Contest: Yes! Please tell me about your PC…on Twitter
Regular readers will know that I have a thing for Twitter. If you’ve never heard of it, it allows you to post micro posts of maximum 140 characters in length. It also allows you to follow specific twitter accounts, like mine here, to see what people you care about are saying.
Well a few weeks ago, I was messing around with and decided to send out a question along the lines of :
How ’bout another Twitter experience? Tell me about your Character and tag it #aboutmyPC
The responses I got from it were astounding. So much so that people I knew weren’t following my antics of Twitter were sending short, condensed stories about their Player Character. In fact it can be quite an exercice to cram so much in so little.
For instance, James Wyatt of Wizards of the Coast sent three tweets about his D&D 4e PCs:
- Jaeric is the eldest son of the thane, but his fey blood made him crazy as well as a sorcerer.
- Adrin had a terrifying experience in the wood that left him with a fey pact. His return from death left him more haunted.
- Baredd is a paladin of Erathis on a lifelong quest to rebuild civilization.
As the above example attests, this little meme was noticed by Wizards of the Coast and they asked me if I wanted to join them for a contest:
The Twitter #AboutmyPC contest!
Starting today and lasting until next Monday August 17th at 5h00 PM (Eastern Time-Savings Time) Wizards and myself are asking you to tell us about your Player Characters in less than 130 characters (See below) according to the following rules:
- Each entry must be 130 characters or less and must include the #aboutmypc tag somewhere in the entry (so we can find it).
- The entry is done using Twitter. If you don’t have a Twitter account, You can optionally enter the contest by leaving a comment to this entry.
- Although the contest is not edition/game specific, prizes are going to be given by Wizards of the Coast.
- You are allowed to enter the contest more than once, but we reserve the right to ignore frivolous answers or ‘spamming’ entries.
After the contest, we’ll review all entries and will determine 5 winners based on 5 super secret categories we’ve drawn for the contest. All five winners will receive some cool Wizards of the Coast prizes.
So go ahead, tell me all about your PCs! I can take it! And follow my Gen Con adventures over Twitter!
Minimum Session Prep: Listen
Hi, I’m Brent P. Newhall, and I feel bad about this post. I originally promised Chatty a post aimed at newbie DMs, describing the absolute minimum prep needed for a D&D 4th Edition session. And while I’ll cover that, I realized there’s a bigger issue that needs to be addressed.
The amount of preparation required for a session is directly related to how much the DM reacts to the players’ behavior from the previous session.
First, prep. You really only need a ridiculously small amount of actual data for each 4E session. In fact, you only need to worry about two things: people to talk to and monsters to kill.
When it comes to the people, each NPC needs (again, at an absolute minimum) two things: a personality and a goal. The personality should center on behavior–how you will physically act when playing the character. What does the character’s voice sound like? What about body language, like hand gestures? Or posture? Get a grip on one or two things that make this character unique compared to other characters.
That’s not quite enough, though. Ever had an NPC conversation fall flat? Or just not go anywhere? Every major NPC needs a goal. By knowing what your NPC wants, you can direct the conversation in that direction. You’ll always have that to return to, and you’ll know when to end the conversation (when that goal has been addressed as much as it can).
Monsters are pretty easy in 4E, too. You need to know:
- How many monsters are in the encounter
- Their HP, AC, Fortitude, Reflex, and Will
- Their powers (+X vs. Y, dealing Z damage, plus effects)
Seriously, that’s it. More is better, especially in 4E, but you can run a combat encounter with just this.
But as I mentioned at the beginning, this isn’t the big issue. I’m sure some of you are wondering, “But how do I know what NPCs to think up? How do I decide on which monsters to use, and how powerful they should be?”
Simple: After every session, think about what your players did.
Who did they talk to? Where did they go? Were the encounters difficult or easy?
That will tell you what to plan for next session. If the players are asking a lot of questions, create more NPCs for them to ask questions of. If the players are really interested in that abandoned mine north of town, create a few encounters centered in that mine. If the players are eager to talk to that dwarf, work out the dwarf’s personality and his relationships.
This may sound like an anemic amount of work. Is there more you can do? Absolutely! Create lots of encounters and towns and NPCs and weather formations. Draw up detailed family trees and city maps. Making your world a more detailed place is a Good Thing.
But, please, listen to your players. That will tell you what you need to do.
Dude, You Gotta Try Mutant Future!

WalkerP is the co-host and producer of The RPG Haven Podcast. Check out the latest episode on how to enjoy GenCon when you can’t actually go.
I would like to thank ChattyDM for giving me this opportunity to share my love for Mutant Future with you. I think it’s great that he is having guest posters on to showcase some other games on his blog and I hope some people get exposed to something cool they might not have otherwise heard about.
Like many of you, I started gaming way back in the day with Basic Dungeons & Dragons. My real love at the time, though, was Gamma World. My early experiences with that game (and my dad taking me to see the Road Warrior when I was 15) left me with a life-long love of the post-apocalyptic genre. Since I got back into gaming over 8 years ago (drawn in by the launch of 3rd edition), I’ve been looking for the holy grail of post-apocalyptic gaming. While many games have served me well for this genre, nothing really hit the sweet spot until Mutant Future came out.
Let’s Make a Mutant!
I think the best way to convince you of the insane awesomeness of Mutant Future is to just jump right in and roll up a character. Feel free to join me in this process as Mutant Future is a free pdf download from Goblinoid Games (there is also a print version available through Lulu).
Core Statistics
The base rule to generate your core stats is to roll3d6 in order, though there are options that are a bit less stringent. I’ll stick with the core for the sake of this review. Here are my results:
Strength: 11
Dexterity: 12
Constitution: 11
Intelligence: 8
Willpower: 17 (!)
Charisma: 13
So I’ve got a very willful, slightly dumb, slightly charming, physically average mutant. For now…

Character Races and Mutations
Let’s get into the fun stuff. There are five broad Character Races: androids, mutant humans, mutant animals, mutant plants and pure humans. Let’s go with a mutant human, which gives me 1d4 physical mutations and 1d4 mental mutations. I rolled a 4 for physical and a 3 for mutant, which is great. Lots of mutations means lots of crazy Mutant Future fun.
Physical Mutations
We go to the Mutation charts starting on page 21 and we roll a d% for each one. There is a chart for mental, physical and plant mutations (which we won’t be using with this character). The beneficial mutations and drawbacks are on the same chart, so these rolls can go either way. I’ve got 4 rolls on the physical mutations table coming my way:
Physical mutation #1: [58] Albinism (a drawback)
Physical mutation #2: [72] Pain Insensitivity (another drawback!)
Physical mutation #3: [34] Natural Armor (okay, now we’re talking)
Physical mutation #4: [25] Gigantism (even better)
A quick summary of each of these results tells me that my guy suffers a -2 penalty when in daylight, he can’t feel pain so the player will not know how many hit points he has left (that’s up to the GM to track). However, he has a natural armour (whose form I can choose, so let’s say it’s a thick matted fur) which gives him a starting AC of 4. With Gigantism, I have to roll 3d6 and add it to the base height of 6′. I rolled an 11, so now my guy is 17′ tall, which gives him a +2 damage bonus for non-powered hand weapons.
So far, I have a giant albino covered in thick white fur who can feel no pain.
Mental Mutations
Now let’s get to his mutated brain. I have 3 rolls on the mental mutation chart coming to me.
Mental mutation #1: [78] Quick Mind
Mental mutation #2: [41] Increased Willpower
Mental mutation #3: [99]Weak Will (drawback)
Quick Mind is nice! I get a 30% advantage to learn new tech. Mental attacks against me are much tougher and I can always determine if someone is telling the truth. Increased Willpower gives me 4 more points to my already butt-kicking Willpower and another 10% bonus for tech rolls. Rocking! But wait, what is this last one? Weak Will? “The Willpower of the mutant is reduced to 3.” What?! Argh!? Ouch! Now that really truly hurts. But this is an important lesson for you, kiddies. The Mutant Future is a cruel one. The radiation giveth and taketh away. Now, I may throw a tantrum here or offer to pay for the pizza to see if I can sway the Mutant Master to let me re-roll that last mutation. But for the sake of this review, we’ll play it as it lays.
And really, my guy is still pretty cool. Despite his puny willpower, which makes him totally wimpy against any kind of mental attacks, he still has a +40% to being able to use technology of the ancients, which is a huge advantage.
I just wanted to give you a taste of the fun of character creation in Mutant Future, so I’ll stop here. But let me at least give him a name. I’ll call him Dranem. He’s a giant furry albino with a knack for technology and he looks like a blast to play in the scarred wastelands of the mutated future. Let’s hope he survives!
Are you hooked yet?
Even if you may never play the game, I highly recommend you at least pick a race and roll up some mutations just for the hell of it. The results can be highly entertaining. I’d love to see what people come up with, so if you make a cool mutant, paste him or her (or it) into the comments!
The Basics
Mutant Future is based on the Labyrinth Lord rules, which is in turn a retro-clone of Tom Moldvay’s Basic/Expert Set of Dungeons & Dragons. It was written by Dan Proctor and Ryan Denison, strong believers in keeping the spirit (and the rules) of the original games alive. It is 156 pages, with everything you need to play, with an excellent bestiary of mutant baddies (including the infamous Spider Goat), lists of artifacts and gamemastering advice. It has instructions for building your mutant future setting (with a regional hex map of the “Explored Lands”), a sample scenario and a section on mixing Mutant Future with Labyrinth Lord.

- Pigmen are nasty, hateful creatures…
For those of you not familiar with the Basic D&D rules, you will find it a very simplified and open-ended version of D20. One may even say “primitive”, but meaning that in the most positive sense. You roll D20 to attack and compare the result to a table (there is one table for PCs and another one for monsters), looking at the PC’s level and the opponent’s armor class. There is a separate table for mental attacks, which is also based on a D20 roll, but this time you compare the combatant’s Willpower (as you can see Dranem better hopes he finds a tinfoil hat soon!).
Mutant Future is well-suited to campaign play, but it’s also a blast for a one shot. It requires very little prep on the GM’s part. You can play an entire session just using the random charts for wandering monsters and artifacts.
The Old School Playstyle
As you can see, Mutant Future is pretty over the top and at the same time can be quite open-ended. It is meant to be played in the old school style, where the GM makes the rulings on situations that aren’t covered by the rules (and this will be often), but I have found that a back and forth negotiation with my players can also be fun. The important thing is that everyone sits down at the table with the right spirit and expectations. Combat balance is right out the window. Characters can die quickly and easily, but who cares when they are so much fun to roll up!
You can get a good sense of this playstyle over at Jeff’s Gameblog, where he’s been writing up reports of his Mutant Future Sessions.
I tend to be a GM who likes to see a story develop. I give my players some wiggle room and am reluctant to kill their characters, unless it’s in a really cool way that the player is okay with. Mutant Future really opened my eyes to a different way of playing. While it hasn’t changed my default style, it has made me appreciate the fun of taking the gloves off at the table and letting the dice fall where they may.

...but none are as loathed as the dreaded Spider Goat!
I ran a one-shot of Mutant Future at our local convention and made sure to print up tons of blank character sheets. I had a premise and a quest for the mutants, but we ended up having a lot more fun just rolling on the wandering monster charts and seeing what chaos ensued. Among the players, we had a sentient (but not very smart) oak tree, a nasty little ‘possum-man and a malfunctioning cleaning android (who could nevertheless dish out a lot of damage) among others.
When they camped for the first night, I rolled up a Mummy Vine, which attaches to and then poisons its victims, making them unable to cause harm to the plant. I ended up with a TPK, except all the PCs were still alive and conscious, swaying on a hillside as the Mummy Vines slowly sucked the life out of them at the rate of 1d4 hit points per week! We got a big laugh out of that and went back to the character sheets.
I strongly recommend Mutant Future. It captures the gonzo feel of Gamma World and is also a great way to get a taste of old school style gaming in a new flavour. It’s a great way to introduce your group to something new that requires very little commitment. I hope I’ve been able to share some of my enthusiasm for you for Mutant Future and that it may appeal to those of you who want to test their mettle in the radiated ruins of man’s folly. The wasteland awaits! Game on, people!
Inq. of the Week: The Most Wonderful Time of the Year
Last Week’s Poll
Last week, we asked about what non-RPG content you’d like to see here. A strong pluarality of you want to see more about board games, which is fine with me, since I go off and play board games every week (and occasionally design them). Video games were second, which thanks to MDoggie, we have been trying to get more of here. Overall, you wanted more games, which makes sense, except there was no love for poker, so consider it gone! The mysterious “Other” option somehow managed to secure -123% of the vote, meaning we should have more other? Or less other? I don’t know how to process negative percentages, and if I were a computer, my head would explode.
I didn’t get much of a chance to weigh in and respond to comments left on that particular post, but please be assured that I read and took to heart every single one. For the time being especially, RPGs will remain our primary content, but there’s often an urge for us to look at other stuff we find cool, and we cannot resist that urge. (Also, sometimes people give us free stuff that’s not an RPG, and we want to talk about that too). For those who want only RPG content, I will make the friendly reminder that we do have an RPG-only feed that can pop into your RSS dowhacky if you partake of such things.
This Week’s Poll
For this week, I am going to subject you all to another question about what you’d like to see here, but focused on our immediate future:
Critical Bits for the week ending 2009-08-08
- Excellent post by SlyFlourish on Battle Maps
- Top 10 Comic Book Cities from Architects Journal
- Chris Youngs, EIC of Dragon, addresses edition war topics (including roleplaying in 4e)
- DDI (sub required): Ampersand says it’s not going to use the Psion article format anymore for releases
- August and Beyond article, including more illustrations by Head Injury Theater!
- RPG Consulting Services (via @unclebear)
- Samus Aran Speaks Out About Gay Marriage
- I totally still own this Game Boy comic series
- A lesson that Bartoneus has learned is learned by Gabe: 3D D&D terrain is awesome but players expect more often
- DDI: Githerzerai article posted. No Githyankai in PHB3 (they’re villains) and Seeker Class?
- Poll: what JoCo songs would you buy and play if they were in Rock Band? (via @jonathancoulton)
- Rock Band compatibility chart
- Winners announced for D&D shoe contest, 2nd place is Head Injury Theater’s Goblin Stompers
- WotC Fan site Toolkit includes various images for use on D&D fan sites (such as this one)
- Some of the earliest D&D Internet Edition Wars
- Post on Ogrecave about Elfball, a possible successor to Blood Bowl (but no relation to Battleball)
- #GenCon iPhone app is out (app store link). Just from a cursory glance, I am blown away by the GenCon app. Complete listing, social features, maps, news. Just needs a “I’m lost” button.
Chatty's Gen Con Plans
There’s an unexpected hole in my Guest post schedule, my Gen Con prep is finally done and I miss talking to you all, so I thought I’d share my convention plans.
This is going to be my second attendance in as many years. Last time I came to the Con thinking I was a nobody and I left it feeling like a Rock Star and I took home some great lessons. This year, I’ve almost finished making my transition from ‘blogger’ to ‘industry freelancer’. I say almost because my Goodman Games adventure has been pushed back to November. Boo! That means that I come to Gen Con with different objectives than last year: that of networking with industry professionals and look for people willing to buy into my crazy D&D ideas.
Oh and have fun too!
So here’s a hodge podge list of what I have planned for the Convention.
Drunken D&D
Oh yeah, we’re so doing this. On Wednesday night, a group of friends (mostly bloggers who co-founded the RPGblogger’s network) and a very special guest are going to play a cross between a drinking game and D&D.
The adventure, conceptualized by myself and written by the highly talented John Richter (of South Africa), is a heavily modified version of the Dungeon Reality Show: Dungeonball adventure. We created a High School Comedy/drama called ‘Saved by the Grell’ where students of St-Tequilus high School play a Dungeonball game against their rivals of Wandering Monsters High School.
You can be sure that we’ll talk about the game once we return from Gen Con and the adventure will be available for download.
DCC tournament
I’ll be spending a lot of my time over at the Crowne Plaza, DMing Goodman Games Dungeon Crawl Classic tournament. This year the 4e adventure is called the Scroll of Ruin and it is a paragon-tier romp in a sunken desert dungeon. You can find the adventure’s backstory here.
I’m curious to see how different DMing an organized play adventure (Paizo’s Pathfinder Chronicles) will be from DMing a tournament.
Blogging Panels
I’ll be participating on 2 panels this year. At 4h PM on Thursday, I’ll be on the RPGbloggers panel along with my co-founder friends to discuss the network, our future plans for it and how it came to be. This is the perfect time to meet with the network’s bloggers.
I’ll also be on the ‘So you want to be a RPG blogger’ panel on Saturday at 9h00 AM, where we’ll discuss our experiences in this wonderful little niche of ours.
Come if you are there!
Magic the Gathering
Last year, I narrowly beat Dave the Game in a Magic Draft and I ended up splitting the 1st prize with another player because we ran out of time. This year, I intend to repeat my performance with Dave and take the 1st prize. He he he. I haven’t played competitive magic since last year; we’ll see if I lost my touch.
Beercon
As a Goodman Games DM and author, I got invited to a party called Beercon. The list of potential invitees seems to cover most of the spectrum of the industry. I can’t want to see how it turns out.
The Ennies
I missed the Ennies last year because I was DMing in a 125 player Paizo event. This year I’ll be there to support my good friends from Critical Hits as well as my other friends and designers such as Wolfgang Baur and Monte Cook.
More beer
After the Ennies, I’ll be off to grab a few beers with some WotC developpers and freelance writers. I’ll meet up with them to discuss my D&D for kids adventure concept and I hope we’ll just relax and swap war stories.
Oh and my liver is going to kill me… so much booze!
Tracy Hickman’s Killer Breakfast
If time allows, I’ll go and meet Tracy Hickman at his killer breatfast to meet him face to face. He was kind enough to provide me with a copy of his X-DM book and I’ll go and thank him in person. I’ll also post a review soon enough.
Late Night with Chgowiz
I got invited to a late night Sword&Sorcery game, DMed by Chgowiz. I can’t wait to try one of the rare versions of D&D I never played. I don’t know what class I’ll play. I guess I’ll have to see what I roll up.
Meet with D&D Developers
I’ve been offered some face time with D&D developers and I’ve asked to discuss two things:
- Have a walk through of the latest D&D insider tools and discuss how far WotC has gone since I wrote my Open Letter to them, decrying their horrible track record with Software.
- Discuss with developers what’s in store for DMs in the upcoming year. Get an preview of the cool things that will make running this game easier and more fun.
If you have any particular questions you’d like me to ask them, I’d be happy to oblige.
As you can see I’m going to have a busy Gen Con, but that’s all right, that’s how I like it.
I’ll also be live blogging a bit, if I can find some time and some cheap WiFi.
Talk to you later!
Silly DM, minor quests are for players
About a year ago, I read a post about sharing narrative control with players over on Gnome Stew that just blew my mind. After my initial reaction of “Are you kidding me? The DM is the narrator, end of story,” I realized that I already did some narrative sharing because I encouraged the players to describe their attacks during combat.
When I read Chatty’s article about using 4E action points to grant narrative control, I decided I needed to explore some additional ways to allow player narrative that I would be comfortable with. As I started preparing for the current 4E campaign I am DMing, it occurred to me that the minor quests mechanic might be an excellent method for sharing narrative control with my players.
Declaring your major and minor
Quests are a new mechanic in 4E Dungeons & Dragons. Well, “new” is a bit of a misnomer. Quests have been around forever in the form adventure hooks. They’ve just been given a little extra bling in 4E in the form of an XP award. This is an obvious nod to a principle CRPGs and MMOs put into practice long ago: reward the players for investing in the story.
There are two types of quests in 4E: major and minor. If you have seen any of the published 4E modules, you’ve noticed that major quests are the central goals of the adventure. Minor quests are subplots that don’t necessarily impact the outcome of a major quest. More importantly, minor quests are tied to individual characters. From page 103 of the 4E DMG:
Often, minor quests matter primarily to a particular character or perhaps a subset of the party. Such quests might be related to a character’s background, a player goal, or the ongoing events in the campaign relevant to one or more characters.
Major quests are pretty easy to implement. You come up with them when you are designing the adventure (or they are provided by the module if you are using published material). Minor quests can be a lot more work, even if, like me, you ask your players for information on their character’s background, beliefs, and goals. That kind of customization requires a lot of analysis and preparation on the part of the DM.
But they don’t have to. Toward the bottom of page 103 in the 4E DMG, there is a little paragraph about player-designed quests. Who better to come up with quests tied to their personal goals and background than the players?
A minor quest for narrative control
In our game, I hand out index cards for the major quests. To facilitate player-designed minor quests, I hand out 3 blank cards to each player. If a player thinks of a goal related to the current adventure that they would like to accomplish, they write it down and pass the card back to me. I then do my best to incorporate it into the adventure. When a player runs out of cards, I will give them another set of 3 blanks.
We had a successful implementation of this in our last game session. One of the PCs is an apprentice in the local mages’ guild. During an audience with the local lord (which produced a major quest), the player noticed the veiled disrespect for his master in some of the NPCs’ comments. He decided he wanted to investigate and uncover the reasons behind this behavior.
Before the party left town for their delve, I had the player roll a Diplomacy check and we did a little spotlight roleplaying where he reported back to his master about his observations. His check was successful, so he learned that the High Septarch of the guild had only just been an apprentice himself when the old guild was destroyed during the Bloodspear War. This, along with the fact that few other arcanists living near or passing though Fallcrest have seen reason to join the new guild, led many to hold the view that the High Septarch has a rather inflated opinion of his abilities.
Completing this quest earned the party an additional 100 XP at the end of the session, which broke down to 20 XP per player. This amount is less than half of what I used to give individual players as awards for good roleplaying back when we played 2E AD&D. More importantly, it gave the player who designed the minor quest a little bit of narrative control, and that’s really what I was hoping to achieve.
Kameron Franklin is a published fantasy fiction author and a 26-year RPG veteran. He is currently DMing his first 4E Dungeons & Dragons campaign, and blogging about it and other explorations of RPG play and design at pathsofadventure.com.


Character level is one of the core concepts behind many roleplaying games, and it has been at the core of D&D from the very beginning as an indication of a character’s abilities, power, and influence in the world. Back in Original D&D they were so distinguished that each level had a different name depending on your class – a Fighter became a Veteran, Warrior, Swordsman, Hero, and eventually Myrmidon, Champion, and finally a Lord.
Continuing a series of posts I did in May, I take a more in depth look at each monster entry in the 4th Edition Monster Manual 2!
Nothic – These creepy one-eyed abberant baddies are not to be messed with casually, and will definitely make great additions to the backrow of any paragon level encounter. The Nothic Cackler (level 15 artillery) can use its ranged Mind Rot power to deal psychic damage and slide a target 6 squares followed by the target making a melee basic attack against a target of the Nothic’s choice. It can do that power at-will. It’s other at-will ranged attack is Rotting Gaze which can target up to three creatures, does necrotic damage, and inflicts a -2 penalty to all defenses (save ends). It’s Maddening Cackle is a close burst 3 that does psychic damage and pushes targets 2 squares and then another 2 squares at the start of the target’s next turn.
Retriever – I don’t know what the Retriever did to lose its demon status, but I think it’s doing just fine as an elemental animate level 27 soldier. As its name suggests, this creature excels in taking things as it can grab a target and move with them without ever making a strength attack. It also follows the standard formula that eye rays make everything cooler, as it gets to use all four of its eye rays each against a different target on its first turn and then one random eye ray recharges each subsequent turn. These consist of an Acid, Cold, Fire, and Thunder Ray each doing pretty much exactly what you’d expect them to do. On top of the retrieving and the eye rays, it can also Self-Repair and use its Unerring Accuracy to sense the general location of the specific type of target it was tasked with sniffing out, and then teleport to within 10 squares of that target. Yes, it even says, “the target need not be on the same plane as the retriever when it uses this power“.

