Critical Hits

The Journal of Gamer Culture

The Dungeon Reality Show: Blood Bowl Edition

Over a period of 3 weeks, I wrote a series of post about making one-shot D&D adventures where PCs are drafted into some kind of deadly reality show on the Plane of Games.  The response to the series was very positive so I’m planning to release it as a free PDF in the near future.

In the mean time, this post brings together all articles of the series, including the original playtest reports.

So here it is:

Also here’s the links to my playtest report that lead to the concept

Here’s a play report of a game I DM for another group of players, written by Eric Maziade

Enjoy!  As always, I’m happy to get your comments and suggestions.

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The Dungeon Reality Show, Part 5: The rest!

Last time we covered the scene where our brave PC contestants played the first half of a Bloodbowl game.

Now it’s time to throw the PCs a curveball…

Scene 3 – The Half Time Show

Scene goals

  • Perform a Skill challenge that simulates a stage show
  • Introduce combat elements to the challenge if a skill check is missed.
  • Allow players to find creative uses for their skills.

Once the time or score limit of the Bloodbowl game of the previous scene has been reached a siren sounds and the following announcement is heard throughout the stadium:

“Attention all personnel and participants, clear the field, I repeat, clear the field.  Prepare for conjuration of Stage in 10 second”

While slowly counting down out loud, ask what the PCs are doing. Feel free to stretch the moment as much as you think your players can handle.  If they ask, tell them that the remaining kobold players are running off the filed like their lives depended on it. It is assumed that players have also gotten out of the way.

At the end of the 10 seconds, a huge stage (take a 4X8 and a 2X8 dungeon tile to create a 6X8 ‘stage’) materializes 5′ over the middle of the field and drops noisily, crushing whatever you decided to leave there.  The Stage is 5′ high and can be climbed with a DC15 Athletics check.  Add a set of stairs to allow PCs (and monsters, see below) to climb on it more easily.

The announcer will come to the PCs and announce that their next task will be to continue to entertain the crowd as the performers of the half-time show. If asked what they have to do, the announcer will shrug, saying “You’re the stars, you decide!  As long as you are on this stage in 10 minutes, anything else is in your capable hands”.

The Half-time show is a free-form Skill challenge where the PCs must think of ways to impress a crowd of several thousands.  While setting up, ask your players for any props they would like to have onstage  (or near it) to help them.  Be generous and help them if they have a hard time thinking of something. When I ran the adventure, I had paper lanterns that could be burst with fire arrows.  I also had a Goblin Zeppelin (which was also blown up by overzealous PCs).

Once they are ready, start the Challenge.

Here we are now, Entertain us!

Your task is to provide entertainment, in any form, for a crowd of several thousand cheering fans. You must keep the energy level high or you’ll face the wrath of some grouchy Necromancers.

Complexity 4 Skill challenge, get 10 successes before 3 failures.

Primary Skills: Acrobatics, Athletics, Bluff, Diplomacy, etc (let Player be as creative as they feel like)

All Skill checks are Standard Actions and must beat a base DC  of 15 (moderate difficulty).

Success:  The crowd goes wild! You can either add a success to your total, or cancel a failure.  If a PC beats DC 20 the PC is granted a free standard action by the show’s Chronomancers (limit one free action per PC per round).

10 Successes: The crowd makes a standing ovation, all undead monsters are destroyed and the PCs gain a new Sponsored item Action Point.  High Five your group, it’s well deserved!

Failure: For each failure, an irate Necromancer stands up and heckles the PCs and something rises from the field.  Place an undead (or 4 minions) of level 1-4 (roll a d4)  on the field.  They’ll try to climb the stairs and attack the PCs.

Once monsters appear, roll initiative (if not already done) and proceed with both the skill challenge and combat encounter.  Attacking a monster does not count as an attempt to gain a success in the skill challenge (unless you feel generous or if your players give you a great description).

Once combat starts, if no PCs attempt to gain a success in the skill challenge for one full round (i.e. they focus on combat exclusively), describe how the crowd’s mood is turning ugly. Add another undead at the start of the next round.

3 Failures: After the third failure, the whole crowd boos energetically and are clamoring for the PC’s removal from the stage.  All remaining monsters are fully healed and more are raised to create a level 3 combat encounter (adjust downward if players were badly hurt during challenge).  No more undead will appear.  The crowd will actually start cheering again if the PCs win the fight.

Once the challenge is completed, the PCs can take a few short rests and must then get ready for the second half of the game.

Scene 4 – The Zomboni strikes!

Scene Goals:

  • Provide another occasion to play some more Bloodbowl
  • Introduce the Final challenge of the Session: The Zomboni!

Depending on how much fun you and the players have had playing Bloodbowl, feel free to actually play the second half of the game.  If/when everyone has had enough, have the player and kobold set up and then have the following announcement thunder over the playing field.

“Oh no, we’re running out of time!  The game is over and cleanup will start!  Will our heroes survive the ZOMBONI?”

Roll initiative, all remaining kobolds are instantly killed by bolts of lightning coming from the sky (Those darn produceamancers) and rise as Rotting Zombies who attack immediately, the Zomboni also materializes on one end of the field and attacks everything!

Bonegrinder Zomboni Level 5 Elite Brute
Large Natural Animate
XP 400
Initiative +3 Senses Perception +3, tremorsense 5
HP 156; Bloodied 78
AC 17; Fortitude 18, Reflex 18, Will 16 (Can be targeted by Turn Undead effects)
Immune Gaze
Saving Throws +2
Speed
Action Points 1
R Skull Cannon (Standard; at-will)
Ranged 10/20; +8 vs AC; 1d10+4 damage plus 5 ongoing necrotic damage (save ends)
m Bonegrind Engulf (Standard; at-will)
The Bonegrinder Zamboni attacks one or two Medium or smaller targets; +6 vs Reflex (automatically hits an immobilized creature); Hit: 3d8+4 damage, the target is grabbed and pulled into the Zamboni’s space; the target is dazed and takes ongoing 5 damage until it escapes the grab. A creature that escapes the grab shifts to a square of its choosing adjacent to the Zomboni. The Zomboni can move normally while creatures are engulfed within it.
c Ghoulish Blast (Standard; encounter) ? Necrotic
Close Blast 5; +6 vs. Reflex; 2d6+4 Necrotic Damage and the target is immobilized (Save Ends) Recharges when an engulfed creature dies.
c Raise Cleaning Crew (Standard; encounter)
Burst 4. Place 4 Zombie Rotters and 4 Decrepit Skeleton in empty squares within the burst.
Alignment Unaligned Languages
Str 14 (+4) Dex 18 (+6) Wis 12 (+3)
Con 18 (+6) Int 10 (+2) Cha 8 (+1)

Tactics: The Zomboni will fire it’s skull canon while advancing toward the largest group of creature. Once close, it will fire its ghoulish blast and the try to ‘eat’  as many creatures as possible.  It will summon it’s “cleaning crew” to recharge its blast.

If PCs try to leave the field, they meet an invisible force barrier that prevents escape (including by teleportation).  The barrier diseappears when the Zomboni (or the PCs) is(are) destroyed.

Scene 5 – Roll Credits

Survivors of the last scene, if there are any, are cheered by the whole stadium.

The announcer comes and presents the PCs with a large trophy made of precious metal and gemstones (it’s worth the value of a magic item 4 levels over the party’s level). They are also offered two choices:  They can chose to put an end to their contractual obligations to the Dungeon Reality Show and return home or they can decide to become regulars of the show and sign for a full season (that usually means leaving the PC’s current campaign).

After that, the PCs are told that they can keep their sponsored items and are returned to their home plane (if that’s what they wanted).

Roll Credits…

Oh man, I can’t believe I finally managed to do the whole thing!  What started as a 24 hour challenge  about playing Bloodbowl with 4e has finally become a series of post detailing how to play the scenario (and do other similar adventures).  I’m really happy to have done it!  I guess being crazy does have its perks!

Thoughts, comments?

Should I collate the whole thing  in one file, tweak it and offer it as a PDF?

Let me know.

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Inq. of the Week: Opinions of E3 2009?

e3_2009_logoA week ago we were quickly approaching the first anniversary of the 4th Edition of Dungeon & Dragons release, which has now passed and the results are in for our poll asking for opinions on the new edition so far.  Just over half of the 381 voters chose ‘strongly like’ (52%), which is a majority but not a shattering lead which is right around where I would have guessed it to be.  24% of you chose simply ‘like’ citing a number of differences or problems with the system but overall still a favorable reaction to it, which gives us a total of 76% of you who like 4E for the most part.  8% of you were neutral/undecided or don’t care about 4E, while 10% dislike it and 6% strongly dislike it which gives us a total of 16% who don’t like 4E very much or at all.  I have to say I’m a bit surprised at the 76 – 8 – 16 spread, especially considering the seemingly rampant resurgent edition wars going on recently.

For the past week I’ve been hearing faint whispers around the edges of my geek-radar (standard issue) about E3 going on, but it feels like this year everything is far more muted than it has been in previous years.  The only thing that I’ve really heard a lot of excitement about is the new Star Wars: The Old Republic trailer, which does look extremely badass and the changes to the MMO style really intrigue me.  This all led me in a discussion with Dave to wonder if less people have really been paying attention to E3 this year, if there haven’t been any ground breaking announcements, or if I’m just out of the loop!  What I’d like to ask this week is what you’ve heard from E3 that excites you, or if you haven’t heard anything at all:

Which showing at E3 2009 are you most excited about?

View Results

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Nintendo’s E3 news – A new Metroid game produced by Team Ninja (trailer here), Super Mario Galaxy 2 and New Super Mario Bros. game (trailer here) for the Wii, Wii Vitality Sensor

Microsoft’s E3 news – Left 4 Dead 2 now with new zombies and melee weapons (chainsaw! – trailer here), Project Natal (trailer here), Assassin’s Creed 2 (trailer here)

Sony’s E3 news – God of War 3 (trailer here), new PSP Go!, Eyetoy, Final Fantasy XIII & XIV, Uncharted 2, The Last Guardian (trailer here)

Feel free to share any other news or announcements from E3 2009 that we didn’t list here or that you’re particularly excited about!

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Put the Phone Away: A call to gamers still in the dark ages of handhelds (Part 1)

ds_lite_vs_psp_largePortable gaming for too many of you out in video game land can be summed up like so: Have you held off on grocery shopping for too long, and only have that expired can of Spaghetti Rings left in the cupboard? (You couldn’t afford the name brand deliciousness of Spaghetti O’s). Bitch all you want about the lousiness of said meal, we both know you are going to eat it, man.

Gamers have a similar predicament when they are away from their home base: they have a gnawing hunger for escapist goodness without a good way of appeasing the hungry gaming monster in their bellies. Too many of you are resigning yourselves to badly-made clones of golden-era games on your tiny little cellphone screens. These games cost too much for what they are, and have thinly veiled titles such as “Bomb Man” to keep away the lawyers. Stop it. With perhaps the exception of Apple’s slutty phone line (it gets touched a LOT), these overpriced multi-taskers are a lousy outlet for gaming. There is no excuse to play java applets when there are such delicious full-course meals being doled out by Sony and Nintendo. Cellphones, call them smart phones if you want, aren’t really designed with a gaming-first mentality. [Read the rest of this article]

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Critical Bits for the week ending 2009-06-06

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Friday Chat: Roleplaying with Children

kid_knight_2

On Wednesday afternoon, I found a email by Chris Sims in my inbox.  Chris works for D&D insider but I knew him for having worked on quite a few D&D books, my favorite being the D&D 3.5 Rules Compendium and having briefly chatted with him at Gen Con last year.

As I read the email, it dawned on me that it was a response to an adventure proposal I sent them 8 months ago.  I had pitched a concept for a D&D adventure for children aged 6-10 in order to help geek parents introduce their kids to the joys of roleplaying.

I had completely forgotten about the idea, thinking my concept was rejected.

Turns out that Wizards is interested and wants me to expand on my proposal, giving them a complete outline of the adventure. Yay!

So this brings me to today’s chat.  In my various discussions with people, I’ve noticed that while no one seems to have an issue with children participating in freeform roleplaying games, there seems to be a significant portion of the parenting population that have issues with Dungeons and Dragons.

I’ll assume that parents who don’t want their children to play D&D aren’t going to be D&D insider subscribers so lets not debate about D&D advocacy or get into any of the classic reasons why parents are against D&D.

What I’m interested about is if there are other issues that parents of 6-10 year olds would want to be addressed in order for them to be fully comfortable playing D&D with them.

For instance, my main issue as a parent is about the game’s implied violence.

One of the values of our household is that violence is not  an acceptable solution for any problems except self-preservation. While I’m perfectly aware that a lot of D&D is about combat, that I can’t shelter my children indefinitely, and that Nico is already exploding people with dynamite in our stories, I wouldn’t want a 6-10 adventure to be about combat.  If there was to be combat it I’d like  it to be against non-sentient being, or have it be non-lethal.

Another, minor issue, is that I’d like the adventure to be open-ended enough to allow children to be as creative as they want to resolve the various challenges that the adventure would present them.  I wouldn’t want the DM of such an adventure tell a young player “I’m sorry but you can’t do that”.  In my mind’s eye, a creative and descriptive solution from a young player should always be allowed instead of a  Skill check/Skill challenge roll.

In fact, I’d flirt with creating diceless skill narrative challenges…

…Hmmm (Phil notes something in his ‘dangerous ideas’ file).

So, what abouty you?  What issues would you (or your spouse) have with playing D&D with children under 10?  What would be your expectations in an adventure aimed at parents/children?

Let me know!

Image source: http://www.commandex.com/websites/kid-quest/

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The Dungeon Reality Show, Part 4: Let's Play!

blood-bowlOkay so I busted my deadline for posting the whole thing in one week.  However I am going through with the project!

Part 1 and part 2 of this series introduced the Dungeon Reality Show.

Part 3 was where I started to describe an example of DRS based on Blood Bowl and presented the 1st scene of the Bloodbowl 4e adventure.

Today I’m tackling scene 2, which covers the actual game.

Scene 2 – Play Da Game!

Goals

  • PCs must play and survive a game of Bloodbowl
  • Explore creative ways to use 4e combat rules
  • Try to pull a few fast ones on the Ref!

Place the Bloodbowl game board on the table (or place/draw another appropriate battle map).

The opposing team is composed of:

  • 2 Kobold Hurlers (Replace Stealth with Atheltics+5)
  • 3 Kobolds Dragonshields (Replace Stealth with Athletics +8)

Feel free to modify the composition of the team to reflect the party’s level and your personal preferences.

The Ball is a Kruthik Hatchling affected with a permanent slow effect.  Take note that it deals 2 points of damage whenever a player finishes its turn adjacent to it (or when it’s being carried).

Place a referee on the board (non-combatant, 1 hp, move 6, initiative+5) near the middle line.  During play it stays out of the way but remains on the board.

Flip a coin, the loser starts as defense and sets up on the board first.  All players of a team must be placed on the same side of the board, behind the middle line. Once the defensive team is deployed, the offense sets up.

Roll initiative for all individual players (including monsters), the ball and the referee.

The goal of the game is to score the most points within one hour of  real time playing or scoring 3 more goals than the opposite team. A point is scored when a player crosses the goal line with the ball in hands or catches the ball when standing behind the goal line.

The game is played like a combat encounter with a few variants.  Here are the various game-related action that players can do during their turns.

Picking up the ball = Minor Action, Dexterity or Strength attack vs Reflex of the ball (15).

Running with the ball: Move Action. No rolls necessary,  ignore the “drag a grabbed creature” rule.

Passing the ball (i.e. landing it in the targeted square): Std Action,  Acrobatics/Dex check vs DC equal to distance thrown squares.  On a miss, ball lands in a random (1d8) square adjacent to target, roll again if square is occupied.

Kicking the ball: Std Action, Athletics/Str check vs DC equal to distance thrown squares. On a miss, ball lands in a random (1d8) square adjacent to target, roll again if square is occupied.

Catching the ball = Immediate Reaction: Dex attack vs ball’s reflex defense (15), on a miss, ball tumbles in a random (1d8) adjacent square, roll again if square is occupied.

Intercepting an in-flight ball = Same as catching except: must be in path of ball and have immediate action available.

Dropping the ball: Free Action.  When a ball drops, it tumbles in a random (1d8) adjacent square, roll again if square is occupied.  A carrier automatically drops the ball whenever it is immobilized, Knocked Prone, Stunned and Dazed.

Opportunity Tackle: Whenever a player could make an attack of opportunity, a tackle attack (Str vs Fort, Hit: Target falls prone) can be made instead.

Running Tackle: Like a Bull Rush, except that tackler has the choice of pushing target 1 square or knocking it prone.

The Ball: On its initiative, the ball will attack its carrier.  If free, the ball will move (max 2, it is slowed) toward the center of the field.

When a goal is scored, the scoring team gets 1 point, becomes the Defensive team and sets up as described above.

Also, the scoring team chooses one of the following scoring bonuses:

  • One player spends a Healing Surge
  • One player recovers an Encounter Power
  • Star Power! One Player gains a +1 bonus to all d20 rolls until another goal is scored or the game ends

While armour, weapons and implements are allowed on the field, using an attack or a power against an opponent is not allowed during the game…

…unless you can manage to slip one past the ref!

Whenever a player decides to make use any attack powers (including any basic attacks), the Referee spots the attack and calls for a penalty (see below) unless the attack roll is higher than 15 (including  all rolls of an Area effect, those are hard to hide).  The use of ‘aid another’ is a good way to help a teammate land a good one on an opponent without getting spotted.

The Referee can also be distracted with a Bluff check or any creative use of other skills (DC 15).  When distracted, the Ref will ignore fouls until the end of the distractor’s next turn.

If a penalty is called on a player, that player is instantly teleported off the field and appears on the sidelines.   The player is allowed to talk to teammates, argue with the ref, spot fouls from the opposing team, etc.    However the player can’t return to the field (the chronomancers freeze the player in place if need be) until the end of his next turn. At that point, the player is teleported back on its original square (or an adjacent one if occupied).

Killing the Ref sends the offending player off the field as described above except that the effect is ended by a saving Throw.  The referee is instantly replaced.  The next ref’s perceptions are sharper so DC to sneak a foul play becomes 17 (each successive Ref have a DC that’s 2 higher than the last one) .

Feel free to invent your own fiendish penalties.

K.O. or killed players are not replaced.

After one hour of play, or when one team takes a 3 point lead, the first half of the game ends. Move on to the next scene.

Designer’s Notes

Initially the Bloodbowl game allowed attacks.  While my players spent a lot of time playing the game, it rapidly became evident that it was more efficient to just get rid of players than play around them to score points.

Making attacks forbidden (but with a way to cheat) makes the encounter into something more than just a combat with football elements.  It creates a mini-game that’s interesting and showcases how strong 4e can be as a task resolution engine.

If you have any suggestions or comments I would appreciate it.  I’m thinking of packaging the whole thing into one big blog post over at Chatty Studios (yeah, it’s still there) and possibly start practicing my PDF-fu by creating one and hosting it.

Up next: The Dreaded Half-Time Show Skill Challenge!

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Juggling Some Awesome Stuff!

I’m working on a few things tonight which won’t allow me to post RPG stuff.

First and foremost, I’m writing an article for Kobold Quarterly which I hope will make it into the fall edition.  Wolfgang Baur was nice enough to greenlight my article proposal about creating Combat with embedded Skill Challenges. Chances are ChattyDM readers will recognize some of the Skill Challenge examples I’ll present in it.

I’ll return to my normal posting routine once I’ve finished that 2000 words assignment (which basically means, tomorrow, he he he).

Also, In about 20 minutes, I’ll be participating in a special edition of The Tome Show marking the 1st anniversary of D&D 4th edition.  I’ll get to ask one or two questions to James Wyatt and Chris Perkins.  You can be sure that I’ll post more details once the show goes live later this month.

So stay tuned!

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The 5×5 Method

mm5When working on chapter 2 of my D&D 4e campaign (in the paragon tier, chapter 1 having encompassed the heroic tier), I kept running into roadblocks when trying to map out the next major arc. I had left a number of dangling plot threads that didn’t feel right to abandon (that the players were just getting into, as well) so changing gears majorly didn’t seem like the right thing to do. At the same time, I wanted to give the arc a bigger scope than the specific mission-based adventures that I had been sending them on, as well as giving them more freedom to roam about the world I had spent 9 levels introducing them to. I also wanted to let them take more direct control of where they wanted to go next, but still script things out enough to let me plan ahead (i.e. not go full-on sandbox quite yet).

I developed an answer to all of these in what I decided to call “The 5×5 Method.” I don’t think it’s anything ground-breaking, nor is it going to work for every campaign. However, I was asked to share, and here it is. [Read the rest of this article]

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YouTube Tuesday: Instanced Drinking Edition

A very funny video of a Chinese man’s life seen through a WoW lens. Even though it is in Chinese, it’s still funny and well done without knowing what is being said. (found via Boingboing)

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