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The Primal/Within Campaign: The Dungeon as a NPC

paranoiacover

As someone told me earlier today, back to our original programming!

With my last mini-campaign done and completed, I’m getting ready to start playing my new homebrewed campaign centered around the Primal Dungeon and The City Within.

One of the key challenges that I’ve found with campaigns with an overarching story arc is that I often lose sight of the story and the campaign simply becomes a Problem of the Week type of stringed adventures.  This often happens when I shift from homebrewed to published adventures mid-campaign when I find myself running out of time to write the adventures.

While such a campaign model isn’t wrong or unfun, I often find myself unable to bring forward the cool idea that birthed the campaign itself and the campaign ends up feeling to be same old same old.

That’s why I want to explore how I intend to bring to life one of the core tenants of our next campaign: The Sentient Dungeon, and maintain a focus on this throughout the campaign.

As I mentioned in an earlier post, the Primal Dungeon is built around an imprisoned Primordial whose bonds are slowly unraveling as the dungeon ‘eats up’ the world by growing outward from the prison.  The way I currently picture it, the primordial has a vague sense of what happens around itself from picking up the surface thoughts of its minions and from accessing various scrying device (both manufactured and “natural”) found within the Dungeon and the City.

Now while I have no intention of making the Dungeon into some sort of omniscient Chessmaster or Super-Computer.  However, I still want the dungeon to be some sort of NPC that the Player Characters will interact with, if only indirectly.

Whenever I sit down to prepare an adventure, I’m going to brainstorm a few generic adventure ideas, probably something from the Netbook of RPG plots, and I’m going to ask myself:

“Okay Phil, how will the Dungeon fuck this up real bad for the PCs?”  (Pardon my French)

I’m going to borrow heavily from the Evil Overlord, Chessmaster and Super-Computer tropes, the Paranoia roleplaying game and probably also from Castle Heterodyne from the Girl Genius webcomic  in order to create a completely dispersed,  schizo personality.  Through the powers of psychic influence it has over it’s minions and the capacity to shift some part of itself, I plan to have the dungeon hatch multiple cross-purpose plots that push forward its agenda of growth and destruction of the City Growing within itself…

The Dungeon would “talk” through dark nightmares, through the disturbed minds of prophets and other creepy types of communications…

While the party rests in an emptied chamber after having slain a Troll, an odor of charred flesh spreads througout the area.  Investigating this troubling smell, the PCs find that abyssal runes are slowly burning through the skin the deceased Troll, saying “Who are you? How Dare you?”

Once in a while I may stage a scene where the PCs get into direct contact with the dungeons’ consciousness.  Through these scenes, I could try to foster an antagonistic relationship between the party and the dungeon.  While the party won’t be able to actually kill the dungeon (at least not before the end of the Paragon tier), I intend to make these scenes be milestone to allow them to measure their relative successes in dealing  with the dungeon as a recurring villain.chaos_symbol

I also would like the personality of the Dungeon to be stamped all over the campaign world. To that effect, like I wrote way back when in my Overlord Trope post, I’d like to have some sort of Symbol that can be found everywhere in the dungeon: on the equipment of its minions, in lost temples and collapsed crypts.

I picture a planet being fractured in pieces, the broken chunks of it suggesting a humanoid form taking shape.

Damn, If only I was a better artist.

Anybody want to help me or suggest a different symbol that I’d have an easier time drawing?  Maybe one of the symbols of Chaos from Monte Cook’s Chaositech?

Actually the one I just posted on the left is pretty nifty!”

Anyone else have ideas or suggestions to make the dungeon be a living part of the campaign?  I think I’m onto a good idea, I just hope it makes the jump from Blog post to tabletop reality.

Cheers!

Image Source: Paranoia RPG game cover (Mongoose Publishing), Symbol of Chaos taken from here.

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A Wry Look at un-News and the Speed of Gossip

I won’t comment much on Wizards’ decision to pull PDF from 3rd party vendors, many others, more apt at ranting or having a better perspective than me, have already done so.   I’ve stopped trying to understand WotC’s business practices and I do like any prudent customer’s does, if it’s a good product, I’ll buy it, otherwise I won’t.

What I will comment on though is the speed at which news gets spread, digested, dissected, misinterpreted and spewed back in this age of the “I want to know NOW”.  This is unbelievable and dangerous at the same time.

Hell, in the space of one day, WotC’s been accused of trying to squelch the old school movement, cutting the middle men in the PDF business and planning to make TSR/WotC PDFs available to DDI subscribers… all of this with absolutely no proof whatsoever.

Like my new friend Chgowiz said on Twitter today (a huge culprit in pushing un-News at the speed of gossip), the whole PDFgate (I love you Americans, you created a suffix for scandals) is mostly a huge storm in a teacup.

You gotta give WotC this, they sure managed to get a very vocal, very militant, very passionate clientele.

The events of the last two days have reminded me just how far from classic journalism Blogging and Tweeting are.

In the space of one short afternoon, scores of RPG bloggers jumped on their keyboard to mourn the death of Dave Arneson only to retract it a few hours later… (and I’m not even sure if those who did the retraction checked their sources for either the first the second piece of un-news).

So yeah, don’t go believing everything you read.  it might be a cliché, but it doesn’t mean it isn’t true.

That’s why I don’t do news.  I’ll stick to discussing RPGs from a DM’s point of view and I’ll watch the crazyness from my comfy writer’s chair, chuckling at the rat race!

Have a great evening guys, I’m off to be a guest at The Tome Show.

Post publication Edit:

I’ve said in the past that a blogger must sometimes resist the urge to write something easy and inflaming to get responses.  While that wasn’t my conscious intention as I wrote this while waiting for a Podcast to start, this post ended up being a needless comment bait whose purposes could have been better served if I didn’t mix and match issues people feel strongly about and then use words like ‘Culprit’ ‘un-news’ and other such words.

I stand by what I wrote, as I always do, and I’ll leave it here, keeping the comments open.  However, this is a clear example of what not to do in a blog, at least not too often.

Sorry if I bruised some egos, it wasn’t the intention.

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Inq. of the Week: Summer Movies '09

transformers2Last week The Main Event posted an Inquisition on a topic that I love to discuss, power creep in 4th Edition Dungeons & Dragons.  With people voting on which parts of the PHB2 they thought most displayed power creep, 42% of you actually don’t think there’s much power creep in the book at all!  In a close second 37% of you think that the feats are getting towards power creep, most likely due to the Half-Elf paragon feat and the Weapon/Implement feats that are pretty much must-haves.  Rounding out the poll character Backgrounds came in with 16% and the new classes had 15% of you thinking they’re overpowered.

About this time every year we begin to look at the summer movie season and figure out what everyone is going to be seeing.  Last year the Dark Knight and Indiana Jones topped the list, and back in 2007 Spiderman 3, Pirates of the Carribean 3, and Harry Potter & the Order of the Phoenix were the most popular. This year it looks like we have a great selection of movies to choose from, as nearly every weekend of the summer has a potentially awesome movie coming out (with GI Joe being potentially awesome/horrible).

May 1st – X-Men Origins: Wolverine
May 8th – Star Trek
May 21st – Terminator Salvation
May 29th – Pixar’s Up
June 26th – Transformers 2: Revenge of the Fallen
July 1st – Public Enemies
July 17th – Harry Potter and the Half Blood Prince
August 7th – GI Joe: The Rise of Cobra
August 21st – Inglorious Basterds

Which movies are you going to see this Summer?

View Results

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PDFs Want To Be Free

First and foremost, our best wishes to Dave Arneson and his family in this difficult time.

I’m on vacation at the Gathering of Friends, enjoying over a week of boardgaming goodness (including sneak previewing new Dominion expansions that I can’t wait to have print copies of to mix with my existing game). I even got in a fifth level delve the other night, since there’s a few tables of 4e here, with one Pathfinder adventure path converted to 4e running the entire week.

Last night, while playing Escape from the Death Star, I received a tip that WotC would be suspending PDF sales. By this morning, every blog (from old school to new school) has covered the story in their own way. After skimming as many as I could and going through a 19 page thread on ENWorld, one thing is clear: the response has been resoundingly negative. Almost no one thinks this is a good idea… including myself. [Read the rest of this article]

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DM Chronicles, Session 13: Crunchy Finale, Part 2

thunderspireSee part 1 here.

Anti-climatic Finale

After the Gnoll lieutenant’s infernal challenge, the party surveyed the room for threats.  The room was two-tiered. On the ground floor was a great minotaur idol sitting behind a boiling cauldron from which noxious fumes emerged.

A mezzanine was accessible by a short set of stairs.  On the mezzanine stood 3 more smoky cauldrons, an altar and a magic circle with two bound captives (1 human, the other Dragonborn) in it.  The PCs had finally found the 2 remaining slaves.

The upper part of the room featured  3 Carnage Demons, one Bar-Igura (an ape-like demon), a large minotaur skeleton and Maldrick Scarmaker, a Gnoll Warlock.  Scarmaker was in the middle of a ritual (Speed of Plot anyone?) that was draining the life-energies of the captives to fuel a re-dedication of the Well of Demons from Baphomet to Yenoghu (demon lord of Gnolls).

Initiative was rolled and the melee characters (Takeo the Warlord, Bjerm the Fighter and Rocco the Rogue) rushed into the room, climbed the stairs and took on the skeleton before it could climb down and block access to the mezzanine.

Fizban the Wizard froze the skeleton and the Bar-igura in place with Icy Ray.  This allowed the party to engage and vanquish the Skeletonbefore they could be overwhelmed with threats.  The remaining demons, being brutes, had difficulty landing blows and I had to use the Carnage Demon’s ability (they get bonuses to hit when allies are adjacent) to be able to damage the PCs.

With the gnoll lieutenant (a demonic scourge) giving the party a hand, they kept the upper hand throughout the fight and they rapidly dispatched the Warlock.   Seeing that it was past 10 PM, I ruled that all remaining demons (2 Carnage Demons and the Bar-igura) disappeared.

The party rushed to save the 2 captives and turned to the now very much alone Gnoll “Ally”.  At this point I realized that I made a mistake by making the demons vanish. I had no narrative leverage to push the Gnoll’s agenda.

Fizban: What was the name of the god you wanted to dedicate this temple to again?

Gnoll: Hmmm, Bahamut?

Naquist (Cleric of Bahamut) groans noisily.

Fizban: I can never tell those guys apart.  He’s the evil one right?

Gnoll: No, no, he’s a good god, I’m good!

Naquist: (cough) Liar (Cough)

Fizban: Tell me again what god you said?

Gnoll: Bahamut I swear!

Whole party picks up weapons.

Gnoll: Fine, I sais Asmodeus, so what?  What do you care now that you got what you came for?

Eric: Fizbans take out his wand again.

And then I did the most childish of DM tricks, an atavism from my early years when I didn’t want to lose control of the plot and get to my objective (which was to end the game as soon as possible).

Phil: Fine, then all 3 demons reappear surrounding your wizard.

Yan: It’s not worth it man, let’s go.

Eric (grumbling): Fine.

I’m not proud of that.  It seems that the later it is in the night, the less likely I am to react favorably to suprises.  Oh well, can’t win them all.

For what it’s worth Eric, I assumed that as soon as the campaigns end credit stopped rolling, your PC was back with a full posse of Eladrin Wizards and they nuked the whole damn place into glass.

And that’s how the campaign ended, on a somewhat anti-climatic note.  A good session nonetheless, just not one that will be remembered much.

Campaign Post-Scriptum

This last mini-campaign, along with the previous one was not focused on story-telling.  The goals were for us to master the new rules while having some fun on Friday nights and in that it was a success.  I went through some pretty hard stuff in my personal life during that period and I didn’t feel up to do much more than follow the script of a published adventure. I’m happy that we forged on and some sessions were pretty cool.

My favorite moments of the last two campaigns were the ones were we did some free-form roleplaying or when the strengths of D&D 4e shined through.

  • The First session after Gen Con, where the story flowed out of our pores like storytelling was our natural way or roleplaying.
  • The climactic combat against the Dragon and her mistress in Dragora’s Dungeon where the fight degenerated in a poison cushion contest.
  • The time the PCs surprised me an found the back entrance to the Duergar’s Stronghold.

I also know that I’ve been too hard on myself lately and that while I strive to be a better DM, I’m preety darn good already.

A note about Thunderspire Labyrinth.  It’s a very good published adventure.  I especially liked the 3rd part with the Well of Demons as it demonstrates several cool things you can do with D&D combat.  Like all published adventures, it needs some lovin’ from the DM but it is very friendly for crafty DMs who want to mold it to thier hands.

What’s next?

My Primal Within campaign is shaping up to be very promising.  My players are getting excited about it and many are considering changing for new PCs.  Emails are firing rapidly and I already sense that they are more inspired in their character concepts and backstories than those of the previous campaigns.

I have a pre-game session planned for this week for my players who are available and want to test their new PCs before we officially start the campaign in 2 weeks

So far, we’re I’ve got:

Yan: Deva Avenger, who’s been a champion of the City Within the Dungeon since it was founded many centuries ago.  He always gets reincarnated into a new hero whenever he dies.

Franky: A Dwarven Shaman who was called by the world’s spirits to go deep underground and help cure it from the spreading cancers that are both the Dungeon and the City.

Math: A Halfing Sorcerer of Chaos.  No backstory yet, but from what I gathered from the emails between my players, Math’s planning something.

Eric: He’ll either stick with his Eladrin Wizard or make a Goliath Warden. I think he’ll enjoy playing a defender.

Michel: His heart swings between pursuing to explore his Warlord or make an Invoker. We’ll see what he chooses.

Stef: He’s got too much fun with Rocco the Halfing rogue and he wants to see him reach his Paragon level.  I’m curious to see how he’ll explain Rocco’s foray into the depths of the Underdark.

Stay tuned for some posts on my prepping the new campaign.

Thanks for reading!

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Yay! My adventure was announced!!!

from-here-to-thereWell, the anthology that my adventure will appear in was announced .

Goodman Games will be publishing an anthology of D&D 4e side adventures that DMs can insert when the PCs must travel from one point to the next in their adventure. It will be called From Here to There.  The anthology will feature 9 short adventures including mine.

Apparently there’s even a bonus Evil DM adventure to hit PCs with when they leave the dungeon.

My adventure, called When Madness Seeps Through, is for a level 5 party.  I had a blast writing and testing it and I hope those who will purchase the anthology will appreciate it.  It’s a nice twist on classic Lovecraft tropes peppered with my love of making complex combat encounters and exploring what can be done with skill challenges.

I wish I could say more but I’ll have to settle for that small teaser.

So here it is, announced and for real, to come out over the summer.

Now I just have to get the webmaster over the Goodman Games website to get my name right!

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DM Chronicles, Session 13: Crunchy Finale, Part 1

proving-grounds-001Previously in Chatty’s game:

Our heroes faced the second and third test of Baphomet, dodging magical mirrors, exploding skeletons, pools of blood and mechanical minotaurs to recover the relic keys needed to open the complex’s Inner Sanctum.  Only one remains and saving the last two slaves will be within their grasps.

Last Friday was to be the last session of our second and current D&D 4e mini campaign.

Covering level 4 to 6, this mini-campaign was centered on saving a group of surface people from the clutches of goblinoid and Duergar slavers operating from within a sprawling underground complex known as Thunderspire Labyrinth.  I mostly followed the adventure as written with a few modification to the scripts.

This session was to see the culmination of facing the tests and dangers of the Well of Demons, a temple complex dedicated to the Minotaur Demon Lord Baphomet and overrun by Gnolls trying to shift the well’s demonic focus toward their own patron Lord Yenoghu. [Read the rest of this article]

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Critical Bits for the week ending 2009-04-04

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Pain of Campaigning: XIX Getting My Hands Dirty

massivepartyLast week I dealt with brainstorming for my military-based high fatality huge party epic campaign. This week, I’m going to elaborate on a few of the underlying concepts for the campaign. What follows are my preliminary rules/fluff for the game, subject to further consideration and reader feedback.

A Word on Magic: In my game world (this is in fact a MASSIVE prequel to the games my friends have been playing in since the seventh grade) I’ve held to a simple rule regarding magic and new spells: unusual circumstances allow for more powerful magic. It sets a tone for magic, in that if an NPC wants to use a spell to cause the apocalypse it’s going to have some steep requirements, such as the souls of thousands of innocents or a unique astrological event. In the past, PCs rarely have performed this kind of plot magic, though I’m not opposed to the idea. However, it colors the effects of the Magical Prophecy that fuels a bit of the plot and acts as an implicit promise that I won’t just massively overhaul the world with a huge spell out of nowhere.

The Prophecy: Although the first adventure is still coalescing, the background to the game is coming along nicely. Essentially, only nineteen small villages remain in the wake of a cataclysmic attack by the marauding “Fesh” on legendary city of Aurum. A preliminary report has the surviving attackers numbering 1900 “profanes” (i.e. Monsters). Each of the 19 Village Elders are accomplished spell casters. They assess realize the only thing they have to hang their magical hat on is the 19 numerology. True, it’s a bit of a stretch of fortune, but it’s coincidental enough to not be truly logic-defying. They craft an incantation-turned-prophecy to buy time and hope that there magic is strong enough. Their intention is to create a barrier to save their villages, the rest of their prophecy represents more of a wish list, initially. As it turns out, their blood sacrifice and the “19″ numerology turns out to have enough power that the prophecy becomes an entity of itself, assisting the villagers and their champions (the PCs). Without further adieu, the Prophecy in question:

The XIX Prophecy
On the Eve of the Birth
Of the 190,000th
Heroes Emerge from Scorched Earth
Of the Number Nineteen
Each path eldritch or Mundane
Answer to slaughter against their Name
Nineteen Towns the soul Survivors
Blood of the First Born
Barrier ‘gainst threats most Dire
Solace to those battle Torn
Nineteen Months it Shall Stand
Nineteen Heroes in a Fallen Land
Nineteen towns soon to Fade
Nineteen Harmonies to Aid
Heroes that would Fight
Against Fesh and its Blight
To Save the tattered Remains
Or else be reduced to Chains
By Nineteen Hundred Profanes

Design Objectives for the Nineteen Harmonies: Fluff-wise the Harmonies are 19 boons for the players when they select specific groups of characters for a mission. My goal was to make unusual adventuring groups viable, reward synergistic party relationships, and address some likely deficiencies typical adventuring parties would have in a military setting. Moreover, I wanted to give each “family” of Harmonies a distinct flavor, reward unusual composition, and encourage the use a diverse set of characters in the campaign. Each Harmony is activated based on a four man party, which means others can tag along and mooch so long as four characters achieve a Harmony. As such, there need not be any ‘balance’ between these Harmonies, they just need to be interesting enough that PCs want to use them and not so good as to totally make the party overpowering.

The Nineteen Harmonies: Successful use of a harmony on an adventure awards 250XP per Tier and 500 GP (possibly scaled each tier) to each character in the campaign.

  1. Martial Squad: (Four Martial Classes)
    • 1/Enc: Each Member may reroll damage
  2. Arcane Squad: (Four Arcane Classes)
    • Resist: 5 Energy Type of Choice (stacks with previous resistance)
  3. Primal Squad: (Four Primal Classes)
    • Ignore Difficult Natural Terrain For Movement Purposes
  4. Divine Squad: (Four Divine Classes)
    • +3 HP on any healing
  5. Power in Diversity: (Four Different Power Sources)
    • Each PC: +1 to Defense of Choice
  6. Defender Squad: (Four Defender Classes)
    • 1/Enc: Party chooses Hunter’s Quarry or Sneak Attack at the start of any encounter.
    • 1/Turn: One teammate a turn may use chosen ability.
  7. Leader Squad: (Four Leader Classes)
    • 1/Turn: Team Member may Mark a Monster he attacks.
  8. Striker Squad: (Four Striker Classes)
    • 1/Turn: Team Member May Use Second Wind as Move Action
  9. Controller Squad: (Three Controller Classes)
    • 1/Turn: Team Member May Shift as a Minor Action
  10. Balanced Team: (All Four Class Roles)
    • 1/Turn: One character may treat an encounter power as reliable.
  11. Language Bound: (Shared Non-Common Language Speakers)
    • Special “Battle Tongue” that none outside the party can understand
  12. Diversity Team: (Four Different Race Types)
    • Ability to understand all language w/ minor action concentration
  13. Pure Blood: (Groups Apply to #12)
    • All Racial Encounter Powers may be swapped with the owner’s permission (still only apply 1/Enc. Total). In the case of humans, simply replicate either Half Dilettante or Half Orc power.
      • Human: Human, Half Elf, Half Orc
      • Fey: Elf, Eladrin, Gnome, Dark Elf
      • Rock: Dwarf, Goliath
      • Planar: Genasai, Deva, Tiefling
      • Misfits: Halfling, Shifter, Dragonborn
  14. Light Foot Squad: (No Armor Above Light)
    • +Gain temporary training in Hide or Perception. If already trained, choose a +2 bonus to one.
  15. Heavy Metal: (All Medium or Above)
    • Ignore (-1) Armor Check
  16. Martial Prowess: (All Martial Weapons)
    • +1 AC to all Party
  17. Simple Soldiers (No Martial Weapons)
    • +1 To Hit to all Party
  18. Magicked Up: (All Party Members Have Magic Items)
    • Should any magic item be lost, any PC can make an Arcana Check (DC: Magic Item Level + 10) to discern its location.
  19. No Magic: (No Party Members Have Magic Items; only applies to characters without magic items)
    • Each PC may choose to give one stat a +6 Enhancement bonus for the adventure.

Conclusion: So, there you have it, a pretty extensive post previewing the underlying concepts of my game. The Prophecy is serviceable and it rhymes, but I never particularly like my own poetry. Some of the Harmonies don’t seem quite right to me yet (particularly #10), and there’s definitely room to approve some of the wording, but overall I’m very satisfied with my progress.

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Open Game Table RPG Blog Anthology

coverYesterday, as I was leaving home to go and have lunch my good friend TheMaze I saw a big envelope in my mailbox.

The sender was Jonathan Jacob, author of The Core Mechanic.  My heart jumped!  It was my contributor’s copy of Open Game Table: The Anthology of Roleplaying Game Blogs.

This absolutely incredible project was initiated late last year by Jonathan with the help of many RPGbloggers.  The resulting softcover, glossy finished book printed by lulu.com is awesome to look at.

Yeah, I’m not objective at all, I mean I’ve got 3 articles in there!

I must say that I pretty much ignored the whole project for reasons that I mentioned a few days ago. So for this book to literally drop in my lap without me having had to do a single thing is absolutely mind-blowing. I finally am a published author! The first time of many I hope!

As I was reading over it yesterday I realized a few things.

First, while I knew of all the blogs featured in the book, I hadn’t read most of the articles found in it.  Secondly, even all of those were blog posts I could get online, there’s something “more real” in holding a book to read those posts.

Last night, while sipping a beer, I re-read such great pieces as Ben Robbin’s West Marches series and I sighed at James Raggi’s rants and I loved being able to do it with an actual book in my hand.  I struck me how much talent was out there.

Also, there’s something a bit unearthly about reading your own words on paper. I was going over my own ‘how to get and receive feedback’ pieces and marveled that I had written that.

Anyway, I just wanted to tell you about it and to encourage those who can afford it to buy it.  It’s an excellent 130 page book that covers a very wide range of RPG subjects.  Jonathan spent countless hours working on it and supporting him will likely help us convince him to tackle Volume 2.

You can get it from Amazon here.

Or order it directly from LULU.com here.

All right, now I have a game to plane for tomorrow!

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