well, the players get at least some of what they want. I’ve thrown them a bone up front. They can’t complain that they don’t have something that is perfectly suited for their characters. They get the exact bonus powers, properties, and abilities that they want for 4 pieces of equipment. They also get to be surprised by the random items that will show up and get to use items that they might not have considered using before since they’re not optimal. They also don’t have to be behind the math curve at any point due to the fact that their gear is growing in power as they are.

As for me, I get a much simplified prep. I have to give out a lot less treasure so I can focus more on things like the story, encounters, or NPCs. I also get to incorporate what equipment they ~do~ have into the campaign and ongoing story. For example, I think the Paladin in my game is going to pick a Sun Blade for his weapon. As he goes up in level and fame, the players will start to hear stories of Allayad, Champion of Bahamut with his glowing silver blade that has struck down many foes of the Platinum Dragon. I can also incorporate quests related to their equipment, like sending them to search for a way to enchant their weapons to defeat a certain foe or to power up their gear (like maybe turning the Sun Blade into a Holy Avenger or something).

Is my suggestion a really radical one? No. Sarah Darkmagic further pointed out that there was no reason that characters with inherent bonuses couldn't use magic items. You get the higher of the two bonuses and you get all the properties and powers of the item being used. So that works too, right? It does. I think my idea is more straightforward and easier to keep track of, but that’s not to say that doing it the other way is bad.

So what should you do for your game? Whatever works best for you, your group, and your story. If you’ve got a game like Dark Sun or you want to have a campaign that’s more Conan the Barbarian than Tolkien, inherent bonuses with the occasional low level magic item are definitely the way to go, for instance. If your group loves the thrill of getting magic items, whether they can use them or not, throw out random treasure as you need to. If everybody is happy with wishlists and surprisingly appropriate items in the most random of places, by all means start picking your stuff to give to your DM. If you want to mix it up, try my suggestion from above. Not every available option is going to make everybody happy, but if you’ve got a good group with mature players, you can find something that will let everybody forget the nitty gritty of things like how you get your items and get back to things that are more fun for everybody.

Thursday, October 7, 2010

Pregens: Dragon's Rest

I, for some reason, end up making a lot of pregen characters. Maybe it's because I like making characters. Maybe because I like to be helpful and offer to make them for people who need them. Maybe it's because I like being ready in case I need to run a one-shot game or mini campaign. Either way, it's been recommended to me that I share my bounty of pregens for those of you out there. Use them for NPCs, use them for a delve night, make one of them your NPC, or whatever you need them for.

First up on the pregen slate are 6 that I created for my own home game for a story interlude which will affect the main party in (hopefully) big ways. They are all standard builds out of the Character Builder and I've included both a PDF copy as well as the character builder files so you can make adjustments. I've uploaded each character individually, as well as a zip file with all six.

The background for this group of characters is that they're all at a mountain fortress-monastery of Bahamut known locally as Dragon's Rest (which I'm working on writing up for the blog as well). They've all got different and diverse reasons for being there and equally diverse personalities and motivations. You obviously don't have to use Dragon's Rest in your game, it's just there as a unifying factor if you so choose.

Corrin, Halfling Druid (Download)
Riya, Deva Avenger (Download)
Garel-Kai, Genasi Swordmage (Download)
Keira, Human Cleric (Download)
Perra, Dragonborn Sorceress (Download)
Naram, Shardmind Invoker (Download)

Click here to download all six pregens.

Feedback and comments are, as always, welcome and encouraged. 

Saturday, September 18, 2010

After Action Report #4: Finishing Rivenroar

After the disaster for the party that was the Von Jallach Crypt, the party moved on. They didn't take an extended rest or even ask me to, figuring that I probably wouldn't let them take a third one while in Rivenroar. I actually might have in this case, given where they were at. Serd, the goblin who wiped the floor with them, wasn't liked and was more or less left to his own devices there in that crypt, but the players had no way of knowing that. So they didn't. They were in bad shape. As I think I mentioned before, I'd penalized them in exchange for not outright killing half the party. The penalty being that they lost 5 healing surges (but were at full HP) and anybody reduced below 0 healing surges would be weakened until they got an extended rest. The runepriest tried to argue, saying that if he removed a condition from someone, they should be fine. But I pointed out that this was a special circumstance and the most he could do would be to remove it for a single turn in combat or 5 minute span outside of it. Nobody except the monk and wizard were below 0 healing surges and they actually weren't even around for one session of this report. The party decided that they would instead be safeguarding the still living NPCs as well as removing villagers bodies from Rivenroar to where they could be buried outside.

Tuesday, August 31, 2010

Continued Campaign Planning, part 2

So, when last I left off the campaign plan, the PCs will have just finished at the Remorhaz's Rest (aka, the Halfway Inn) and will probably head up the rest of the way to the monastery of Bahamut.

Sunday, August 29, 2010

Continued Campaign Planning, part 1

So, I've theoretically planned my campaign through the completion of Rivenroar. I've got tentative plans for afterwords. Some of those have changed since I first started drawing up the campaign. I'm going to start to go into the details now because before too long I'm going to need them.

Saturday, August 21, 2010

After Action Report #3

I've had 2 more sessions of running my game, but I saved them both up to go in one entry. Quite frankly, my players have not made a lot of progress in those 2 sessions and there were a lot of issues to sort out. So there was little point in writing an AAR after each session. Previously, my players had cleared and explored through the Spiderweb Landing, rescuing one of the kidnapped citizens of Brindol, and were ready to continue searching for others.

Saturday, August 7, 2010

Rescue At Rivenroar Revised, part 4

Time for the 4th and final part of my rather extensive retooling of Rescue at Rivenroar. I'm hoping that people found something to enjoy about it. I hope that new DMs will see how you might change a published module to fit your own story. New DMs also might take away information about encounter design, I'd hope. Everybody else, I hope found it interesting to watch me revise so much about a reasonably well known adventure module. I'll continue posting my encounters from my game online, but it won't quite be the same as what I've done here. Now, onto the changes.

Saturday, July 31, 2010

Rescue At Rivenroar Revised, part 3

So, now that I'm actually back to running my game after a bit of a hiatus, it's time to get back into detailing the changes I've made to Rescue at Rivenroar.

Sunday, July 11, 2010

After Action Report #2

At the end of the last AAR, my players had just arrived at Rivenroar Castle itself. I allowed them to take an extended rest. I'd told them that they'd spent most of the day getting there, so the sun was starting to go down when they found it. I'd thought about a random encounter there, but ultimately decided against it. It might have made sense for them to run into goblin sentries or wildlife, but even at this point I was starting to get the feeling that there might be a few too many combats looming ahead in the castle. So in the interest in avoiding combat for the sake of combat, I passed.

Saturday, July 10, 2010

After Action Report #1

So at this point, my campaign has gone on for I believe 5 sessions. The characters are at about the halfway point in the Rivenroar module, if not Castle Rivenroar, and I think it's worth taking a look at how things have gone to this point especially in light of how many changes I've been making.

Wednesday, July 7, 2010

Rescue At Rivenroar Revised, part 2

Time to go over the next 4 encounters in Rescue At Rivenroar Revised. I didn't add monster stat blocks here, but I do have them as image if people want me to post them.

Rescue at Rivenroar Revised, part 1

I have to say, up front, that I generally like the Rescue at Rivenroar module. It’s not perfect, but few written adventures are. I like the concept, where heroes have to go rescue innocent people kidnapped by goblin raiders who have attacked a town. I don’t see the “rescue” plotline all that often and I liked it here. Although I’m not, and never was, planning on going through the entire Scales of War adventure path, I thought that Rescue at Rivenroar would be a good place to start my campaign. I had to start my game on relatively short notice and didn’t have a lot of time to get started.

Thursday, July 1, 2010

What A Difference A Place Makes

In my local D&D game, I ran what amounts to the same encounter two weeks in a row.. Both were level 1 encounters, 500 xp, and consisted of 7 monsters. 1 Hobgoblin Soldier, 4 Hobgoblin Grunts (minions), and 2 Goblin Sharpshooters. The first week, the fight took place in a forest as part of an attempted ambush. In the second week, the fight took place in the Rivenroar catacombs. The ambush in the forest was a pretty exciting fight. The fight in the catacombs, well I somehow knew from the moment I set it up that it wasn't going to be that fun. For me at least, as the DM, it wasn't.

So what was the difference?