Of Fluff Kobolds and Geek Interviews
Those who have followed my antics for a long time know of my ‘fued’ with the master of settings and fluff known as Wolfgang Baur.
The rules-crazy overlord in me as long since surrendered to his way of thinking where atmosphere, strong characterization and all around story goodness enhances a system’s rules.
Wolfgang now pilots several projects, chief among those his Open Design studio (that I one day hope to emulate).
However, another of his project that has grown tremendously is Kobold Quarterly.
It’s a D&D 3.5 magazine whose list of illustrious collaborators grows monthly.
While browsing the website last night, I found a pair of interviews of some of the people I met at Gen Con (and potential future bosses, I have to learn who they are!):
- James Jacob, Editor in chief of Paizo’s Pathfinder line
- Harley Stroh, Adventure Writer, currently at Goodman Games
I’m not a journalist and I’ll will tend to leave interviewing to bloggers such as the ones from Critical-Hits.
Still, I’d like to do a few interviews in the next few months:
I’d take a question set similar to a quiz I did a long time ago and try to get their playing/DMing motivation and favorite RPG tropes.
I think I’ll do my thing and ignore my sense of inadequacy and send my questions to thier respective emails.
Have a great week!
Inq. of the Week: D&D Insider?
Rumors are going around that this week D&D Insider will be switching over to paid only accounts, which means that we will no longer be getting a decent amount of free content in the online Dragon and Dungeon magazines. What this does mean is that hopefully Wizards is getting a few steps closer to launching their beta testing for a few of their online products. I know that a lot of you are dubious about all of Wizard’s attempts at online content and programs, but as we’ve said many times the previews we saw first hand at GenCon were extremely impressive and we are really anxious to get to try them out at home.
Last week we asked about which content you are most excited to see come out for 4th Edition, and an oustanding majority (62%) of you responded that you want to see the Bard, Monk, Druid, and other classes. Second place with 13% was new options for existing core classes, like Two-Weapon Fighters or Ranged Warlords while Psionic Rules came in third with 10%. Certainly all of these are big things that most of us really want to see and play with in 4th Edition, but it’s interesting to see what order we put these things into as a group and what is more important to us. I’m curious if it’s just because we know the new classes that are going to be in the PHB2, or if these really are the things that people want to see next.
Today we’re very curious to know how many of you plan on signing up and paying for D&D Insider, and how many of you won’t be.
Chatty's Mailbox: D&D 4e with kids
Yeah, I have playing RPGs with kids on my mind lately. I’m ready to move on to new things but here’s another post in the subject.
Last week I got a very interesting email from fellow Montreal reader and blogger Eric.
Turns out that after a 12 year break from DMing, Eric bought 4e and decided to DM for a group of 5 kids: 4 ten year old boys and an eight year old girl.
He found my site when Pierre from ZeStuff told him about me. he became an instant fan (thanks!) and sent me a request for tips about DMing kids new to RPGs (and 4e especially).
Here’s what I proposed (I’m also adding new tips as the come to me):
Keep rules to their simplest
For D&D 4e tell them to “roll a d20 and add the bonuses I’ll tell you about. Hit my secret magic number and you’ll succeed”
Explain moves and action during the first fight and be generous in adjudicating the rules. Kids are in discovery mode and should not be bothered with rules as such.
Forget about attacks of opportunity, completely. Unless a player thinks they could do one… then introduce the concept for PCs.
Don’t bothr with XPs and leveling up yet, at least not until you start a campaign with the same kids. And when you do, handle leveling up yourself unless the players show genuine interest influencing that aspect of the game.
Limit Powers
Limit abilities to a minimum. That means one at-will power and one Encounter power.
When everything is mastered, work new powers from game to game. Work learning the new powers into the story. The wizard finds a book that teaches the new spells, the fighters decides to try a move he saw in the training yards and it works, etc!
Narrative Control
Give kids control of the game. If they suppose that something will happen, MAKE IT SO!
Kid #1: I bet there’s a kobold waiting for us behind that door
DM: How did you guess? It’s so surprised that you found him out that he’s stunned for a few seconds, what do you do?
Short Attention spans…
are highly overrated. Unless stricken with ADHD, a 8-10 year old will focus on a game for long periods if given choices and things to do on a regular basis.
Thus, as a DM you need to keep away from the book at all times. If a player wants to do something and you are unsure how the rules address this DON’T open the book. Make a call that sounds fair and move on.
Players, especially kids, don’t know about your insecurities as a DM, don’t spend time explaining yourself. Just go where you think fun for the players lie and the kids tell you what they expect next.
Above all else, keep things moving!
Rule 42
In D&D 4e, page 42 has most everything you need to run a rules-light game. With the proper flavor, all DCs and damage (high and low) cover all situations you could meet.
A Boulder falls on a someone? Use High Damage and a Bonus to attack Reflex at Level +2.
A Dart trap fires over a wide area? Attack all creatures in a 5X5 square vs Reflex (Same as above) and deal the low amount of damage.
Heck I bet it’s possible to DM a full game using only character sheets and page 42. Give all my monsters a bonus to all d20s equal of the Moderate DC of the table -10 and give them 20+5 hp per levels. Make powers up on the fly!
In fact, in the hands of a skilled DM, I doubt adults would spot the difference.
(And therein lies the true strength of D&D 4e I think)
What about you ? Do you have other tips for Eric?
Have a good Week!
We Must Not Remind Them Giants Walk the Earth
Dark Knight Returns remains one of my favorite comics of all time for a variety of reasons. While it doesn’t tend to stand up in most people’s minds against its contemporary, Watchmen, it ends up tackling some of the same themes but with characters we know inside and out. It’s also, to me, the pinnacle of the “gritty” Batman before it goes off the deep-end. (Batman: Year One is of course also great for its depiction of Batman, but I feel like that version is a lot more hopeful.)
However, buried in the backstory is an idea that I’ve thought could apply to a D&D campaign, and I used it as the germ of an idea for an entire campaign setting. In DKR, superheroes have left, retired, or (in one notable case) become employed in secret for the government. We’re told that there was a backlash against the superheroes that caused the people to no longer accept them. In one internal monologue by Superman, he says that with the Batman returning, the people will come after them again, and that “we must not remind them giants walk the Earth.”
So what if we imagine a D&D setting where monsters are pretty much under control, the world has been saved enough, and ordinary people just want to get on with their lives? In short, it’s the “future” of D&D where adventuring has been banned. [Read the rest of this article]
The more things change…
I have read the system – it’s a pretty nice system – but it’s no more a new edition of Dungens and Dragons than a 2001 Jeep Grand Cherokee is a revision of a 1940s Willys Jeep. The problem lies in its being called something it is not – a new edition of an existing system. It is this incompatibility that will prevent me from ever playing it, as none of the local players will touch it, because of this lie.
After seeing a DM at the local card store in action and reading some of it, I started to like it. It was weird. I DESPISED the game for the months before that I had heard about it. But suddenly, I started to like it, it was strange. The aura of the game just sucked me in. And I feel that it will to other gamers that hated it just as much as me.
There’s an old saying I’m sure most of you have heard, If it’s not broke, don’t fix it. As someone else mentioned I have no problem with WOTC coming out with a new RPG but what I do have a problem with is them calling it a new edition of D&D.
I love the new power of the characters (and I’m a GM). Why? because it means you can up the power of the monsters as well, to have truely heroic games, where the PCs can mash through hordes of enemies – and monsters have a fighting chance to do the same to the PCs.
All these, of course, refer to the coming of D&D 3rd Edition. My personal favorite:
D&D 3e is nothing more than an RPG video game played on paper.
And finally, a prophecy fufilled:
There are also lots of broken bits in 3Ed. How else would there be a 4Ed?
Thanks to Graham for sending this to me, and helping me pick out some of the best ones.
Interview: Jami Noguchi
At some point earlier this year Dave and I were talking and he casually mentioned how he’d just spent most of his day going through every back issue of a webcomic, and he started to tell me how great it was. That comic was Erfworld, which I already knew about through some twisting internet / blog connections having talked to the artist of the comic Jami a few times (on the right side of the picture). I’ve been a fan of Jami’s personal blog for a while now (Angry Zen Master), and that’s where I found out he was not only a fellow Marylander but also participating in these things called Super Art Fights in Baltimore, MD. Dave and I decided we would go (it was EXTREMELY fun), but we also took the opportunity to interview Jami via e-mail beforehand. We’d hoped to get it done and up before the event for maximum pimpage, but lots of things got in the way (like setting up a new blog layout). Now, finally ready to post, here is a quick question and answer session with Jami!
CH: Hey Jami, we really appreciate you taking the time to answer our questions! Tell us a little bit about yourself?
Jami: I am the illustrator/co-creator of Erfworld, co-creator of Super Art Fight, freelance illustrator and blogger.
CH: What did you want to be when you were a kid?
Jami: I guess I always wanted to be an artist of some kind.
CH: Who is your favorite superhero? why?
Jami: I guess Zuko from Avatar. Okay, not really a superhero, but I can really relate to his unbridled rage.
CH: How did you get hooked up with Giant in the Playground and Rich Burlew (and involved in Erfworld)?
Jami: Rob Blader, the writer of Erfworld, actually knows Rich. Around the same time Rob and I were coming up with the initial ideas for Erfworld, Rich posted on his site that he was looking for a story oriented fantasy comic to host on his website. The timing was too coincidental to pass up. Rob called up Rich, pitched him the idea for Erfworld, and the next thing we knew, there we were!
CH: What’s the collaboration process with [Erfwood Author] Rob Balder like? How much back and forth is there?
Jami: We meet twice a week to discuss story ideas and to work. Rob scripts and I draw. Some of the more insane ideas that we’ve thrown in there come from these meetings. Sometimes, they just happen when I’m drawing or when Rob is lettering. He actually letters the comic so sometimes he’ll throw in a bit of new dialog to fit what I’ve drawn.
CH: Any hints about where the storyline is going, and how much there is left?
Jami: We’ve got some HUGE battles coming up and we’re heading in to the home stretch. That’s all I can tell you at this point.
CH: Which artists are your biggest inspirations?
Jami: I love what Sean “Cheeks” Galloway is doing with his character work. Bryan Lee O’Malley’s work with Scott Pilgrim is so inspirational. The energy that Corey “Rey” Lewis captures in his pages is so freaking awesome. I draw a lot of inspiration from those three.
CH: Do you have any upcoming / secret projects you can tell us about?
Jami: I’ve been scripting a sort of semi-bio/office romance comic for a bit. I rarely have time for personal projects these days, but I want to eventually do my own graphic novel. Once I finish scripting it out and showing it to a few folks to tighten it up, I’ll start laying it out. I imagine it’ll be a few years before I even get it drawn. There’s a short piece I’m working on for an anthology featuring webcomic artists. I’m hoping to get that done by mid-October, but we’ll see if I make the deadline. That’s all I can commit to for now with all the other stuff on my plate.
CH: What comics are you digging right now?
Jami: I make sure to keep up with Applegeeks, PVP, Penny Arcade, and Diesel Sweeties, VG Cats, Three Panel Soul, FREAKANGELS, and Dead of Summer on a regular basis. When I get to the stores it’s all about Blade of the Immortal, Battle Angel Alita: Last Order, Astonishing X-Men, and pretty much anything written by Warren Ellis. I’m also going back and collecting the Planetary trades.
CH: What was the inspiration for the Art Fights? Whose idea was it?
Jami: We did this Iron Artist thing at Katsucon last year where Nick Borkowicz and Steve Bennet drew against me and Dave Lister. Nick and I had such a great time that we thought it’d be fun to take it out of the convention arena and see if we could build a show around a live art competition. A few months later, we did our first Art Fight event at the Ottobar on the second floor. That went so well that they invited us back, this time on the main stage.
CH: Do you have a day-job?
Jami: I work as a multimedia developer at NASA headquarters in Washington, D.C.
CH: Did you draw throughout your childhood, on / off, or just started recently?
Jami: I’ve been drawing ever since I could hold a crayon. Art 4 Life!
CH: Are you into gaming yourself? Anything you’re playing currently?
Jami: I don’t game as much as I want to, but I’ve been playing the Demigod demo for a while now. Can’t wait until that drops! Also love Gundam Dynasty Warriors. They must release the second one soon!
–
We’d just like to thank Jami again for answering our questions, you can see his artwork in Erfworld or read his excellent media and nerdy culture commentary at his blog Angry Zen Master. He has done a few very good art tutorials on his blog Monster Cutie, and he also writes at the geeky magazine website Spwug.
DM Chronicles: Session 3, Snaking Toward the Lost City of 'Meh'
Previously in Chatty’s game:
Dodging rolling boulders and fighting technicolor giant snakes, our heroes explore the depth of the recently uncovered ruins of a lost civilization. They are seeking who or what sent an Ape Man assassin against them.
There’s no reason to beat my DM head against the table and implore all the saints of creation, sometime a game just doesn’t fly. In such cases, You pick up the pieces and move on to the next. The game was not actually bad. It started well enough and the 1st half was great.
The second half became confusing and I lost my train of thought. I ended up pressing the fast forward button to bring the adventure to a point I was comfortable running again and we concluded the session shortly after that.
I had spent the whole week working almost exclusively on getting the Kobold Love convention playtest ready. I kept pushing prepping for my campaign to later in the week and I finally reached the point on Friday afternoon where I convinced myself : “It’s a published adventure, I can wing it…”
… and I could have, if the adventure had cooperated with my limited prep time reality.
Regardless, we started the game where the party was leaving behind a dead cave-swamp to explore some winding tunnels. In it they found a little room with two skeletons of long dead ape-men. The PCs rested there (6 days since the start of the adventure).
After resting, the party explored the caves some more. I don’t like mazes in adventures so I usually just hand wave it as ‘you spend some time orienting yourselves in all these twisting tunnels.
I described that there were wavy grooves on the walls and floors with several small holes appearing here and there. As they were progressing, I described that some vipers were appearing out of the holes and traveling in the snaky grooves all toward the same direction.
The image of hundreds of years of snakes traveling and making these groves in the stone walls was efficiently etched in my exploration-driven players. Incidentally enough, that wasn’t in the adventure but it made sense to introduce…
The lost Snake Temple
That part of the adventure (Dragora’s Dungeon) has a series of rooms/snares built around a snake theme, including an altar guarded by undead snakes. I decided to combine all the rooms, (except the traps, as the players were downright sick of them) into a large cavern featuring a small temple dedicated to a Snake God. The cavern featured a deep crevice where all the vipers were going to.
Further examination revealed a snake headed Rod and a well preserved skin from a Shimmering Boa (the big bad from the last game session) on the altar.
As the tomb raiding adventurers reached for the goodies, 3 Snake-shaped Wraiths rose from the altar and two swarms of Vipers spewed out of the crevices to move toward the PCs.
Now the one thing that stood out for me in this fight was the nasty surprise I played on Franky’s Warlock.
In the last 2 sessions, Franky has had the pleasure of playing a PC that basically hits from afar and teleports away from danger, never getting in any real danger. During this fight, Masaru the warlock was cornered and getting pummeled in the temple by a Viper swarm.
Looking at the map, Franky asked if he had line of sight through an adjacent arrow slit shown on the battlemap. I said he had and he promptly teleported out of the building.
You should have seen his face when I described how the viper swarm squeezed through the slit, pouring out of the building and going for the harried and bloodied warlock.
The fight was concluded shortly after and the party scored a new snakeskin Cloak that allowed someone to teleport and gain Combat Advantage once a day. The wand (originally a staff) was a +1 magic wand that allowed a user to immobilize a target at distance and cause ongoing poison damage once daily.
The players explored some more and followed a stream that became a waterfall 500 feet over…
The Lost City of Bad Acting Ape NPCs
The opening through which the waterfall fell was actually one of the mouths of a gigantic Statue of Tiamat overlooking a ruined underground city illuminated by a no less giant glowing sphere.
While the visual was stunning and the city lay open to titillate the PCs with promises of adventure, the adventure started crashing on me at this point.
Partly because I was not prepared past this point, but also because some details started to derail the group’s suspension of disbelief.
You see, when the PCs fled the city, they each had 50′ of rope each. Said ropes were all used to climb down the 300′ feet deep crevice that lead to the dungeon. There were all left on the initial crevice to allow climbing out upon the PCs’ return.
Well, now the party was now standing 500′ over the city’s ground and no ropes were left nor were any found before.
Hindsight Aside: The nearby swamp, while mostly made up of dead vegetation, had vines horrors stalking it, so technically there were enough vines to act as ropes. No one thought of that, least of all me.
So by making some very dubious calls about Teleportation (i.e. that inertia is instantly canceled upon ‘porting), I had 2 Eladrin, one teleporting cloak-wearing rogue and a feather falling cleric jump while the Warlord and Fighter climbed the wall the old fashion way.
That’s when I sprung the encounter of Spiretop Drakes moving in on the climbers to steal their small gear (mainly javelins). I really did not want to have a fight when 2/3 of the group was already on the ground so I asked if the players resisted the grab for their small gear (they didn’t) and we moved on.
The adventure was very unclear as to where the PCs landed from the climb/jump. While I was frantically looking trhough the section for the info, I lost faith in my abilities to DM this part of the adventure.
The city is a large and mostly undefined and all the Ape Men live there. The city is made of 5 sections, a large ruined area, 3 neighborhood housing the 3 main noble houses (Mages, Sodliers, Assassins) and a Temple of Tiamat.
The adventure provides 3 plots, one for each Noble house as to thier plans with the PCs. There was also many random wencounters and random building tables to populate the ruins.
My natural gaming style is not friendly to scenes randomly generated at the table. So I resorted to what I was more comfortable with and I let the player walk to the most evident landmark (A guard tower). That tower being the headquarter of the Mage faction of the city, I had them meet with the apparently friendly leaders of the faction.
Instead of playing the meeting like a skill challenege (I missed the challenege rules before it was too late) I basically gave the PCs the mages cover story: “We are genuinely curious about you strangers and want no trouble, you want to be escorted to the Temple? We’ll gladly offer our protection”
It felt false and could have been presented more dynamically, but the players got to learn the following:
- A Green Dragon and her human concubine arrived a few weeks ago,
- The Dragon was heralded as the avatar of Tiamat by the more zealous Ape-men factions
- The Human and Dragon used the temple as thier base of operation.
The players accepted the offer and we moved directly to the temple, circumventing all the other encounters and going directly to the adventure’s final part.
Had I been better prepared, I would have dropped the PCs away from the Noble Houses and prepared a few exploratory scenes in the city with hints of each house agenda and giving the PCs a choice to meet the house of their choice.
Suffice it to say that at the Temple, a corregraphed ambush was sprung with 40 Ape-men popping from each side of the pyramidal temple while the PCs were halfway up the stairs leading to the temple’s entrance. When the Green dragon landed on the plaza below the PCs, they decided that running inside the temple was the better choice (as the adventure assumes).
The Bronze doors of the temple conviniently locked from the inside.
In the temple, the adventurers had to deal with some sort of semi-automatic pendulum blades trap. Dodging it and looking for a way up to intercept those activating the trap, the PCs found a scrying pool set on spying them and a double set of stairs.
Said stairs led to a sumptuous throne room where Dragora was lounging lazily, waiting for them.
As I was re-reading the encounter I was hit by this one important detail:
The adventure does not give a reason why the assassin attacked the party in the first scene, the DM is invited to weave this in his existing/future campaign plots…
…what? At this stage? After I lost faith and am disappointed with my game so far?
That was just a bit too much for me and I stopped the game there.
Fortunately, when I was driving Franky home after the game, I shared my disappointment and Franky was supportive and helped me brainstorm a way to salvage the adventure.
I came up with a fiendish idea to work in the whole “Humans are evil pirate scum” theme and I retconned that Dragora was wearing the colors of the dreaded Crimson Fleet of the southern Islands. I then worked out how she figured in the plans of the pirates and why she lured the PCs to this ruined city of slave Ape-Men.
That will surely make things a bit more interesting and helped me define how to end this mini-campaign.
Lessons Learned:
- Make time to prep your game. If you can’t, have a backup plan you are truly comfortable with.
- Late September, early October is when seasonal depression starts to set in for me and some of my players. Plan around it with lighter adventures and aim for satisfying esperiences for all.
What players liked:
- The Snake Temple Encounter, very Indiana Jones
- The interaction with the Ape Men, however brief and railroady it might have been.
What Players disliked:
- Getting confused by the way the city encounters turned out, some expected better defined objectives or more exploration.
- Traps… everyone has had thier share of it for the time being
Bottom line: Next game will be better, it will feature the end onf the current adventure and it will pave the way to the final chapter of the mini campaign.
Want a hint? Well how does a Pirate fleet drop one of it’s members and her pet dragon 4 days walking distance from the coast?
Cheers!





