Thursday, July 31, 2008

Second Night

Arriving at the small sleepy village of Winterhaven, the party settles in at Wrafton's Inn and goes about the business of investigating.
After meeting some of the colorful folks and taking a small tour of some of the locales, the group relaxes for the evening with drink and conversation.
Anastar gains the adventuring company a commission from the local Lord, Ernest Padraig, to remove a kobold encampment.
Telafinil gains some information about his missing mentor, Douvan, and knows he is on the right track.
An elven hunter named Ninaran, while initially cool to the party, lets Ghesh know that the death cult seems to be hiding out in the same area as the kobold encampment - even though no one else in the town seems to know ANYTHING about said cult.

The next morning the party decides to go ahead and complete the Lord's commission first and heads back down King's Road towards where two separate maps (one from Eilian a local gossip, the other from Ninaran the elven hunter) point at the same location of the kobold hideout. On the way, however, they are ambushed by some very angry kobolds seeking revenge for their comrades that the party had killed previously.

Tuesday, July 29, 2008

More World Updates to Come

Our team warlord has presented me with some interesting back story as well as a bit of world design to add.

I'll start a series of blog posts about this world additions, converting the information provided to me into a more general text representing the knowledge that average folk of the world would know.

Monday, July 28, 2008

About Frakken Time!

Dragon Age news! Actual substantial news about Bioware's next TRUE computer RPG!

I have been waiting for this for SO GORRAM LONG!

http://dragonage.bioware.com/

Podcast about the game.

Screenshots!

I am very excited and wanted to share.

Wednesday, July 23, 2008

Nentir Facts - Gnomes

the first in a series of posts filling in background about the Nentir Vale - some will be by me and some will be supplied by the material created by players

GNOMES

The gnomes who inhabit Nentir Vale are few in number and a secretive lot. They keep largely to the Winterbole Forest, near Lake Wintermist, while a scattered few inhabit Harken Forest north of the King's Road.

Back during the decline of the Nerath Empire the gnomes were a bit more sociable, keeping relations with local elves and even trading at times with Hammerfast. After the region fell into isolation and decay the gnomes retreated back into the forests, becoming reclusive and suspicious of all.

Encounters - Think Strategy

A big part of the fun of D&D is combat. Not just killing things or having the toughest character - those can be fun, true, but there is far more to the game.

Especially 4th Edition. The tactical aspects of the game are amazing. Combat should be far less about "how can I kill the most" or "how can I look the coolest" and much more about "how do we work together as a team to come out of this encounter the easiest?"

It will take some getting used to, for new players, players not used to using miniatures, and even for 3rd edition players who suddenly find the concepts of shifting, moving your opponents, and "effects last until the end of your next turn" type mechanics turning the combat system on its head.

Take some time to read over the combat section of the PHB if you haven't yet. If you have, skim over it again before the next session. There is so much fun to be had with the Encounter system of 4th Edition!

Sunday, July 20, 2008

First Adventure

The party formed in Fallcrest and following a couple leads that pointed in the same direction they started their trek to Winterhaven.
A missing mentor for the Artificer, and the Paladin has been asked to check into signs of a death cult.
Kobolds tried to rob the party, and before that a pesky gnome with some trained rodents ambushed the party as well. The adventurers, however, made short work of both groups. Sadly for the PCs, the gnome got away!

Thursday, July 17, 2008

Game News and Site Update

We had our first session late last night.

I'll get some summaries up and do a little site retooling this thru this weekend. I do have to deal with trying to get one of my web comics I do working again, and that's been eating into my "at computer" time, though.

Monday, July 14, 2008

DM Style

Merin's DM Style

The DMG gives a list of several spectrums, right and left columns of extremes to either side of play-style. Using those lists I would describe my campaign to be run as:

Cinematic, Anachronistic, Serious, Intense, Bold, Preplanned, Thematic, Heroic.

It is my intention to see this campaign to be run as a role-playing game, with equal emphasis on game as well as role-playing. Speaking in-character will have its place, as will skill checks. I neither want this to turn into Warhammer (miniature strategy game) nor into improv theater.

I have four basic guidelines I am going to try to adhere to while running the gaming sessions:

1 - Keep the Action Rolling: I want the game to keep moving at a good pace and not get bogged down with in-character discussions and debates, nor with out-of-character joking and stories. While I will never resort to "what is your character doing? OOPS, you took too long, you do nothing!" methods, I will try to keep distractions, non-game related chatting and such to a bare minimum.

2 - Story Focused: While I will be using the published series of modules from WOTC as the background for the game, the importance to me is creating a story with the players. Combat is good, role-playing in-character is fine, but overall I'm most interested in forging a fun experience that develops an interesting story. To this end the plots will be, as much as I can make them, player-oriented and character-driven. I will create many Quests so every player can feel their characters are important to the overall story.

3 - 3rd Person over 1st Person: With a group of mostly Actors play-style this might seem counter-productive. Be that as it may I am going to be looking for far more "My character asks the innkeep for a room" than "Innkeep, what price do you charge for a warm bed?" Conversations will be the major exception to this rule - when seeking information, mostly, but also when meeting NPCs who are important to the plot and interacting with villains who take the time to gloat before attacking. Still, for Exploration and Encounters and Passing Time, I want short descriptions of actions and not lengthy RP'd out scenarios that take up most the night.

4 - Downtime is Brief and Mechanical: Long story short - short of Conversations, town time will be the quickest of game modes.

Saturday, July 12, 2008

Jobs for Players - Rotating Jobs

Rotating Jobs

1. Recapper

I'd like one player to take notes during the gaming session - notes of what is happening in the story. These do not need to be detailed, or even presentable - only as much as the Recapper needs to remember the important events that happened that session.

The Recapper for the previous game session will then, at the start of the next session, relate what happened the previous session during the "Previously on . . ." section of the Settling In phase. Really, this needs only hit the highlights, and shouldn't even take ten minutes. It'll be a good refresher, a good way to ease into the game from the pre-game socializing and joking that is sure to occur, and will give an episodic feel to the story.


2. Initiative Tracker

During Encounters (especially Combat Encounters), the Initiative Tracker keeps track of the initiative order for the players (and, after the first round of the encounter ends, all involved parties.) I as the DM will keep track of initiative as well, especially due to timed events and hidden NPCs and such, but having a player keeping visible track will help keep the encounter running smoother and quicker.

Along with keeping track of the initiative order, the Tracker will will call out important moments. For example, the Initiative Tracker will no only declare whose turn it is but also remind the player whose turn is next that they are coming up. Players should try to have ready what they are doing by the time it is their turn. The Initiative Tracker will also call out when a Combat Round ends (everyone has gone) as well as what round it is. Lastly they will remind each player at the end of their turn to take their saving throw, if they need to make one.

3. Team Leader

This is completely an out of character position - the player who is acting Team Leader does not need to be the IC leader of the party (although he or she can be - or there need not be an IC leader, whatever.) The Team Leader is a position that almost exclusively comes into play during Exploration. As the party traverses the caverns or delves into some ruins, it is the Team Leader's job to be the arbiter for intra-party decisions. The Team Leader briefly consults the other players and then relates to the DM what the party's next move is.

Jobs for Players - Possible Jobs

Possible Jobs

1 - Party Mapper

A player who maps out the area being explored, to aid in future explorations or to sell to an NPC interested in such maps. This is most certainly not required, and if no one wants to do this then it is not done at all. There will be XP rewards for a player who does decide to do mapping.

2 - Quest Designer

For Minor Quests: Each player can work at creating Minor Quests that focus on their own respective character. These could be as simple as a rivalry with an NPC met that needs to be resolved, a small village nearby where a PC's relatives live that needs to be defended, a magic item the player wants to create or acquire, or whatever. The quest write-ups must be short, brief on details, and designed in a way to entice the rest of the party to come along on the detour.

For Major Quest: This is more involved, and rewarding. Coming up with a plot idea and sharing it with the DM might allow you to help shape a Major Quest. The DM will work with you to outline what will be the goal of the quest and why the party will want to be involved. If its a good, workable idea the DM will incorporate it into the campaign.

All Quests come with Rewards, so the designing of Quests will help you (and the party) gain the Rewards in addition to those received as part of the regular campaign. This also allows players to further help shape the story and gives players the kind of adventures they are seeking.

3 - World Developer

Any player can ask to help create the world the campaign is taking place in. While we are playing in the generic setting as fleshed out in the DMG and the H Series of Modules, there are locations and villages and histories that are not described. Much can be done with histories for towns, regions, dungeons and the like, as well as backstories rewritten for kingdoms, races, religions and so on.

Talk with the DM about what you want to help create, wherever your interests lie, and you will be helping to shape the story and the game world. There will be XP rewards given as well for those who help create the world.

5 Modes of Gameplay

Set Up

"Settle in" time: when people take their places, miniatures and dice and "gaming provisions" are distributed, introductions of players are made (for new people and such)
Character Updates: if characters leveled up or acquired important new items at the end of the last session or between games, this is the time for the party to be updated
"Previously on . . ." : story recap - one person recounts what happened last session

This is also any point when the DM is informing the players where they are, what they are doing, how they got there, etc.

Exploration

When the PCs are moving through a dungeon, ruin, forest or other such location new to the PCs
Exploration mode is where the Team Leader comes in. (Team Leader to be explained in future email on Rotating Jobs)
Narrative focused, lead-in to many encounters and challenges. A good portion of a gaming session

Conversation

The most in-character part of the game. Social interaction amongst party members and (mostly) NPCs
Information gathering largely, sometimes part of a Skill Challenge
Appropriate time to speak in your character's voice

Encounter

Combat and Non-Combat
Usually get 2-4 in during a gaming session (our goal will be at least 3)
Time for initiative, attack roles, and XP gaining!

Passing Time

What I like to call "downtime" which will progress something like the following (to keep the game rolling)
- DM explains what happened, what is going to happen next (before and after the Passing Time)
- DM asks each player, in turn, what they are doing during the downtime - usually like one thing they want to accomplish
- DM summarizes results, with die rolls as needed
- rinse and repeat the above as necessary (within a certain time frame)

Types of Players

Player Motivations

Most players enjoy many aspects of the game at different
times. For convenience, we define the primary
player motivations as types of players: actors, explorers,
instigators, power gamers, slayers, storytellers,
thinkers, and watchers.

Actor
The actor likes to pretend to be her character. She
emphasizes character development that has nothing to
do with numbers and powers, trying to make her character
seem to be a real person in the fantasy world. She
enjoys interacting with the rest of the group, with characters
and monsters in the game world, and with the
fantasy world in general by speaking “in character” and
describing her character’s actions in the first person.
The actor values narrative game elements over
mechanical ones. Unlike the storyteller, she values
her character’s personality and motivations over other
story elements.
An actor . . .
✦ Provides PC background, emphasizing personality.
✦ Plays according to her character’s motivations.
✦ Prefers scenes where she can portray her character.
✦ Often prefers social encounters to fights.
Be sure that the actor doesn’t . . .
✦ Bore the other players by talking to everyone and
everything.
✦ Justify disruptive actions as being “in character.”

Explorer
An explorer loves to see new places in the fantasy
world and to meet the residents of such places, fair and
foul. All the explorer needs is the promise of an interesting
locale or different culture, and off he goes to see
that place.
The explorer wants to experience the wonders the
game world has to offer. He also wants to know that
there’s more out there to find. He presses for details:
proper names of characters and places, descriptions
of the environment, and some idea of what’s over the
next hill. He’s sometimes interested in the adventure
plot and his character’s motivations. (The explorer is
close kin to both the actor and the storyteller.) The
wonder of new discoveries is what is key to keeping the
explorer happy.
An explorer . . .
✦ Seeks out new experiences in the game’s setting.
✦ Likes learning hidden facts and locating lost items and
places.
✦ Enjoys atmosphere as much as combat and story.
✦ Advances the plot by being willing to move ever on.
Be sure that the explorer doesn’t . . .
✦ Use knowledge of the game world to his own advantage.
✦ Bore the other players or exhaust you with his thirst for
detail.

Instigator
An instigator enjoys making things happen. She has
no patience for careful planning or deliberation. She’ll
open an obviously trapped chest “just to see what
happens.” She provokes authority figures and opens
dungeon doors to bring more monsters into an already
difficult fight. The instigator loves the vicarious thrill
of taking enormous risks and sometimes just making
bad choices.
The instigator can be disruptive, but she can also be
a lot of fun for the other players. Things rarely grind to
a halt with an instigator in the group, and the stories
that get retold after the game session often revolve
around whatever crazy thing the instigator did this
week.
An instigator . . .
✦ Likes to make things happen.
✦ Takes crazy risks and makes deliberately bad choices.
✦ Thrives in combat and dislikes having nothing to do.
✦ Takes decisive action when things grind to a halt.
Be sure that the instigator doesn’t . . .
✦ Get the rest of the group killed.
✦ Attack the other PCs or their allies.

Power Gamer
A power gamer thrives on gaining levels and loves the
cool abilities that come with those levels. He defeats
monsters to take their stuff and use that stuff against
future enemies. The story and roleplaying are secondary
to action and awesome abilities and magic items.
Most players have a little power gamer in them. A
couple of the core elements of fun in the D&D game
are the accumulation of power and the use of that
power to accomplish astonishing deeds. Nothing is
wrong with enjoying that in the game.
A power gamer . . .
✦ Optimizes character attributes for combat performance.
✦ Pores over supplements for better character options.
✦ Spends less time on story and roleplaying elements.
✦ Prefers combat to other kinds of encounters.
Be sure that the power gamer doesn’t . . .
✦ Become a lot more powerful than the other characters.
✦ Try to take more than his share of treasure.
✦ Treat the other characters as his lackeys.

Slayer
The slayer is like the power gamer, but she is even
easier to please. She emphasizes kicking the tar out of
monsters. Maybe she does so to let off a little steam in
a safe way, or she likes the joy of feeling superior. Perhaps
it’s the pleasure of having the power to mete out
punishment to villains.
D&D combat is thrilling. Few other aspects of
the game put a character in such apparent jeopardy.
Beating the bad guys is a clear success. Most players
enjoy these D&D elements, but the slayer seeks them
foremost.
A slayer . . .
✦ Optimizes like a power gamer.
✦ Might pick simple options to get into the action quicker.
✦ Spends less time on story and roleplaying elements.
✦ Wants to fight monsters and take bold action all the time.
Be sure that the slayer doesn’t . . .
✦ Ruin adventures by killing monsters the characters should
talk to.
✦ Rush past social and skill challenge encounters to the next
fight.

Storyteller
The storyteller is a player who prefers the narrative
of the game to individual character motivations and
personality. This player sees the game as an ongoing
chronicle of events in the fantasy world, and he wants
to see where the tale goes.
For the storyteller, the rules are there to support the
game’s ongoing story. He believes that when the rules
get in the way, the narrative should win. Compromise
for the sake of the story is more important than individual
character motivations.
A storyteller . . .
✦ Often provides an extensive background for his PC.
✦ Works hard to make sure his character fits the story.
✦ Likes dramatic scenes and recurring characters.
✦ Prefers adventures that include at least some plot.
Be sure that the storyteller doesn’t . . .
✦ Insist on making his character the center of the story.
✦ Dictate other characters’ actions to fit his idea of the story.

Thinker
A thinker likes to make careful choices, reflecting on
challenges and the best way to overcome them. She
also enjoys herself most when her planning results in
success with minimal risk and use of resources.
Solving a challenge in a creative way is more important
to the thinker than character power or roleplaying
issues. In fact, the thinker might prefer sound tactics
to acting in character or straightforward, brute force
battle.
A thinker . . .
✦ Engages any challenge as a puzzle to be solved.
✦ Chooses her actions carefully for the best possible result.
✦ Is happy to win without action, drama, or tension.
✦ Prefers time to consider options over bold action.
Be sure that the thinker doesn’t . . .
✦ Constantly tell the other players what to do.
✦ Grind the game to a halt when considering tactical options.


Watcher
A watcher is a casual player who comes to the game
because he wants to be part of the social event. A
watcher might be shy or just really laid back. He wants
to participate, but he doesn’t really care if he’s deeply
immersed, and he doesn’t want to be assertive or too
involved in the details of the game, rules, or story. He
enjoys the game by being part of a social circle.
A watcher . . .
✦ Shows up to be a part of the group.
✦ Helps calm disputes by not being as attached to the game.
✦ Often fills a hole in the PC group, facilitating the fun.
Be sure that the watcher doesn’t . . .
✦ Distract the other players with TV, a video game, or surfing
the Internet.
✦ Disappear from the table at crucial moments.