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Review: "Eberron Campaign Guide"

EberronCampaign4eOverview: The DM companion book to the Eberron Player’s Guide, the Eberron Campaign Guide presents all of the information a DM could need to run a 4th Edition D&D game in the unique and interesting fantasy world of Eberron.  Unlike the Player’s Guide, this is a book that mostly only DMs who want to run a game in Eberron are going to want to buy.  However, what I did not expect is that reading this book would instill me with the insane desire to play D&D in a setting I was not really interested in beforehand.

In-Depth: As I stated in my review of the Eberron Player’s Guide, “the setting specific Campiagn Guides that come out are not books that I pay much attention to.”  However, after reading through this book I am now hotly anticipating the first time I get to play or run a game on the continent of Khorvaire.  If you’re not familiar with the story, back in 2002 Wizards of the Coast ran a competition to design your own setting with the hopes of finding something fresh and new to help boost the 3rd edition of D&D.  I know Dave at least worked on an entry for the contest, but thankfully the very polite and friendly Keith Baker ended up winning with his entry that became the world of Eberron.

What’s so special and interesting about Eberron?  I would actually say that there is nothing too special about it, which is exactly why it is so compelling.  Nothing in the setting feels out of place or gimmicky. It uses many of the classic elements of Dungeons & Dragons in organic but unfamiliar ways mixed with a healthy dose of dark mystery, swashbuckling adventure, and magical technology.  I’ve read through the 3E Eberron book almost exclusively to learn about Warforged and Artificers for the sole purpose of stealing them for my own games, and as you know I’m a big advocate of liberally mining the 4E Eberron Player’s Guide, but I have to say that while reading through this Campaign Guide I found myself more and more wanting to modify my game to fit into Eberron instead.

I originally intended to write another “Mining of…” review for this book, but when it comes to a setting you have locations, specific characters, and organizations which are more specific and difficult to simply yank out of the book for your homebrew game.  Also, Wizards beat me to the punch with a small section right in the front of the book titled “Loot this book!”  which mentions the savage/less demonic gnolls, ancestor-worshipping elves, eladrin cities in the feywild, and the magically devastated Mournland as suggestions for what you might want to use in your own game.  Personally the piece that I want to loot the most is the cross-continent Lightning Rail!  The fact of the matter is, once you’ve read each of these concepts you don’t really need the book to use them in your game.  However, I think that the world of Eberron merges so well with the 4th Edition rules that everyone should play at least one game in this setting to experience it.

So many things seem to just line up when it comes to Eberron in 4E, whether its the less powerful magic items and Eberron’s prevalence of lesser magics, or the “every race is special” concept that plays nicely with Eberron’s various nationalities.  The Halflings of the Talenta plains are far more intriguing to me than the standard Halflings in the PHB, and the same goes for the gnomes of Zilargo or the Warforged from the Mournland. Each race really begins to shine on its own when viewed as a part of this setting with all of the supporting mechanics behind it. In 4th edition it feels like every character has tricks up their sleeve and special abilities which I feel adds to the high adventure and sleek mystery that comes hand-in-hand with this setting.

This book has single-handedly changed my opinion:  I will be playing in Eberron sometime soon.  Now I’m going back and instead of just mining the Player’s Guide, I’m looking at what I would use to create a character to fit into this world.

Details: The Eberron Campaign Guide is a very well put together book and the piece that stands out the most to me is the artwork.  From the Lord of Blades painting by Wayne Reynolds on the cover through the entire book the artwork really puts you into the world of action that is Eberron. Nothing quite excites me like seeing a Warforged with a bigass sword hanging from an airship over an oncoming lightning rail train.  My main complaint with the book is that I like to see monsters all in one place, like they were in the Forgotten Realms Campaign Guide, but the monsters in this book are spread out and presented with their accompanying nations/locales.  It does, on the other hand, come with a classic fold-up map of Khorvaire in the back which is always a welcome addition to a campaign setting.  The Eberron Campaign Guide was released yesterday and is available now.

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YouTube Tuesday: Left 4 A Wonderful World Edition

We’ve had reasonable zombies, now how about a montage of uplifting zombies? (thanks, Joshx0rfz)

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It's a Circus out here!

To say that I’m busy would be a gross understatement.

I’m slowly getting accustomed to working full time after 5 months of sick-leave.

However, my freelance to do list starts here and ends up somewhere behind Saturn… or so it seems to me.

Here’s a little sample:

  • Build the One Page Dungeon PDF with Chgowhiz.
  • Read the Goodman Games Adventure for the Gen Con Tournament
  • Write a D&D 4e adventure for this year’s Drunken D&D event at Gen Con
  • Squeeze in a few Blog posts, including a guest post on an Ennies nominated Website
  • Plus various non-RPG related things that need my attention

While I hack at this list, why don’t you visit  Jeffrey, Mark and Zach’s little Podcast project called The RPG Circus.   I had the great pleasure of being a guest host last week and we discussed many subjects, like the Ennies, Small Press RPGs, Balance in games, using Movies for RPG inspiriration and landing your first RPG writing project.

I must confess that I’m really starting to like podcasting.  Were I still the old Phil to start one hundred projects at the same time, I’d seriously consider starting my own show.  But I’ll focus on being a guest on shows instead of landing myself in more trouble than I already am.

Anyway, podcasters, know that I’m available and love to talk :)   I ain’t Chatty only on the blog.

I’ll be back soon.  I may even post something tonight.  But I have to organize my time before everything collapses on me.

Talk tou you soon!

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Inq. of the Week: Sources of Power?

arcane_warforged

Image property of Sergio B.

We generally try not to impose our opinions overtly on all of our readers, so when it came to a topic like psionics in D&D we really wanted to see how many people like it and how many people can’t stand stupid sciences in their freaking fantasy games!  So last week Dave, or I guess we’re referring to each other as “colleagues” now though I prefer to call him Davey-gravy-pants, asked the question about preferences with regards to psionics in a fantasy setting.  Not quite half of those who voted (48%) really do like psionics in D&D, tough some may have been swayed by Dave’s reference to psionics as random special abilities in 1st Edition which I was very surprised to read about.  The rest of you are actually split right down the middle with 26% who don’t like psionics in D&D and 26% of you who might like psionics, but you’re not sure, maybe if it buys you some flowers first and takes things nice and slow…

Just before the Player’s Handbook 2 was released back in March I wrote an inquisition asking which power source people most wanted to see in the PHB3, the source that won the poll was psionics so it seems the PHB3 is shaping up to meet a lot of expectations already but unfortunately shortly afterward we discovered that WotC has abandoned the Ki power source concept which came in second in the poll.  I’m surprised that I haven’t seen or heard more backlash from the elimination of the Ki source, something which I personally feel was a mistake but I can fully understand why it was done and though I don’t have any mechanical issues with the Monk being a psionic class it just feels wrong to me.

Lamentations of old power sources aside, now we’d really like to know which of the released power sources is the most popular!  Unfortunately I am not including any home-made power sources, because some of them are totally sweet and would break the poll.

Which 4E power source do you like the most?

View Results

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Martial Classes: Fighter, Ranger, Rogue, Warlord

Arcane Classes: Wizard, Warlock, Swordmage, Sorcerer, Bard, Artificer

Divine Classes: Cleric, Paladin, Avenger, Invoker

Primal Classes: Barbarian, Druid, Shaman, Warden

Psionic Classes: Monk, Psion


Check out the full image at Sergio B’s flickr page!

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Two Words to Convince You to Buy Kobold Quarterly #10

147Gelantinous Cubes.

We don’t have to tell you that Kobold Quarterly is great, or that it’s been nominated for 3 Ennies (though it’s going down in the Best Website category!), or that it includes tons of material for both 3.5 players (with a preview of Pathfinder) and 4e player.  We don’t have to tell you about the interview with game designer Jeff Grubb that talks about the genesis of several famous D&D settings as well as other history and game design advice from one of the greats. We don’t even have to sell you on the Nevermet Press collaboration that includes even more skill challenges for your game, or Monte Cook’s article about enjoying both old school and new school games.

All we have to tell you is the name of an article: “Secrets of the Gelatinous Cube.” 

That not enough? Within that article you’ll find information about “cubists”, those collectors obsessed with the care and feeding of Gelatinous Cubes. You’ll find information about shaping cubes into other shapes (like the round Gelatinous Cube I unleashed on my party during an homage to Temple of Doom). You’ll even find information about the greatest/nastiest subjects of all: Gelatinous Reproduction.

So if you looked back at the 3e Arms & Equipment guide and thought, “Hey, a saddle to ride a Gelatinous Cube would be pretty sweet”, or if you believe all the facts about Gelatinous Cubes, or even if you just believe they’re not a dumb monster and are quite deadly when parties stumble into them, you too will want this issue of KQ and declare yourself a cubist.

GelatinousCube

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Review: "Divine Power"

DivinePowerOverview: Divine Power is the latest sourcebook for the 4th Edition of Dungeons & Dragons that includes new options for the Avenger, Cleric, Invoker, and Paladin classes.  Each class gets a new build along with a ton of new powers, paragon paths, feats, and epic destinies.  If you or one of your players is enjoying playing a divine class then this book is definitely a must have, but there are actually a surprising number of features that other players and DMs will want to borrow your copy to read as well!

In-Depth: Every player of a divine class should take a look at the ‘Divine Options‘ section of this book which starts by introducing the classic concept of Domains and how they work in 4th Edition.  Every divine character gains access to the domains listed for the deity that they worship, each domain has a divinity feat and a domain feat associated with it.  For example, if your character is a cleric of Avandra then you have access to the change, freedom, and luck domains.  Other domains (there are over thirty total!) include arcana, creation, darkness, desctruction, earth, freedom, justice, knowledge, poison, undeath, and plenty of others.  The domain feats grant different bonuses to a character’s at-will attack powers, while the divinity feats provide access to a new channel divinity power, each of which is gained exactly like any other feat.

Perhaps most surprising in this book is the ‘Your Deity and You‘ section, which several of the players at my game yesterday wanted to read to find out more information about the implications of worshipping particular deities, in particular the kinds of enemies that an Avenger of each deity would hunt.  While the book is still probably light on fluff from what people expect of previous editions, this book definitely seems like a step in the direction of including more fluff.

Throughout the book there are many sidebar stories and suggestions that really flesh out the ideas around divine characters.  From the story of how Avandra inadvertently created doppelgangers to how a player can seriously try to play a peaceful character in the world of D&D.  Also there is a nice sidebar in the cleric section of the book that provides some information on the few dead gods of the basic D&D 4E universe.

On to the crunchier side of the book, the new feats presented seem to be the standard fare for the power source books.  A few are universally kickass like the Demonbane feat that lets your undead targetting powers also target elementals, while others are an assortment of race specific or class-build specific divine feats to further differentiate characters.  At epic levels most divine characters will probably take the Glorious Channeler feat which lets them use two channel divinity powers in an encounter, and the new selection of multiclass feats are similar to the other power source books in giving paragon level multiclass characters more options.  The one feat that really surprised me is the multiclass Divine Channeler feat, which lets any character with a wisdom of 13 and trained in religion to gain the channel divinity ability, which I think is a great option for some people to inject a little divinity into their non-divine characters!

Divine Power introduces a whopping 10 new Epic Destinies, seven of which are based upon specific domains that the character uses such as Avatar of Death, Avatar of Hope, and the Avatar of War.  I am very happy to see the altered demigod epic destiny that appeared in the Forgotten Realms Player’s Guide called Chosen now reprinted for non FR fans with a selection of level 26 utility powers typed to each of the PHB deities.  This reprint is effectively a house rule that I was already brainstorming for one of my players, so I’m very happy to see it made it into the official rules.  The last two options are the Exalted Angel and the Saint, which are both rather self explanitory.

If you play an Avenger: The new Censure of Unity grants a bonus based on the number of allies adjacent to your enmity target, adding a slight leader-like edge to the class.  The new avenger powers seem to fit in line with those in the PHB2, with a lot of focus on shifting and moving around the battlefield.  Some of the highest level powers involve teleporting of both the avenger and enemies all around the battlefield that surely promise loads of fun and surprises for the DM!

The new paragon paths cover a wide range of avenger types, from the Ardent Champion that focuses on reckless and powerful attacks to the Favored Soul that actually lets you sprout wings and gain a permanent fly speed.  The Relentless Slayer is very reminiscent of older edition rangers with a chosen type of enemy that they are especially good at killing, while the Watchful Shepherd path focuses on protecting and aiding allies.

If you play a Cleric: The new cleric builds is strongly focused on aiding allies and debuffing enemies instead of dealing damage.  Many of the new cleric powers don’t do any damage at all, instead lowering a targets defenses or stunning and dazing them, while many of the new daily powers seem to be focused on boosts to allies that last until the end of the encounter or creating zones that can be sustained to change the course of battle.  Dismissal is a new power that banishes a creature to a remote plan for a period of time, and this book finally sees the return of the spells Cure Critical Wounds and Mass Cure Serious Wounds.

The cleric now has a wide variety of paragon paths as well such as the Battle Chaplain and the Compassionate Healer, who is not suprisingly extremely adept at all kinds of healing.  The Messenger of Peace is perhaps a functional presentation of a peaceful character in D&D that plays nicely with the new build and powers presented for the cleric, gaining a bonus to defenses when using non-damaging powers and bestowing a penalty to creature’s attack roles that are close to you.  The last path that really stands out is the Seldarine Dedicate which is for elf and eladrin clerics who gain the ability to use longbows and shortbows as implements for cleric powers.

If you play an Invoker: The new Invoker build is focused more on moving and debuffing enemies.  The new powers include three new at-wills which each seem to be very unique, one can target up to three creatures at a time while another actually boosts the effectiveness of a defender’s mark on the target.  A large majority of the Invokers powers are area effects, as should be expected, but many of the new powers employ interesting and unique mechanics such as Trumpet of Eight Dooms which uses a d8 roll to instill various effects on each target.  Invoked Devastation is a level 29 attack power that actually targets the Fortitude, Reflex, and Will of a target and can hit each target up to three times for a different effect.

The Invoker gets a selection of interesting new paragon paths, the Adept of Whispers that focuses on stealth and the more subtle side of the divine class while the Divine Philosopher is in a league all its own by gaining an at-will power from a different divine class as an encounter power in addition to the ability to use knowledge skills to gain advantages against various monsters.  The Stonecaller path can actually create large earthquake zones of difficult terrain and the Theurge of the Compact can summon devilish fiends that will attack foes but may resort to attacking allies if nothing else is within range.

If you play a Paladin: The Paladin is probably the class that has been the most in need of an update such as Divine Power, and I hope that the diversity of new powers helps balance things out more.  The new class features let a Paladin swap out their Lay on Hands ability to instead gain either the Ardent Vow feature or Virtue’s Touch, which removes afflictions from allies which I believe helps set the Paladin apart form other healing classes.

Ardent Vow is an ability that boosts damage to a target, but it also subjects the target to a Divine Sanction which is a new type of mark that does damage when an attack is made that does not include the paladin similar to divine challenge but with less restrictions.  The book also introduces the new at-will power Ardent Strike which marks the target with divine sanction, effectively giving the paladin two marks to use in defending their allies!  On top of this, a selection of new powers presented in the book also mark enemies with divine sanction some of which can mark numerous enemies at one time or even mark it for the rest of the encounter.

Champion of Corellon is a paragon path for paladins that focuses on effective use of heavy armors, while the Demonslayer and Dragonslayer both will be quite effective against their chosen enemies.  The demonslayer does automatic damage to adjacent demons as well as preventing them from shifting, while the dragonslayer has resistance to fear and close/area attacks while having an attack that literally grounds and locks down a flying opponent.  The Gray Guard is actually a presentation of the “not necessarily 100% good and righteous” paladin and Questing Knight is the classic paladin with a driving goal in life.  Knight of the Chalice is particularly potent at fighting devils, and I bet you can guess what the Slayer of the Dead is good at fighting!

Conclusion: The Paladin seems to be the most improved class in this book, but the added options for the cleric, avenger, and invoker are also great new inclusions in the game.  Most of all the general content such as domains and the epic destinies are the best parts of the book, with the fluff and stories sprinlked throughout really adding that extra layer of value and interest to the book.  Much like Martial Power and Arcane Power, if you’re playing a divine character this book is really a must have.  This sourcebook over the previous two, however, is the best one for a DM to own as it presents more information on the gods and provides some great mechanics for designing NPCs that worship evil gods!

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Robin Laws' Revisited, Part 8: Improvising

robin-lawsAfter 5 days of starting a post and then trashing it, I decided to look at my unfinished projects to see what I could focus on to kill my latest white page syndrome.  When I picked up my very creased stapled copy of Robin Laws’ book, I noticed that it was opened at the last chapter, dealing with Improvisation.  How convenient since I’m currently trying to run an Improv-based adventure.

Find all other posts of this 20 month-old series here.

Improvisation is this odd duck in the GMing toolbox.  I’m willing to bet that half of my GMing readership will say they suck at it while the other half will say it’s the easiest things to do and that they haven’t prepped for a game since Nixon was President.

I consider myself more in the first group, so that’s why I was very interested in reading what Robin Laws had to say about it all.

It’s all about choices

According to Laws,  the trick to improvise a successful scene is to develop the skills to rapidly review the possible outcomes of a PC/party choice and chose the best one.  He proposes an 8 steps process to get Improv-deficient DM going.

Now Robin describes this process as it applies to individual PCs.  I think he assumed that improv scenes would most likely involve just one character who made a decision whose outcome the DM didn’t plan for.  I’m going to add my own spin on things by repackaging it into a mostly party-focused process.

When a PC/party decision leads to an undefined outcome, you need to:

One: Relax

Your players won’t slash your tires and the outcome does not have to be award-winning.  Adequate is still good.  Here is when you stop the flow of the game, take a deep breath and kick start your brain for some brainstorming.

Two: Imagine the most obvious outcome

What would be the most likely outcome of the choice the PCs made?  For example, if the PCs enter a random house to dodge pursuing city guards during the evening, the most obvious outcome would be to have a family having dinner in the main room.  The obvious choice does not have to be ordinary or boring, but it has to be what the PCs would expect the most.

Three: Imagine the most challenging result

What kind of outcome would land the PCs in hot waters or put them in a bind they must struggle to overcome?  In the previous example the house would actually be a guardhouse filled with fresh soldiers playing cards.  This kind of outcome usually leads to a conflict of some sort, or put the PCs in a situation where brains/brawns are needed to resolve.

Four: Imagine the most Surprising Outcome

What if the PCs meet something they really don’t expect?   Think of the wildest possible outcome that would still make sense in your game world.  If the ‘enter a house’ example was from a fantasy role playing game, maybe the house would actually be a portal to another plane, sending the PCs into a whole new adventure.  Or maybe the house they entered was occupied by a cult of alienist right in the middle of some dread summoning ritual the PCs just interupted.

Five: Imagine the most pleasing outcome for the player(s):

This one might be a bit trickier for a party.  Robin Laws basically says to imagine the one thing that the player would like the most to see happen.  This is usually related to the player’s type (Storyteller, Power gamer, Butt Kicker, etc) but could be something the player had been seeking for some time.

When applied to the party, this would mean the outcome the players would most likely enjoy as a group.  In our example, if the party seeks to dodge the guards for good, maybe the house is abandoned and features an undiscovered access to the city’s sewers, allowing a foolproof escape route.

Six: Pick the outcome that feels right

So in the 20-30 seconds you’ve been brainstorming (don’t linger, your PCs are waiting), you’ve come up with 4 different outcomes.  Now you need to let your guts decide what outcome is best given the circumstances.  If you find an outcome that hits more than one requirement (obvious, surprising, challenging or pleasing) then chances are you had a great idea for the outcome.  If you don’t know what to chose, Laws says to roll for it.

Seven: Think of the consequences

Make sure that the outcome you chose won’t paint you in a story corner, with no way to move the adventure forward. For example, if you chose the ‘portal to another plane’ outcome in the previous example, you need to be able to imagine how the players will return or where the adventure will go from there, taking into accounts  your players’ expectations.

Consider this step to be the QA of your process so far.

If all else fails, you can always have ninjas break through the walls and attack.

Eight: Go with it!

Now that you’ve made your choice, don’t agonize over it.  By this time your players have been looking at you for about 30-60 secs so forget about all the other outcomes and dive in!

I must say that this method was totally new to me.  As many of you know, I have always been a more of a scripted DM.  I would either adapt published adventures or create them with clear hooks, scenes and expected outcomes.  Improv games scared me.

Yet, as I’m writing this, the method is slowly sinking in (I read the chapter just before I write the post… yes I’ve been reading that 34 page book for 18 months now).  I can’t wait to try it out with my gaming group!

Laws then goes over advice about improvising an entire adventure and how to pace it.  I’ll leave that to people who purchase the book to discover.  It’s so worth the 8$ it cost me.

What about you?  What are your best tools to help you improvise a scene/adventure/campaign.

And while we’re at it, how would you differentiate a fully improvised campaign from a sandbox game?  I had a discussion earlier today about that and I really don’t see both as being the same thing.  I’d say they could overlap, depending on DMing styles, but they wouldn’t be the same.

What say you?

I’ll write one last post on the whole book, where I’ll assess how well it ‘aged’ and the key lessons I took from it.  When?  I’m not sure but soon as I secured a copy of Tracy and Curtis Hickman’s XDM book, which I’ll also review.

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Critical Bits for the week ending 2009-07-18

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Overt vs. Covert Skill Challenges

tavernscAs the maintainer of the (now massive) Skill Challenge feature, I read quite a lot about skill challenges, no matter if they’re positive, negative, or somewhere in between. I think SCs can mostly be broken down into three main camps:

  1. Overt skill challenges. These are the ones that are mostly “by the book.” Announce what skills are usable as primary and secondary, and what they do in the challenge. (i.e. “You can use Theivery to try and repair the raft and that’s worth a success, or Perception to aid that attempt.”) I had surprising success using this method at the D&D Game Day for Monster Manual 2, probably due to how the skill challenge was written. Additionally, the skill challenges that you find in books and online, ready to run, are like this. 
  2. Covert skill challenges. There’s a goal at hand that skills are useful for, but they aren’t explained by the DM. You ask what each PC does, and a skill roll is decided (either by the DM or the PC) and the DM decides what that counts towards. Success and failures are tracked invisibly (if at all) and the PCs may not even realize they’re in a skill challenge. 
  3. Bad skill challenges. Dice are rolled, successes and failures totalled, and nobody cares. These may be the result of poor design or poor DMing, and can exist as a hybrid with the previous two styles. If you’ve been in a skill challenge where it seemed like you were just rolling your highest applicable skill and the end result didn’t matter (or worse, lead the game crashing to a halt) then you’ve probably been in this kind. [Read the rest of this article]

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YouTube Tuesday: Side Effects May Vary By Cultist Edition

If you have that impalpable sense of dread, this commercial is for you. (Thanks Dark Young).

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