Primal/Within Chronicles: Say Yes and have Fun! Part 1
Previously in Chatty’s game…
Our heroes are hired by a mercenary outfit to protect the lives of four City Within candidate in a one-day campaign/election of the city’s newest burg. Thought wheeling and dealings, criss-crossed agendas, monsters gone wild and delusional candidates, our heroes are caught in this electoral storm and try their best to keep things under control.
This week we found ourselves 2 short for the game, Eric and Stef couldn’t make it leaving us at the minimum number of players to have a game (if we have 4+ PCs, we have a game). Stef literally canceled at the last minute, so I found myself with the task of re-scaling an adventure geared for 5 players on the fly.
Which ended up being a good thing because I managed to do a lot of things on the fly, finally proving that I could improvise and go where my notes didn’t go.
We started the game shortly after that mysterious kiss that Jaiel (Yan’s Deva avenger) and Jevica Sarn-Mors (Candidate) shared. All four PCs were invited to help Radik Whiteblade, the candidate representing the Preservers get ready for his demonstration. The Preservers are a faction that believe that the City should stop growing so aggressively and that some areas liberated from the Dungeon should be returned to a more natural state.
Like all candidates, Radik’s had a few hours to try to convince the 200 voters to choose him as burgomaster. In order to do that he presented to the PC a complex ritual that would ultimately lead to the binding of a nature spirit to the whole area occupied by the future Burg. The spirit would do the same job that the city’s Nexus (the energy core that protected the City and kept the Primordial imprisoned) could, but without having to drain the Nexus of it’s much needed energy.
To make things more interesting, as soon as the ritual was started, the dungeon, feeling its future chances to invade the area slip away, unleashed everything it could to the area. The earth shook and cracked, lava poured out of everywhere, and 5 elemental creatures: 2 flame snakes, 2 Galeb Duhr Rockcallers and one Magma Strider converged on the PCs. (I originally had 2 gargoyles joining the fight, but with a PC missing, I cut them from the encounter).
Yes, another combat-embedded Skill Challenge was upon us. I love doing those, so much so that I got green-lighted to write a Kobold Quarterly article about that. But that’s a story for another day.
In that particular challenge, I explained to the players that they could achieve the ritual’s goal by getting 8 successes in either of 3 aspects:
- Nature: Negotiating with a nature spirit to come and bind to the area.
- Religion: Unlink the Nexus’ energy and weave it as a support to the bound spirit
- Arcana/Dungeoneering: Push back, re-route the dungeon’s energies to make way for the nature/divine energies.
Each skill checks was a standard action. I explained that the PCs couldn’t just focus on killing monsters as the Dungeon would periodically send new waves of monsters.
However, I added a little extra to the challenge that ended making it really fun. I told the players that each skill attempt would have 3 levels of success. If the PC beat an easy check, a prior skill check failure could be canceled. If the PC managed to beat a moderate check, a success was achieved. The good part was that if the PC beat a hard check, the PC would be able to channel sufficient extra energies to manifest itself as a combat effect roughly equivalent to an encounter power (and still get a success).
Players were free to describe to me the effect they wanted to achieve, as long as it was thematically-linked to the power source they were manipulating (Primal/Divine/Arcane).
Needless to say that my players went to town with that. Dworkin the Dwarven Shaman and Jaiel the Avenger focused on the ritual as much they could while Usul the Invoker and Corwin the Sorcerer faced the monsters.
The fight was really hard. Most PCs had already used their dailies and the opposition, made up of 4 artillery monsters and a skirmisher hurt the PCs bad.
Franky’s game plan was to open a primal channel that linked him back to his native mountains to summon a Bear Spirit. As we shared descriptions, him saying what he wanted and me throwing back possibilities, a scene was built where Dworkin reached out to this ancient Kodiak spirit roaming his mountain. He tried (and succeeded) to lure it to the ‘Cave’ that was the conduit between the spirit and the Shaman.
Awesome visuals!
When Franky pulled a first hard success, he asked me to create a zone of difficult terrain to protect the party. I described how spectral spikes of rock jutted outward from Dworking, hindering the monsters but leaving full freedom of movement to the PCs (the effect lasted until the end of Dworkin’s next turn).
As the monsters kept hitting everyone, Jaiel focused her part of the ritual by re-routing the Nexus’ energy flows to help defend against the monsters. Thus, on her first high success, she had the divine energies flow over each party member to form a shield, granting +2 to all defenses.
Cool!
Later, Franky made a forest of phantom plants, giving cover to his teammates and Jaiel used her hard successes to heal bloodied party members. The fight was hard but the PCs kept together and played brilliantly.
As the fight moved on, Yan asked me if the sorcerer had to make a skill check in the challenge. I thought about it for a few seconds and said ‘probably’ but then I got up to go to the bathroom. While I was climbing the stairs (we play in Math’s basement), I heard Math say ‘I would much prefer to continue dealing damage”. When I came back I said, “you know what? The ritual’s goal is to detach the divine energy and link a nature spirit, so there’s no need to play an arcane check”
Say yes and… see your players be happy!
The fight was a success, really hard, but a total success. Franky the storyteller was really happy to play a key role in choosing which spirit would be bound to the area and he quickly established a relationship with it. Yan, as the group’s brilliant planner, had fun devising new uses for each hard success they rolled. Mike and Math also had fun doing the dirty work of blasting away monsters. All in all a great fight!
I’m loving these combat-embedded skill-challenges more and more. Expect a lot more of those in future games and in all adventures I will write. It’s a great mechanic and working in combat effects for successes are a great way to make spending a standard action worthwhile.
Up next: Corwin bluff’s the pants off all voters and Jevika’s Secret comes into play
Special Promo for Dungeonmastering Tools: Free Open Game Table
Editor’s Note: We’ve been fans of Dungeonmastering since the beginning, and so we’re happy to help promote his new tools that help you run your 4e game, as well as a way to get Open Game Table Anthology (that I helped edit) into more people’s hands. That’s why we’re presenting this offer and the advertising footer to go with it. We also get a kick-back on any sold, so we encourage you to take a look.
On May 31 and June 1, Dungeon Mastering will be giving away a free copy of Open Game Table to all new DM Tools premium members.
The DM Tools are mostly known for their monster card builder and also offer power card, item card, and magic weapon card builders, as well as an encounter system to group your monsters and traps together with game notes.
Open Game Table is a 140 pages book – yes, a real book, not a pdf – that features 47 blog posts from 32 top-quality RPG blogs, plus a Foreword written by RPG luminary Wolfgang Baur. Open Game Table aims to bridge the gap between the RPG blogging community and the broader table-top gaming fan base by showcasing the best talent in the RPG blogosphere. OGT also features over 60 illustrations by a stable of talented new artists
Check out the Open Game Table storefront for reviews by WIRED and Bards & Sages.
When you subscribe to a premium account on Dungeon Mastering Tools, a free book will be shipped to your home, anywhere in the world – and shipping is free too!
This promotion only lasts for 2 days: Sunday May 31 and Monday June 1. Snatch it while you can!
Check out the DM Tools premium memberships features and options.
Critical Bits for the week ending 2009-05-30
- Spiel Des Jahres nominees announced. A great bunch in the nominees! (Not so excited about the recommended titles)
- The Old School determiner is awesome.
- The very last “Lying in the Gutters” column by Rich Johnston but he says to check here.
- Fear and Loathing: The Board Game
- Wil Wheaton: “in which i find something unexpected during a Journey Through The Silver Caves”
- Kalashtar info: they’re in the Eberron Player’s Guide, and they have “Telepathy 5″ as a language
- Tetris: Constructions Since 1985
- An interesting amalgam of RPG hobby/industry twitterfeeds
- DDI Playtest: Hybrid Characters (updated, and now with PHB2 classes)
- I’m pretty sure the movie “Gamer” will be nothing like “The Gamers” or even “Gamers”
- Open Design Podcast launches, featuring Skip Williams, Monte Cook, Wolfgang Baur, Jeff Grub, and more
- Brett Gilbert applies John Maeda’s “The Laws of Simplicty” to game design (Thanks, Boardgamenews)
- Website Category still lacking in ENnie entries. Get on it, RPG Bloggers! (Submission window closes June 1)
New Welcome Page on Chatty DM
With the Ennies coming up, I finally wrote a welcome page for the blog.
It’s a very short introduction to the blog and gives the reader a selection of links to follow as appetizers of the blog’s content.
You can find it here. Please have a look and tell me if it needs anything more.
It can also be accessed from the links at the top of the webpage and in my ‘best of Chatty DM’ sidebar
Thanks!
Friday Chat: Do You Sprinkle Silliness in your Campaigns?
The Bloodbowl 4e post with the actual rules is taking longer than planned to finish and the Ennies application process deadline came and bit me in the a$$. Instead of posting part 4 of my Dungeon Reality Show this morning, I’m posting another of those Friday questions. I’ll post the DRS one as soon as I’m done with the application.
I’ve spent the whole week discussing a D&D adventure concept that doesn’t even try to take itself seriously. I don’t know how many DMs are like me, but I don’t shy away from injecting some silliness in my games. Be it silly voices, or dropping a pop-culture reference in-game, or having a NPC make a crude joke about something that happened at the table and outside of the game.
In my long running (and rarely posted) review of Robin Laws’ Book on Good Game Mastering, I discussed briefly about a campaign’s tone. This is the general feeling that you campaign takes. When you talk about Grtty realism or Heroic cinematics, that’s usually Tone.
In that sense, a silly tone is one where things aren’t taken seriously and many conventions, clichés and tropes are played for laughs.
I don’t think that you can build a long lasting campaign entirely based on silliness because chances are you won’t be hitting the motivations of some players. Players who like to be Outliers and troublemakers would probably get a big kick out of it, however, players who are really into story-telling and Psychodrama probably won’t find what they’re looking for.
Yet, in controlled doses, I think that silliness can be a add a new fun dimension to a game and even serve to increase immersion. For example, in Paizo’s first adventure of the Rise of The Runelords Adventure Path, goblins are protrayed as homicidal clumsy clowns. The DM is encouraged to play them as silly as possible. When I ran the adventure , I played them like they were taken directly from the Muppet Show and directed by George Lucas!
The players ate it up and loved it. Even after almost a decade of playing D&D 3.x, we had turned a tired encounters of goblins into a laugh fest.
I believe that a big part of the fun of Roleplaying games is that they can elicit strong emotions. The game you remember the most are the ones that made you go through a gamut of emotions. Laughter is one such very strong emotion and when laughter is created from a situation “in-game”, I believe that it leaves a lasting impression.
I strongly think that in controlled doses, once in a while, silliness can be a boon to an otherwise serious game.
What do you think? How does silliness manifiest itself in your games? Do you have examples when it was used (intentionally or not) that improved a game session? Do you have examples that causes sessions to crash or nearly so? Tell me!
Have a great weekend.
Image Credit: ~malta at Deviant Art
With Karate (And Psionics) I'll Kick Your Ass
When the Monk preview was released a couple of weeks ago, it caused a bit of an uproar in a few ways. I was involved on an email chain between Tonester, Bartoneus, and joshx0rfz about whether or not a non-heavy damaging striker was a good idea and if their mobility could make up for it (short answer: probably not, as damage is always a good idea, and you only need mobility part of the time).
Other people focused on the power source aspect of it: Monks are Psionic. (Yes, “Martial Striker” was half wrong). As per the Design & Development article that accompanied it, Ki is a dead power source (though some third party products have already tried to use it). Personally, I have no problem with this. On multiple occasions, I attempted to run campaigns with an eastern flavor, and banned most (or all) arcane and divine classes, relying primarily on psionic and ki powered characters. Conceptually, they always seemed very close together: an internal energy source with fantastic abilities powered by intense discipline. So lumping them together seemed like an obvious step to me. It also seemed to confirm that Psionics would be a new power source in PHB3.
Then WotC released this:
The Dungeon Reality Show, Part 3: Lets play Blood Bowl, 4e Style
In Part 1 of this series, I described the implied setting of the Dungeon Reality Show (DRS)
In Part 2, I described a few of the tricks I used when I DMed such an event.
Today, I’ll start sharing a recent example of a DRS game using the Bloodbowl game. My proposed adventure will differ from the accounts that were posted in order to make the game more enjoyable and less prone to crash on the hapless DM.
Blood Bowl?
For those who have never heard of it, Blood Bowl is a Fantasy Football board game by UK company Games Workshop. It portrays a sort of ultra violent American Football game played by teams of thestandard fantasy races of the Warhammer Fantasy setting.
It’s one of those games where the richness of the setting makes us gloss over the games’ many broken rules peppered with the whole ‘you WILL get screwed by the dice’ that permeates all GW games.
I have a copy that was gathering dust in my Game Vault (i.e. my wine cellar is filled with discarded Games, not wine bottles, I’m a such a Geek) so I took it out for some DRS madness.
A copy of the game is not necessary, you just need to create a Football-like play area similar to the one found here (massive .jpg warning). However it looks really good and helps putting players in the proper atmosphere.
If you aren’t using the game’s board, feel free to set your Bloodbowl game in any kind of environment. Many of the Fantastic Locations battlemaps would make excellent play fields.
The Dungeon Reality Show: Fantasy Football Edition!
This adventure is for a party of 5-6 player characters of level 2 and uses the 4th Edition of the Dungeons and Dragons game.
The adventure divided in 5 scenes:
- PCs get whisked to the set, given weapons and told thier task.
- The PCs must play a game against team of Kobolds
- Half-Time Show: The PCs must entertain the crowd while various undead are sent to get them off the stage
- Sudden Death Overtime: During the second half of the game, the dreaded Zomboni makes an appearance and all hell breaks loose.
- Conclusion
Adjusting for higher level PCs: While initially designed for low level PCs (I created the adventure to test the new classes of the Players’ Handbook II), you can adjust the adventure to pretty much any Heroic Tiered level by changing 3 elements:
- Choose an opposing team from a humanoid race whose level range within 1-3 levels of the PCs.
- Give the ball the defense scores of a minion of the party’s level (give or take a few levels)
- Change the Zomboni’s level to the new party level’s +3-5 (or create a new Elite/Solo monster based on the same concept)
Scene 1: We’re not in Greyhawk anymore
Goals:
- Throw players headfirst in the DRS experience
- Equip players with new Sponsored Magic Items
- Inform players of the adventure’s objective.
Using elements described in the previous two posts, set the scene that brings the PCs onto the middle of the Playing field. Describe how they now find themselves in the middle of a large grassy field (or whatever environment you chose) surrounded by a what appears to be a horde of screaming creatures of all breeds and race standing on what appears to be amphitheater-like steps surrounding the field.
Then have a short, fat and loud halfling/goblin/Beholder come to the PCs with some sort of rod with a foamy/knobby end and try to interview the PCs. Load up on camera references and inane announcer chatter. This is where the PCs are told that they are the lucky contestant of this week’s edition of
(reverb) “THE DUNGEON REALITY SHOW” (/reverb)
That are then told that they are expected to play (and survive) a game of Football (Or Rugby… the actual game won’t actually resemble any of these games anyway, feel free to call it like you want) against the local champions: Meepo’s Scale Riders.
If questioned about the rules of the game, have the NPC promise that everything will be explained before the game starts.
If any PC actually manages to come out of shock long enough to mount anykind of objections, the host will happily say that participation to this event is entirely voluntary and that participants are free to choose from a lorge selection of alternate side events like:
- Quartered and Drawn vs the all-time Troll champion!
- Lava Dive!
- So you think you can kiss a Medusa?
- Dragonball GT! (Don’t ask, but the PC would definitively be the ball)
You get the idea. Should any player decide to draw their weapons or use a power to attack will be instantly frozen in time and be exposed to the power of the Plane of Games. The host will patiently explain that the simplest outcome for all would be to just play the damn game and go back home with a ton of prizes!
If asked what the prizes are, inform the PCs that it consists of keeping the Magic Item they will be given shortly, freedom from future contractual participation to DRS and a moneytary prize equivalent to 2 or 3 treasure parcels for the appropriate level.
If you intend to make the DRS one-shot game part of your campaig, I suggest that you pool the value of all treasure parcels for the party’s current level, substract the cost of the sponsored magic items they’ll get and award the rest as prize money. I would also suggest letting players level up after the experience.
Otherwise, feel free to award whatever you feel like.
Once the PCs have accepted their predicament, explain to them how equipment sponsorship works and have each PC choose one Magic item of their level+1. Alternatively, you can pre-select some items and hand them out.
Once equipment is done, explain the game’s objective to the PCs:
- Teams alternate playing Offense and Defense
- The Offense team must try to get a player with the ball passed the goal line through running with the ball or catching it once behind the line.
- The Defense tries to prevent the offense from scoring and tries to pry the ball out of their hands.
- The game’s first half will end after one ‘out-of game’ hour or when a team scores 3 more points than the other.
Tomorrow I’ll describe Scene 2, including all rules needed to play the game of 4e Bloodbowl.
Image Credit: Picture from user mike black from www.606studios.com/bendisboard/ forum.
Special Promotion for Dungeonmastering.com's DM Tools
(Here’s a message from my good friend Yax of Dungeonmastering.com, It’s a special promotion for his DM Tools service. Do note that I get a commission on any new membership. This will help me pay for Gen Con and finance some prelimenary work to become a full-time writer.)
On May 31 and June 1, Dungeon Mastering will be giving away a free copy of Open Game Table to all new DM Tools premium members.
The DM Tools are mostly known for their monster card builder and also offer power card, item card, and magic weapon card builders, as well as an encounter system to group your monsters and traps together with game notes.
Open Game Table is a 140 pages book – yes, a real book, not a pdf – that features 47 blog posts from 32 top-quality RPG blogs, plus a Foreword written by RPG luminary Wolfgang Baur. Open Game Table aims to bridge the gap between the RPG blogging community and the broader table-top gaming fan base by showcasing the best talent in the RPG blogosphere. OGT also features over 60 illustrations by a stable of talented new artists
Check out the Open Game Table storefront for reviews by WIRED and Bards & Sages.
When you subscribe to a premium account on Dungeon Mastering Tools, a free book will be shipped to your home, anywhere in the world – and shipping is free too!
This promotion only lasts for 2 days: Sunday May 31 and Monday June 1. Snatch it while you can!
Check out the DM Tools premium memberships features and options.
The Dungeon Reality Show, Part 2: Of Sponsors, Ambiance and Lines
In part 1, I presented the implied setting of my Dungeon Reality Show (DRS)concept.
Today, I’ll describe some of the gimmicks I use as a DM when I play a DRS game.
The Set
Whenever I throw the PCs into the Plane of Games, I always make sure to describe the barely contained chaos that is the ‘set’ of the show. The PCs are teleported right in the middle of people shouting, discarded sets, makeup rooms and such.
The first interactive elements I usually throw at the PC is some sort of big-haired, loud, rhinestone-covered humanoid holding a microphone-equivalent device and thrusting it at the PC with some inane questions (if you’ve seen the original Death Race 2000 film, I’m thinking of the TV announcer) [Read the rest of this article]




