Critical Hits

The Journal of Gamer Culture

Chatty Studios Presents: Project Kobold Love

Edit: For those coming over from Kobold Quarterly, hi! Just a quick note to clarify that I’m not taking any donations for Kobold Love… That one will be free to see me build it and such to prove to you guys that I can produce quality material… I might ask you to buy the final product if I get it published, that’s all.

In which Chatty jumps off a cliff of his choosing…

One of the numerous lessons I learned from my first Gen Con Experience was that I had the skills and guts to carve myself a name in the RPG industry, I just had to believe in them and do something about it.

However, with a family to feed and being already halfway through my 30s, I can’t afford to start at the bottom of the Freelancing ladder and climb my way up… I might as well just stick to my day job.

Enter Chatty Studios

Chatty Studios is my own part-time stab at entering the RPG publishing industry. Taking a page from Wolfgang Baur’s Open Design concept, I want to publish fan-supported D&D 4e material through a patronage system.

Patrons would pay me up front (giving me capital to allow me to hire artists and technical help I do not possess) in exchange for an open and interactive experience where I build the product through blog posts for their eyes only.

In those posts I would share my design/writing philosophies, poll patrons on design choices, participate in play-testing and create the product like a TV chef cooks up for viewers every week.

In the end, we’d have a final product that all patrons would get first (PDF or Dead Tree, depending on participants). I’d then publish the adventure (or license it to a publisher) to help me pay for my next Gen Con trip and maybe buy my wife and kids a few gifts.

Thing is, I’m perfectly aware that I’m currently an unproven nobody in the industry. While I’m a rising Blogger, I know that I don’t have solid street cred… Hell a lot of my readers don’t know my real name!

That’s why my first Chatty Studios project will be a Creative Commons D&D 4e adventure that I’ll create on this blog (Chatty Studios will have it’s own Website when I launch it officially before year’s end). All readers are invited to partake in it (please see below for boring legal IP stuff) as if they were paying Patrons.

I’ve been shamelessly hyping it all over the Blogsphere for the last week and I dubbed it…

Project Kobold Love!

Here’s the project’s pitch I wrote when I came back from Gen Con:

I’m sick and tired of the Editions Wars. So much so that I want to show that a game system is just an excuse to have fun, no more.

Project Kobold Love will be a Creative Commons, Non-Commercial, 5 scene adventure featuring the Reverse Dungeon Trope. If it’s good, I want to be able to publish it commercially while leaving others the right to hack it legally as long as no one tries to sell it without talking to me first.

Elevator Pitch of the adventure:

A bunch of Kobold ugly ducklings go forth on a Quest to seek out the Tavern-in-the City. They are to kill the mysterious stranger that sits in the corner, giving quests that always end up destroying their dungeon home. It’s going to be a 5 scenes, Semi-linear event-based adventure, filled with carefully chosen Fantasy RPG tropes. Playing time 4 hours.

Approach: I will make a series of posts on a 1-2 posts per week schedule.  In each, I’ll build the adventure for D&D 4e, full with DMing tips, Tropes design notes.

The Hook: I will openly ask other RPG bloggers and readers to follow my lead, stating the adventure in their favorite non-4e game system. Legacy D&D, Pathfinder, Encounter Critical, GURPS, BESM… I don’t care! The crazier, the better.

Hell it can be all hacked to hell and be made about Pigs in Space… I’m sure it’s going to a LOT of fun.

I’ll then publish my adventure on one of the RPG PDF sites and look into getting it printed by someone out there.

I’ll then see if I can get customers to pay me to do another project.

I want to network the hell out of that one, I want people to have fun with it. Yes some of that is Hype for me, but that’s what business is all about.

I really want to get our growing community of readers/fans to start merging and mingling more. We’re friends for heaven’s sake, not enemies camped in the headquarters of our favorite game company/designer.

I have challenged Mike Mearls, Wolfgang Baur, Nick Logue. I expect their fans to tackle this project on their sides.

If anyone wants to take the challenge of making your own Kobold Love adventure, my sponsor, ZeStuff.com, is offering 3 15$ gift certificates. I’ll draw 2 randomly between those that tackle the project on their website, or in my forums here (just email me at chattydm@chattysdm.net and I’ll create you your own message board).

I’ll put the last one (that I’ll try to up to 30$) up for the readers to choose the best Kobold Love Hack!

Edit: This just in! Alex of http://maille.czaralex.com is offering a Brass bag capable of carrying 30 assorted gaming dice fastened with a leather cord and bead to the reader-chosen winner of the contest! Have a look at how great they look!

Prizes will be given 2 weeks after this series concludes… So you have plenty of time (like 5-6 weeks or so).

So please step up in this post (or the next one), with your game system of choice, if you feel like you could tackle this!

Boring Legal Stuff:

I lay IP claims to the project and the adventure I will publish in this series. As per the Creative Commons license I applied to this blog, everyone is welcome to hack it, modify it, post it on their websites and do whatever they want with it, provided they credit me and don’t try to commercialize it without my written agreement.

Also, by posting comments in any articles of this series, you surrender the commercial rights to any ideas or derivative work I might do with them. I will credit (with full name) anyone that helps/inspire me (and likely give out free copies of the finished product) but I do not want to fight with anyone about me stealing ideas if they were posted up here… It’s just too hard to differentiate what ideas I had and which were influenced by fan suggestions.

Now that this is out of the way…

Here’s my post plan for the series:

  1. Interlude 1: The Posse is Building
  2. The Adventure Plan
  3. Interlude 2: Reflections and the Half-Kobold Template
  4. Intro, Background and Summary, part 1
  5. Intro, Background and Summary, part 2
  6. Interlude 3: Changing Gears
  7. Scene 1: Dungeon Diplomacy! Part 1
  8. Scene 1: Dungeon Diplomacy! Part2
  9. Scene 2: On the Road… Again
  10. Scene 3: Skill Challenged Kobolds in the City
  11. Scene 4: Trope Showdown in the Tavern of Clichés
  12. Scene 5: Conclusion and Epilogue
  13. New Mechanics, Templates and Monsters
  14. Playtesting
  15. Layout issues, Maps, Arts and Monster Stats
  16. Naming the adventure and making the final product

As mentioned before, I might add new posts or break down some if they grow too big. You, the readers will help me drive the show.

Up next: The Adventure plan!

Credits: Wizards of the Coast (Image)

[Leave a Comment]

Review: Braid

In short: Braid is an excellent game. It successfully integrates all aspects of game making into one cohesive unit with a mature theme. Even with the $15 price tag, it is worth downloading.

I read a bit about a game called Braid on Penny Arcade the other day. I tend to agree with Tycho about games so after he raved about this little Xbox Live Arcade title called Braid I figured the demo was worth giving a go. I downloaded it, began playing through it and twenty minutes later I was playing the full version. This game actually got me to upgrade using an in game offer. [Read the rest of this article]

[Leave a Comment]

Chatty's Mailbag: Reader Complaint

Long time reader and one time co-contributor PM wrote me:

I’m not sure I’m satisfied with your new musing schedule. A single post a day (some non-epic…) does not entertain me enough… Where are the days of multiple cascading avalanches of text!?

I want my money back!!

Here’s the response of our resident Customer Service Rep:

Dear Reader,

Thank you for taking an interest in our Website.  Your feedback is important for us.

By looking at our records, we see that you are one of Chatty DM’s trusted lieutenants known to prod our glorious leader into frenetic waves of posting and melt his sizable brain with your Photon Project Beam.  We therefore aren’t sure if your complaint is genuine or just one of your nefarious backstabbing schemes.

Rest assured that Chatty is just testing new ways to take over the RPG world and will return to his usual style shortly.

Once again, we appreciate your patronage.

Should you still decide to want a reimbursement, feel free to write yourself a check in our name for the amount you paid so far to partake in sharing Chatty’s heavenly wisdom.

Yours Truly,

Bob Glitterclaws
Killer Cyborg Ninja Ogre
Customer Relations and Dismemberment

Feel free to send your feedbacks and comments to Bob at chattydm@chattydm.net

[Leave a Comment]

Chatty DM Gets Commonly Creative

As a prelude to opening Chatty Studios (don’t click yet, it will only return you here) and launching Project Kobold Love, I obtained a Creative Commons License for the whole content of my blog (See in blog’s footer).

I chose the Attribution-Non Commercial Canadian license.

What does that mean for people not versed in Intellectual Property management (like me)?

It means that while I own the copyright of all the content I wrote on this blog I allow the following:

You are free:

  • to Remix — to adapt the work

Under the following conditions:

  • Attribution. You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work (i.e. Credit me for the work: Philippe-Antoine Menard).
  • Noncommercial. You may not use this work for commercial purposes.
  • For any reuse or distribution, you must make clear to others the licence terms of this work.
  • Any of the above conditions can be waived if you get permission from the copyright holder.
  • The author’s moral rights are retained in this licence.

In other words, feel free to use my ideas, change them, hack them, publish them on your web site or in freely available PDFs. You are not free to take my posts, cram them in a RPG book/ Website and charge for the content (Ad revenues are an exception) unless you talk to me first and we discuss licensing of my content.

In the wake of this, I also registered www.chattystudios.com and www.chattydm.com, just to be sure that I had those URLs ready when I need them.

Now that this is out of the way, I’ll go work on the introductory post of Project Kobold Love.

[Leave a Comment]

Adventure Design Workshop Seminar (GenCon 2008)

Still working through our backlog of GenCon 2008, we stopped in at the Adventure Design Seminar, which Mike Mearls moderated (say that three times fast), and also included Rich Baker, Bruce Cordell, Chris Youngs, and James Wyatt. The seminar was advertised as both talking about adventure design for D&D 4e and actually designing an adventure, but only the former happened. We arrived a bit late, but managed to catch most of the two hour seminar. This is a summary of my notes on the event: it is not a comprehensive account of what happened and who said what, but instead, the parts that I found most interesting, broken up by topic.

Monsters

Every published adventure has at least one new or modified monster. As an estimate, about 75% of monsters used come straight out of the Monster Manual, with 25% being new or modified. Often there’s an up-leveled or down-leveled monster, or there’s an ability substituted. When making a new monster for a published adventure, it’s recommended to not go outside the rules, and it’s often better to substitute a power instead of adding one, unless it’s a minor action (so that it’ll have a chance to use it.)

Writing Adventures for Dungeon Magazine

The default encounter should integrate monsters, traps, and terrain. This is the expectation, not the exception now. In 3e, those kinds of encounters that used all three were often deadly, but 4e assumes the combination will be there. [Read the rest of this article]

[Leave a Comment]

Nico's Pick up D&D 4e Game

My 6 year old son Nico and 5 year old daughter Rorie are at their Granny’s for the next 3 days as both Alex and I work and school only starts on Thursday. That means that I won’t have new chapters of Nico’s Quest to share with you.

I did however start a D&D 4e campaign with him yesterday morning and I thought I’d share it with you as, once again, my son gave me excellent insights on how to improvise and DM rapidly for a 6 year old’s attention span.

The Adventures of Super Nico, Dragonborn Paladin of Goodness!

“Daddy? Can we play that Story Game where you ask all those questions?”

“This is a game for Bedtime Nico, but do you want to play a game like it with the little figurines and the map?”

(Nico perks up) ‘You mean the game where I help the nice lady with the cellar full of Monsters?

I have been playing some near-no-rules RPG games with the minis and tiles before, this time I wanted to try full 4e with me keeping all the rules behind my screen and let Nico roll dice and move minis.

“Yes, only you get to chose some of the things in her cellar”

“Yay!

I hand Nico all my 4X4 Dungeon Tiles and he promptly starts to sort them in Cool/Boring piles. During that time, I set up my 4e DM screen and take out the pre-generated characters of Keep on the Shadowfell (I won’t play that adventure after all, so I might as well cannibalize it).

“So Nico, who do you want to play today”

“Same as always, Super Nico, the Knight”

“Well, I have pictures of cool heroes in my booklet here, why don’t we look at them”

He glances at them and isn’t impressed, until I turn to the last page of the adventure showing the Dragonborn Paladin.

“I want that one daddy!”

“Good choice, did you know that he can breathe fire over a large area on the map? He can also make his Sword glow with the Power of the Dragon gods and blast evil doers!”

“Cool!”

“Here’s your figurine.” I hand him an upright Medium White Dragon. “So Nico, do you want a story where there is more talking to people or where there is fighting bad guys?”

“Fighting!”

“I hear ya!”

I reach in my large Dungeon tiles Ziplock and pick out the Tavern Tile and put Nico outside and Noëlla the friendly Tavern Keeper/Quest Giver behind her bar.

Nico: “Will she recognize me?”

Chatty: “Of course she will, she knows heroes by what’s in their heart, not what they look like.” (Tacky yes, but I’ve a parenting agenda here… somewhere).

“Cool! I enter the store and ask her what’s today’s adventure.” (Memo to self: an Adventure Menu!)

Noella: “Super Nico! I’m glad you just came in, there’s a small stranger in my cellar that needs help and he asked for you specifically?”

Nico: “He did? Does Noella have objects for me?”

“Of course she does.” I look at the Pre-Gen’s character sheet and grab my box of Gamemastery Item cards. and pull out a Plate Armour, a Longsword, a Javelin (with a post it written 3 on it) and a Holy Symbol and give them to Nico.

“What’s that necklace (Holy symbol) do daddy?”

“It calls the ancient Dragon Spirits to give you special powers and help you”

“Cool!”

“You also get a special item!” I grab a card at random from the box and get… a Key.

“What’s that for?”

“Noëlla tells you that there’s a secret door in her cellar that leads to an ancient treasure room where you can get to a special item that will help in your quest. As you talk, you both climb down the stairs and you see a little scared man waiting beside an open Secret door hidden as a Huge barrel mounted on the wall” I lay down a large featureless tile and add one door and a Goblin figurine.

“Is that where my treasure is?” (I kinda know what he wants to do first).

“No that’s the door that the little scared goblin came out of, your secret door is here.” I place another door on a different wall. “The little goblin runs to you, introduces himself as Bromiket and asks for your help to dislodge a nasty monster from his home in the dungeon”

“I want to help him but I need my special item first.”

Bromiket: “Well, I can help you get the item and then you can help me with the monster?”

“Okay!”

At this point, I grab the Halfing Pregenerated sheet and place it beside Nico’s Paladin behind my screen. I also have the Monster Manual opened to the Monster per Level table and am looking up the level 1 monsters to build an encounter. I place a corridor tile beside the new secret door and Nico places his mini at the end of it. I place a Tapestry acting as a door at the other end of the corridor .

Having decided on Decrepit skeletons as the 1st enemy I describe: “You hear the sounds of metal scraping on the floor and a strange rattling sound”

“I look behind the tapestry”

I set a 6X6 Tile with Runes on the outer squares and start looking at Nico’s Pile of 4X4 tiles he chose. I find one featuring a pyramid of Bones and Skulls and plunk it on the 6X6 Tile. I put 4 Skeleton Minis around the pyramid.

“Okay, you see 4 skeletons armed with swords and wearing rusted armour walking slowly around a large Pyramid made of bone, they don’t seem to notice you, What do you do?”

“I take my javelin out and throw it at the nearest skelly”

“Take that round dice and roll, you need to roll high”

Clatter, Clatter, a 4 comes up. “Do I hit?”

“No, the Javelin wizzes by the Skeleton and hits the Bone Pile”

“Awwww…. Can Bromiket play now?”

“Sure, he throws a big knife and it also misses”

“That’s no fun!”

“Be patient, it will get better”. I make Nico Roll for initiative and he goes 1st while the skellies and Bromiket go after.

“I attack with my sword”

‘Okay, it starts glowing with the power of the Dragon spirits” Clatter Clatter… I pick up a marker pen and give it to him. “Show me how you swing your sword” As he demonstrates, I move my own pen up and block his swing “The skelly blocks your attack and sparks of light shower all over the place”

“Cool! Next time I’ll hit it!”

“Bromiket throws another blade and misses. All Skellies move around you and start to attack. The first one misses you, the second one hits your shield like that (I hit my Empty Coke can with the marker to make it resonate). The third one hits your armour hard (Nico does the Coke Can trick, enjoying it immensely) but fails to hurt you. The last one slips under your armour and hurts you a bit.”

“Am I badly hurt daddy?”

“No it’s just a scratch, it’s your turn now, you know that now would be a good time to breathe fire.”

“It is? I do it!” Clatter, Clatter (20!), Clatter

“All 3 skellies caught in your blast are instantly incinerated!” (Hurrah for Minions!)

“Yay!”

“Bromiket takes his dagger and hits the last one real hard (Clatter Clatter the dice say) it falls to pieces real hard, you beat all skellies!”

“Yay!”

“As you celebrate, you hear a rumble on top of the Pyramid and you see bones jumping and forming a bigger, much stronger looking Skeleton. It says ‘How dare you disturb my slumber and destroy my trusted guards?’”

As I describe this, I can see that his attention is starting to wander, we have played for 30 minutes, which is his usual attention span for non-video games.

“Can we go play something else now dad, like Boom Blox?”

“Sure, do you want to end the game?”

“No, take a picture or something so we can start again later!”

“I’ll put all minis and tiles in this empty Ziplock bag and I’ll write ‘Nico’s Game, Do Not Touch!” on it”

“Okay! I’ll race you upstairs!”

To be continued.

Lessons Learned:

  • Letting players influence a quest is always good.
  • Picking plot elements from a deck of cards or a Random Table is always great improv fuel.
  • D&D 4e is really fun and dead simple when it needs to be.

Credits: Wizards of the Coast (Image)

[Leave a Comment]

The Unauthorized Ascension of the Drow Spy Report

This is my play report of Nicolas Logue’s Ascension of the Drow prequel Mega-Adventure. It was a free-for all, storytelling-intensive D&D 3.5 game featuring 126 players (21 tables of 6) and more than 33 GMs. Everyone was sharing the same game at the same time!

It was held at Gen Con and ran from 7h00 PM to the wee hours of the morning. It was insanely fun and had me use all 25 years of my experience as a GM.

The setup was relatively simple. Almost all players were members of one of the Drow Noble Houses of Golarion’s (Paizo’s Campaign World) Drow Capital, Zinarkaynin.

The 12 major houses had been ruling the city without a Monarch for countless centuries, but this was no longer an option if the Drow were to survive. All players had 24 hours in game time to nominate a new Monarch or the whole city would be destroyed and all souls in it would be eternally damned in the deepest pits of the Abyss.

The following is a retelling of the game seen from the perspective of a Chelaxian Vampire Pathfinder spy who was posing as a Slave.

Dear Para-Countess,

I’ve seen my share of atrocities in my 200 years as a Child of the Night in the service of our Dread Lord Asmodeus but none as vile, horrendous and so throughly fascinating as what I witnessed a few nights ago in the Drow City-Vault of Zinarkaynin.

As originally planned, I was taken by the slavers of Drow Noble House Rasiverin, The House of Dire Masters. This major Noble House, one of the 12 ruling Houses of the vault, was renowned for its near limitless slave pens, the gladitorial arena and the shrine of the Crimsom Spire. Said shrine devoted to Zura, Demon lord of Cannibalism and Vampires, patron of the House of Dire Masters, was the central point of the House’s vampiric leadership.

I was based in the family’s estate in Deraktinus, the Vault’s Upper Neighborhood. My status as a Vampire allowed me to rapidly climb the echelons of the house slaves hierarchy. I was soon assigned as a body servant to this House’s de-facto leader: Miyana Rasivrein, Vampire priestess of Zura.

The night before I escaped this forsaken but oh so beautiful city, all 12 ruling heads of the Noble Houses were summoned by their respective patron demon lords and were horribly slain for having failed to put a ruler on the Soulwrought throne for so many centuries.

Mistress Rasivrein, the heir apparent of her now leaderless House, told me that this throne held (and controlled) thousands of souls captured from the enemies of the Drow over countless centuries. Without a firm ruler to keep them in check, the souls had started to become restless and threatened the existence of Zinarkaynin.

Upon slaying all House leaders, the Demon Lords required that a new ruler be named within 24 hours before the Throne surrendered its last shred of control over the souls within them, liberating them all and leveling the city mere moments after their release.

What then followed was a cavalcade of confusion, alliances, betrayal, double, triple and even quadruple dealings.

Alliances with various Houses were established, chiefly with House Vonnarc (The Archmages), Misraria (Messengers and Assassins) and Sardavic (Artisans and Entertainers). While the House of Dire Masters took a wait-and-see approach to the conflict initially, major members of the House were all over the place, dealing, fighting and negociating.

An avatar of Demon Lord Zara itself materialized and heavily influenced the course of decisions that House Rasivrein took.

Armies marched in and out of the city, hordes of slaves, groups of elemental and legendary dragons were summoned and released on the hapless city. Water conduits were poisoned and plague rats swarmed Noble Households. Citizens and slave alike were butchered for the greater glory of this fraticidal succession war…

Yet, of the 120 nobles and associate members, only one died in the first twelve hours of the conflict, which goes to show that, true to what we have come to expect of the Drow, the ruling Noble Houses had always been more concerned about their own safety than the good of their city.

Shortly before the 12 hour mark, the Rasivrein household and some close allies were holding council in the garden of the family’s main estate when they were brutally attacked by Tsu’kirith, a Legendary Demonic Roper.

The monster was able to rapidly drain several opponents, who were invariably restored by Miyana, the House’s leader. The timely intervention of Felize Rasivrein (Miyana’s Bodyguard) and Render (the Arena’s 1/2 Dragon Troll Champion) promptly killed the fiendish beast which exploded in a torrent of unholy energies.

No one was killed in that assault. While it had obviously been engineered by a rival House, it was never established whom did.

Shortly after that, all Demon Lords congregated over the vault and shared their anger at the fact that with less than 12 hours to go, almost all nobles were still alive. They threatened that if more than 1/2 of their blue blooded followers still stood in the next few hours, they’d take matters in their own hands…

… that they did, helping one of the Houses to poison the whole city with a vile green gas, Leaving all but the strongest alive!

While House Rasivrein recovered and consolidated its alliances, it sacrificed one of it’s own major family members as well as two captured nobles from other houses to summon the Tarrasque, convinced by Zura (thier Demon Lord) that it would follow Miyana’s orders and allow House Rasivrein to walk to the Throne room of the Upper city, recover the crown and take ruleship!

That didn’t happen, as the Tarrasque promptly destroyed the family’s estate, slew one of the braver gladiators (Tybalt Mornblade, the Minotaur fighter) and tried to kill Miyana. All members of the House fled the premises to make a desperate run after the throne, leaving the Tarrasque to continue it’s mad rampage.

Having barely survived the assault of this nightmarish beast, I elected to leave this madness and initiate my return to the surface to report to my leaders of the Pathfinder Society.

During my journey back, I was informed by a fellow traveler fleeing the city faster than I was that House Rasivrein failed to take the throne and that a Sardavic matriarch, cloaked in the protection of her Vonnarc allies, did.

It’s my professional opinion that we should not have to worry too much about the Drow in the upcoming years. They will need to recuperate in this most bloody of short civil wars I had ever read about, much less witnessed.

I remain, dear Para-Countess, your most devout servant.

Viscount Ereg Galduvian IV

Chatty’s DM analysis of the event:

This was by far the craziest, most incredible Role Playing event I have ever been part of. Never before have I had to think faster, improvise more and work so damn hard to keep up with a game.

Overall the event was a resounding success. Nick Logue is truly a Role Playing mastermind genius with a strong retinue of loyal fans ready to help him pull the craziest of stunts.

However, I can’t help myself but to share a few points of constructive criticism.

  • The names were unpronounceable to both English and French palates.
  • Players were confused, very confused and needed to be prompted by the table and Demon Lord GMs…
  • So much so that GMs stopped being referees and became players, they tended to influence players to a point I became uncomfortable with (I later learned that a lot of GMs were White Wolf Storytellers and it showed!)
  • The crunch behind the PCs were overly complex, with useless multiclassing that never actually came into play, most of the players never fought! I’d have done 12 templates and fluffed them to fit all 126 character, saving the writers a ton of time!
  • Speaking of Writers, let me name the two who did the most work: Steven Helt and Shane Cottom! With hardly any money, or time, they wrote over 30 pages of fluff and created all ‘named’ monsters and all 126 PCs!!!!! These guys deserve a ton of credit along Logue and his pals.
  • Killing most players with a Poison Cloud was a cheap shot that caused a lot of players to get mad/disappointed.
  • In order to truly create PC to PC conflicts, Combat and Demon Lord GM’s should have been less generous with players using vague resources like ‘slaves’ and ‘were rat infantry’ that only created ‘news item’ that no one listened to and force players to commit themselves to the various schemes that they wanted to hatch.

Still overall, this was an incredible event and It gave me an idea for a future such event that I pitched to the writers of that event for next year. I hope they give it serious consideration.

Hopefully I’ll get to play in it… if it’s not on the same night as the Ennies :)

Credits: Nicolas Logue (Event), Shane Cottom, Steven Helt (Writing), Paizo (Image)

[Leave a Comment]

Critical Hits Podcast #11: True Dungeon Actual Play

During GenCon 2008, post-Ennies, I ran off to a far away hotel to play in my very first session of True Dungeon. No photography is allowed inside the game itself, but I smuggled in my trusty voice recorder inside my shirt pocket to record the whole thing as a bit of guerrilla reporting. It’s hard to describe just how cool True Dungeon is, and how much work the organizers put into creating a unique experience. Hopefully, by listening to the recording, you’ll get a taste of what it’s like. (Also, listen to me be a crappy bard!)

Critical Hits Podcast #11 (35  MB, over an hour long)

Some notes on the rooms after the jump (all pictures were sent out by the True Dungeon people via email): [Read the rest of this article]

[Leave a Comment]

Epic Laundry Basket: 4e Vancian Wizards!

Want Vancian Magic in 4e? Here’s how I would do it:

Leave at Will-Power as is (for fun purposes).

Make level 1 and 2 daily spells into level 3 encounter spells. Shift the whole power list like that to have new spells at every 2 levels.

Give level 1 Wizard access to 5 level 1 Encounter Powers (include spells from other sources like Dragon) and 2 level 3 Encounter spell.

At the start of the adventuring day, the Wizard chooses one Encounter Power of his level and one of the higher level.

He can only use any power only once per day.

The higher level spell acts as a Daily power and the slot can only be used once.

At each short rest, Wizard can chose a new non-used Encounter Power of his level for the next encounter.

Upon leveling up, Wizards learns 2 more spells of his current level or lower.

New Encounter/Daily Power slots gained (like at level 3) means wizard can cast more spells in an encounter.

Allow Wizard to find ancient scrolls and spell books with spells to learn new ones.

177 words

Credit: Wizard of the Coast (image)

[Leave a Comment]

Critical Hits Podcast #10: Entropia Universe

Before GenCon 2008, we were contacted to check out the Entropia Universe booth during the show. There, we met with John Bates of Mindark, who explained to us all about Entropia Universe, the online game/virtual world. Bartoneus and I went into the interview knowing almost nothing about it, but we both agreed afterward that it’s really interesting, and we were surprised that we hadn’t heard about it before. Take a listen, and maybe you’ll come away with the same impression.

Critical Hits Podcast #10

We were given two sample cards and disks to get started on Entropia Universe. Bartoneus expressed interest in checking it out (so he should be able to give his review then), and we’ll probably give away the other set in a future contest. If you do decide to check it out on your own, John recommended the Entropia Forums as a first destination.

[Leave a Comment]

Page 2 of 812345...Last »