Showing posts with label resource. Show all posts
Showing posts with label resource. Show all posts

Thursday, April 30, 2009

Incoming Mini's


This is the female elf druid I'll be getting today. It may be a good new mini for Sarah's Autumn Mist, the female elf shaman.













Here's the male goliath barbarian mini. Given that Tim's warden has a sword and not an axe this might be a better fit.















As Benton thinks my "Neo" tiefling cleric is a female figure, he may well switch back to the default he wanted - this male tiefling warlock to be his tiefling bard.
















Ace is a male half-elf warlock. The best we may have in the new set is a male half-elf warlock/fighter. Er. It'll be better, I guess, than the halfling sneak he is using.






And ah, perfection. Well, if you discount that Jake isn't using a bow with his male elf ranger/beastmaster with a falcon companion. This male elf ranger with an eagle on his arm is about as close to perfection as we're likely to get.






Unfortunately for Ashlee and Kyrie, there are but two dwarves in this set. Both male, both very un-druidlike.

Monday, April 20, 2009

Merin's D&D Handbook

I should have this ready by Wednesday, a nice printed-out copy at the table, and a PDF available for download on the site.
Basically it'll be a compilation of articles I wrote here or emailed to everyone that regards my DMing style, the style of the campaign, the jobs players can have, XP rewards, etc.
Look for it! I know you are all tingling with lack of anticipation!

Thursday, March 19, 2009

PHB2 and More Info!

So much has changed since last I talked about the campaign -

1 - I'm almost certainly not using the modules at this point. Enough players have read them now that it would be pointless, plus I'd like more control over story.
2 - I'm probably morphing things so the world isn't the generic world from the campaign setting for 4th Edition but instead my own creation that will grow as we play.
3 - I have a definite main story-arc, several minor story-arcs, and a growing number of "random encounters" ready to go already.
4 - PHB 2 has come out, and with it 5 more races (gnome, shifter, goliath, half-orc and deva) and 8 more classes (Strikers: Avenger, Barbarian, Sorcerer; Defender: Warden; Controllers: Druid, Invoker; Leaders: Bard, Shaman) so there's plenty of options, even for Controllers, now.

Much of the story needs to be shaped a bit by what characters the players will choose, so, again, I implore people to get back to me with their concepts. You don't have to have a full character made, and you can certainly change your mind (unless your name is Benton) but I would love to have a handle on what people are planning on playing.

Some guidelines though:
- I'm going to assume that you all want to be part of an adventuring party that works together ... reasons for this can be established or just taken for granted, and intraparty RP can definitely strain things sure, but from build of characters to starting of game, plan on this character wanting (for some reason) to join a group of adventures
- I'm going to assume that you all are going to be some level of "decent" people, i.e. your characters may choose unaligned but you aren't going to be RPing backstabbing, murdering psychopaths. You don't have to be donating your time to orphanages, but burning down orphanages is right out
- no Forgotten Realms or Eberron stuff - just corebook, with Dragon and Dungeon stuff as appropriate - books like Martial Power would be okay as well


Some "if you wants" to provide me with:
- background of character up to a certain point
- motivations and goals of your character
- backstory tied to other players (with their permission, of course)
- a list of 5 magic items you'd like to see your character acquire at some point, any items of level 1-5

We'll have 1-3 more Benton adventures before we switch.

Monday, January 12, 2009

Flexible Scheduling!

As was discussed at this past Star Wars game on January 11th, trying to have a set day to meet is just not working out. Events come up, and most importantly job schedules are so flexible for many people.

In view of wanting a weekly schedule for the game, I propose we move to scheduling the game up to 2 weeks in advance and keep things flexible. On that front we need people to give schedules of when they are available regularly, and for those who do not have regular schedules they need to provide weekly / bi-weekly schedules.

I also put forth that having a "Primary" and a "Backup" date for gaming is a good idea to consider. We each try to find two times that work for our schedule and everyone else's. An attempt to let someone managing the game schedule (most likely me) to shift things around so no one player is shafted or inconvenienced the most.

I put forth the following for me as to when I can game most weeks (my schedule is pretty regular and largely controllable by me) -

Monday - Thursday nights, 6 pm until probably about 11 pm. Saturdays from about 6 pm on. Sundays all day. Friday (and to a lesser extent Wednesday) night is not the best for me. In the not too distant future (a couple months or so) Saturdays all day will be free.

Let's try and get working on everyone submitting schedules so we can start planning games!

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.

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

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.