Chatty's Mailbox: Helping out a New DM
This morning I had the pleasure to get an email from a reader asking me a few questions to help him out in his D&D 4e DMing. As usual, I love doing that and it creates instant fresh content of interest for other readers in a similar situation. Win/win says I.
Let’s dive into it shall we?
Our friend Steven introduces himself and his situation and asks his first question:
I recently started a 4E campaign for three of my friends. They have never really played D&D besides one or two sessions a long time ago. However, they love RPG video games and two of them are recovering WoW addicts.
I was the only person with real D&D experience before so I offered to DM. I got into the game about 12 years ago when my oldest brother played with his friend in high school and I have played from AD&D to 3.5. I’m now DMing for the first time, using the 4E ruleset.
When we tried to form the group we tapped a bunch of people who at the time didn’t seem interested but after we started playing, three of them wanted to join us.
Do you think 6 people is hard to manage for an DM who is still kinda getting the hang of things?
It so happens that I’m currently DMing a group of 6 players. I don’t think its hard to manage; six players is just one more than what the game was designed to accommodate by default. Mechanistically speaking, it’s just a question of adding one more monster of the party’s level in each encounter and you’re good to go.
PHB2 Roundtable: Classes
When the 4e PHB launched, we held a roundtable discussion of the different classes in the book. Well, now that PHB2 is about to be released tomorrow, we wanted to take a look at those classes in a similar format. To accomplish this, I contacted several of my fellow bloggers who had received early preview copies (and have had plenty of chance to pour over it) in order to see how they felt about the classes.
Joining myself at this virtual roundtable, we have:
- ChattyDM
- Graham of Critical Ankle Bites
- Dante of StupidRanger
- Jonathan of CoreMechanic
Inq. of the Week: Power Sources?
Hopefully Dave’s curiosity was answered when he wanted to know how many of you went to see Watchmen. 65% of you went to see it opening weekend, while 23% didn’t see it that weekend but plan on seeing it, leaving only 13% who don’t plan on seeing it at all. I saw the movie at a midnight showing with Dave, and while I enjoyed it quite a bit the length of the movie really gets to you when it comes closer and closer to 3am.
Tomorrow the Player’s Handbook 2 comes out, opening up a lot of new opportunities to 4th Edition players with new races and classes. What I’ll be most interested to see is the race-class combinations that come up and the interesting characters they create between the core material and the new material presented in the PHB2.
This week we’d like to find out which potential power source is most anticipated, without speculating yet exactly which classes or races might be in the assumed Player’s Handbook 3. This poll consists of the un-released power sources that are listed in the PHB, because that seems like the best place to start.
When you begin to consider some potential race and power source combinations, the PHB3 starts to look potentially very badass, such as Psionics classes in the same book with expanded Githyanki and Githzerai stats. I imagine they’ll add some races that aren’t in the Monster Manual, such as Elan or Dromites (or Thri-kreen!), but no matter what I’m extremely excited by the possibilities. Add in the possibility of either a Ki Ninja or a Shadow Ninja class, and I’m sold!
Chatty's Megadungeon: The Primal Dungeon and The City Within
Following a surge of interest about classic fantasy Megadungeon campaigns on the blogsphere, I’ve mused about re-visiting the concept in D&D 4e. Then, a few days later, I laid the foundations of how I would go at making a 4e Megadungeon campaign.
Today I thought I’d share with you some of the work that my friend Yan and I did to create the basic premise of what is shaping up to be our next campaign once we conclude Thunderspire Labyrinth.
The design of the campaign’s setting started with a question I asked Yan:
What would it take for you to enjoy a dungeon-only D&D campaign?
It bears mentioning that Yan dislikes site-based adventures (i.e. dungeons) and much prefers open-ended, event driven and sandboxy adventures (i.e. pretty much the opposite of my natural style). That’s why I asked him the question. If I can identify and implement the elements that he looks for in such a campaign, the chances of it being a success increase significantly.
After some back and forth, here’s what we came up with in order to create a dungeon-crawling campaign he would like:
- The dungeon would need to have a full-blown and complete city within it, making civilization nearby for delvers.
- Underground/dungeon elements need to exist to support running such an underground city: Mines, Rivers, Agriculture, etc
- Image: Bulettes ridden by dwarven miners!
- Image: Huge, lit Caverns with working crews building stuff in it
- Encounter areas need to be big and allow movement… no 10′X10′ rooms.
- The dungeon must be dynamic.
- Ex: Inter-Factions conflicts
- Ex: Moving encounters,
- Ex: Changes in area visited previously.
- Etc
Turns out that discussing the concept with him triggered a creative surge for him too. I not only got his buy-in, I got myself a world building co-DM!
As we were writing things down (we set up a Wiki so we could collaborate), a campaign theme bubbled up:
The Dungeon vs Civilization.
What if we had a ‘living’ dungeon whose biggest threat was that a group of crazy/religious fanatic people were building a city within it?
From there we surmised the following:
The Primal Dungeon
The dungeon is built around an imprisoned Primordial. Trapped for eons, it has been trying to weaken the divinely forged bonds and wards trapping it. Having weakened some of them it has spread it’s limited influence to attract creatures of chaos and evil near it, compelling them to build a dungeon around itself deep under the surface of the Natural World.
An extension of it’s limited will, the dungeon IS as much part of the captive Primordial as it’s imprisoned spirit is.
Unchecked, the dungeon would eventually cover most of the world’s subterranean volume, allowing the Elemental Prince to reincarnate itself with the husk of a dead, hollowed out World. However, through divine influence, the dungeon now has a threat to content with its growth… The City Within.
The City Within
The City Within is a city that is being built inside the Dungeon.
This city as been founded long ago by a group of dwarven clans that allegedly undertook this with instruction from divine prophecies attributed to the Goddess of Civilization. Finding untold riches in the mines and rooms of the dungeon, the clan developed into what is today known as the Builders.
The city is constantly growing within the Dungeon itself, reshaping it to the city’s needs whenever new sections are cleared out.
Of course, the dungeon and its denizen fight back, and the geographic limits of both the city and the dungeon constantly shift as new sections of the city are completed while others fall back in the hands of the various factions of the Dungeon.
The Setting
An underground city, governed by numerous factions with near limitless resources, fighting an endless divinely-backed war against a sentient Dungeon of Chaos and its competing agents.
All this without the surface world knowing about it.
A perfect setting for a new breed of adventurers looking for riches and glory.
That’s part of what we have so far.
While Yan will be a player in this mini-campaign, he’ll also keep working on the factions of the city and the dungeon Being the world builder that he is, I know he’s having the time of his life doing it. I’m sure that seeing it come to life at the hands of another DM is probably going to be a bonus for him.
On my side of things I’ll deal with the actual dungeon (and sub-dungeons) where the adventures will take place and I’ll DM the first few sessions. If things work out, I may ask him to DM an adventure so I can get to play some 4e too.
So, do you like the setup? Any suggestions or elements we could add to our growing background?
Next time, I’ll start describing discussing the first dungeon the party will explore: The Font of Sorrows (Sans serif, for those who’ll jump at the opportunity to make the joke…)
Credits: Wizards of the Coast (Image), Yan Decarie (Campaign co-designer)
Adventure Prep: Hacking the Written Word
Some time ago, I used to blog about how I prepared my bi-monthly games and posted them before my actual game sessions. It was a writing challenge because I was trying to write something significant for my readers while limiting spoilers for my players (most of whom are readers of this here blog).
I stopped doing it for various reasons but for our next game (planned for next Friday), I felt that I had enough to talk about that it bringing the feature back.
As many who are following my current D&D 4th Edition campaign, I’m playing through the 3rd Chapter of Wizards of the Coast’s Thunderspire Labyrinth. My players are going to play their second session into the Well of Demons. This area of the labyrinth is, according to what my players pieced together so far, an ancient area dedicated to Baphomet. It served as some sort of proving ground for worshipers of the Minotaur Demon Lord.
As I was reading the module for what was coming next, I hit a few encounters I didn’t feel comfortable running as written.
Having thought about it for some time, I got an insight about the some fundamental difference between 1st Edition (Advanced D&D) vs 4th D&D. One of the things early 1st edition adventures didn’t do much was tell the DM what the monsters would do once they opened the door. It was always up to the DM, based on player choices and reactions to decide if a fight started or not.
In later D&D adventures, the adventure told you, quite often, that such monsters ‘attack immediately’. When faced with such finality, DMs who have an habit of following the flow of the adventure, basically tells his players to roll for initiative.
Thing is, when the text of the encounters decide for the DM if it’s to be a fight or a Skill Challenge to possibly avoid a fight, one can feel a bit restrained. I think it’s a fair critique of current 4e adventures to say that it railroads the DM into limited outcomes.
Now I’m not being facetious. D&D Adventures are written like that for several reasons. First, they are aimed at the largest possible range of DMs to sell the most copies. Also, among those DMs, many are novice or have low experience. Such DMs oftenprefer to know how an encounter should go. Another reason is that these adventures were written to show what the new game engine does best and that’s dynamic combat encounters (many of which are great in Thunderspire Labyrinth) and examples of Skill Challenege (which need to be better showcased/written… but Mike Mearls is working on that over in Dungeon Magazine).
The thing is, by being so detailed in how monsters react in encounters, it becomes harder to remember the old rule that drives all published adventures: “The DM is free to change whatever he wants in the adventure”. The written word of the adventure is nothing but a canvas to set the action in a specific locale. You are free to change whatever you like.
For example, so far in my prep, I’ve been adding one monster per encounter whenever my whole group was present because they’re 6 PCs in an adventure written for a party of 5. Also, I’ve freely modified some little details of the adventure, giving some minor NPCs a bigger role in driving the plot whenever I felt that it was too weak to be enjoyed.
However, this week, I’m faced with 2 encounters that I really do not like.
The first one features a complicated background (that players will likely never know about) to explain why types of NPCs with no thematic links co-exist in the same room without killing themselves. The encounter then goes to describe how, when its all said is done, amounts to “everyone attack the PCs”
So I’m going to make one small change to that encounter. While the adventure mentions that the first NPC the players are likely to meet should ‘attack the PCs on sight’, I’ll give the NPC some motive to prefer to deal with them and have them remain alive in the complex. Maybe the NPC is a spy from another faction in the dungeon that was looking for a way to oust the current occupants of the Well of Demons. Maybe it’s a lowly third or fourth in command that might hope that the party will clear her way to the top. Either way, there will be a reason NOT to be hostile to the PCs immediately.
If this works out, the NPC may point out toward the second set of NPCs in the area and propose some sort of cooperation to advance a common agenda.
Ahhh who am I kidding? The PCs are likely going to be rude to the NPC up to the point where I’ll say something like ‘it grips it’s sword in anger’ and all everyone will reach for their d20s.
Regardless, having put some though into it, I’ll at least have the foundation for a lasting NPC should the players feel like interacting with more than just steel and spikes.
Hey, can I least I get points for trying huh?
The second encounter that bugs me is basically an infodump (you know when a novelist will spend 10 pages explaining how the FTL drives work in his universe) disguised as a skill challenge. Once again I can’t help but feel that at the time of writing this adventure, the authors (Baker and Mearls, two designers I admire without restraint or remorse) were still working out how Skill Challenges would go and how ro present them in an adventure aimed at all types of DMs.
Thing is, I often feel that as written, social skill challenges are like having this NPC guy standing in front of a door with his arms crossed, awaiting for the PCs to stumble on the secret handshake needed to go further. I’m not alone with this feeling as I’ve discussed this with others and I’ve been in one game where even a very prominent DM (look on the cover of the DMG) would have a pained expression on his face and say ‘that’s good, but they still don’t quite believe you, give me more”.
Skill challenge aside: The actual adequacy of using Skill challenges in social encounters is up for debate, but that’s outside the scope of this article. Suffice it to say that I’m now convinced that during such challenges, rolling the dice should be secondary activities and success of such challenges should rely on player roleplaying first and lucky dice second.
So faced with this skill challenge, I decided to do supplemental prep for it by giving each NPC (there’s three of them) a reason to participate in the challenge with the players and, more importantly, a goal. Should players hit all goals I will, regardless of dice rolls, make the challenge a success and dump all the necessary info on their figurative laps. Should players flounder or lose the goodwill of the NPCs for whatever reasons, rolling on social skills (and getting a ‘success’) will allow PCs to bring the situation back to ‘okay, we’ll hear you out’.
And if they fail miserably, well at least they won’t have to suffer the joys of a DM infodump.
We’ll see how that goes.
Peace out!
Image Credit: Copyright Wizards of the Coast
Critical Bits for the week ending 2009-03-14
- CSI to portray a Science Fiction Convention, and BSG is involved
- Mario on the streets of NYC
- “Watchmen”-inspired Pop Art (thanks, TheBeat)
- Nite Owl & Rorschach save the day with an old weapon
- New video of bionic exoskeleton that increases strength, endurance, and agility
- Tiberius, Red Shirt, and Pon Farr. These are the scents of Star Trek
- High-Rez/Widescreen Tetris
Avengers: Batman is a Divine Striker
The Player’s Handbook 2 has a number of old friends. Barbarians, Bards, Druids… we knew (at least roughly) what these guys would do. But Avengers? They were something of a mystery. Did they refer to the old D&D class that was similar to the Anti-Paladin? Do they wield +5 Protection from Evil swords? Do they ASSEMBLE?
Avengers in 4e are divine-imbued warriors trained in secret to execute a deity’s will. They swear oaths of enmity against their foes, and their divine powers aid them in striking down those they have sworn to kill. They are protected from harm by their divine power, both in an armor of faith protecting them and a variety of powers that zap those who attack you with radiant energy. Like Paladins, they both mix it up by smiting in melee with weapons and blasting at a distant with holy symbols. But while Paladins are holy defenders of the weak and meek, Avengers are the guys you send out to punish the enemies of your religion with extreme prejudice.
Not only that, but I just get a whole badass/mysterious loner feel from them. It’s not enough that they swear an oath to kill a foe, and get to roll double attack rolls when squaring off against that one bad guy (who clearly deserves it, right?) They use light armor to get the best benefit out of their armor of faith, and can train in stealth. Their powers give them additional oaths to swear (leading up to the level 29 attack power, Final Oath, which does a crapload of damage and gives you and your target big bonuses to pound on each other). Powers like Inexorable Pursuit let you phase in order to reach your target and attack. Temple of Shadows cloaks your foe in a zone of shadows that follow him and let you sneak around in it. Vengeful Revenant triggers when you fail a death saving throw, allowing you to get up and back into the fight as you approach death. All of it just screams to me, “hello, I’m awesome, and I will destroy you.”
An Avenger/Rogue could make a pretty decent Batman-type character, swearing to hunt down murderers and thieves by using the shadows as a weapon. It would also work in the original sense of Assassin, or perhaps an Assasin who has a Creed. An Avenger/Swordmage can get some crazy AC by combining his faith and mystical warding to be an expert parrying swordsman. Avenger/Druid could be like D&D Greenpeace, striking down those who would defile nature. Avenger/Paladin reminds me of the Sohei, the temple guardian class from Oriental Adventures. Avenger/Ranger could be like the Ghostwalker/Clint Eastwood class from Sword & Fist. As you can see, there are plenty of possibilties with the character concept.
You don’t need to take my word for it either: Wil Wheaton played one in the games for the newest Penny Arcade/PvP Podcasts. What bigger endorsement do you need to take up the sword for yourself and swear an oath against the enemies of your god.
Want to learn more about Player’s Handbook 2? Read on…
- Atomic Array: Episode 018: Player’s Handbook 2
- Game Cryer: Player’s Handbook 2 Review
- Gnome Stew: A Veteran GM’s Take on GMing and the PHB2
- Critical Hits: The Avenger
- Campaign Mastery: The Barbarian
- Uncle Bear: The Bard
- Critical Ankle Bites: The Druid
- Kobold Quarterly: Review: Player’s Handbook 2
- The Core Mechanic: The Invoker
- Flames Rising: The Shaman
- Stupid Ranger: The Sorcerer
- Musings of the Chatty DM: The Warden
Drop by Wizards of the Coast today!
Players Handbook 2 Preview: The Warden
Earlier in the month, I and a few other bloggers and podcasters were given copies of the upcoming Players Handbook 2 for the 4th Edition of Dungeons and Dragons. In exchange, we agreed to write about it and share with our readers.
The Players Handbook 2 features 5 new races: Deva, Gnome, Goliath, Half-Orc and Shifters (2 sub-races: Long Tooth and Razorclaws). It also has 8 new classes: Avenger, Barbarian, Bard, Druid, Invoker, Shaman, Sorcerer and Warden.
I was assigned to present to you the Warden, and I’m happy that I got that one because I find it to be one of the classes I would love to play. Since this class was already previewed (level 1 to 3) to subscribers of Wizards D&D Insider service, I thought I’d go a little further and present you a PC I created and describe shortly each and every power and feature I would pick during the Heroic Tier of the game (i.e. level 1 to 10), I would then describe one level 29 power, because, you know, it’s fun to see what awaits us at the top.
As it’s name implies, the Warden is a protector. It is charged with defending the natural world from those that wish to destroy it or corrupt it to their own dark ends. A Warden ‘s role in a party is to act as a Defender, drawing all it’s powers (called Evocations) from the Primal source. As all classes of the PHB2, the class can also play a secondary role, depending on the mix of powers a player chooses. In the case of the Warden, it can lean toward either a controller role or a striker one. [Read the rest of this article]
Offline for some time
My son Nico will be undergoing ear surgery tomorrow.
As things stand, I’ll likely be at the hospital for most, if not all of tomorrow (and the following night).
I have a Players Handbook 2 preview planned for tomorrow but there’s good chances I won’t be there to respond to comments until late Friday night (or Saturday).
I thank you all in advance for your good wishes, prayers and positive thoughts.
Interview: Monte Cook about Dungeonaday.com
Monte Cook, one of the primary designers behind D&D 3e, co-designer of Call of Cthulhu d20, designer of Arcana Unearthed/Evolved, Ptolus, Return to Temple of Elemental Evil, and many other great roleplaying products too numerous to list here, just announced his ambitious new project: Dungeonaday.com. From the press release:
Dungeonaday.com, Monte’s new subscription-based adventure site, goes live today, offering game material and DMing advice to its members. Dungeonaday.com, in fact, builds an entire ongoing campaign with a new material updated every weekday.
Dungeonaday.com will be updated every weekday with a major encounter, plus frequent blog and podcast updates, monthly bonus encounters, and more. Members will find an active forum where they can ask questions, give feedback to Monte, exchange tips and ideas with each other, and help build Dungeonaday.com into a community of dungeon (and dragon) enthusiasts. The site features cartography from award-winning artist Ed Bourelle. It utilizes the Open Gaming License and its 3rd-edition compatible rules, but is easily used with other editions as well. Memberships are available on an annual, quarterly, or monthly basis, but those starting a year’s subscription in March will become charter members at a special discount rate of $84 per year. The material presented on the site is suitable for characters of all levels and any fantasy campaign.
Of course, as primarily a 4e DM and player, my first question was “would I be able to use it in my campaign?” So I went to the source, and asked Mr. Cook himself that very question, along with a few others. [Read the rest of this article]



