Critical Bits for the week ending 2010-02-28
- Werewolf: How a parlor game became a tech phenomenon http://is.gd/8Xp5m #
- Warfare for D&D4e http://is.gd/90lbx #
- RT @mouseferatu: Available *today*, from Spectra: THE CONQUEROR'S SHADOW, my first published non-tie-in novel. http://tinyurl.com/y8lbh6y #
- RT @wordwill: Announcing RAZED: http://www.pelgranepress.com/?p=823 #
- PHB3 Spoilers at RPG net http://bit.ly/9ro3oY #
- RT @Wizards_DnD: Join the discussion on the Dominating Warlord bit.ly/aJg9pj #dnd #
- RT @Wizards_DnD: Join the discussion on the Dominating Warlord http://bit.ly/aJg9pj #dnd #
- RT @io9: Behind The Wiki: Meet TV Tropes Cofounder Fast Eddie http://io9.com/5479423/ #profile #tvtropes #
- RT @RobinDLaws: Now Out: The Armitage Files: my new Trail Of Cthulhu setting book, is now available. http://bit.ly/bGBJT5 #
- RT @RockBand: Full schedule of PAX East Panels! (Look for all your fave HMX devs! ) http://www.paxsite.com/paxeast/schedule.php #
- RT @gregbilsland: Woohoo. Final Fantasy I & II now available on iphone (http://tinyurl.com/ygkxg4k). FFI is kind of meh, but II is awesome. #
- RT @Wizards_DnD: Add your movie quotes to @davethegame 's "Warlords From the Movies"article! http://bit.ly/b7iPja #dnd #
- Our podcast was added to iTunes: http://is.gd/9bQzm If you've enjoyed our podcast, please rate, review, and spread the word! #
- RT @joshgeeksix: Life without #DnD : My formative childhood tale of the #RPG I created. Long, but fulla heart. : ) http://bit.ly/9u7NrI #
- RT @loganbonner: RT @gamasutra Going Free Boosts Turbine's DDO Revenues 500 Percent http://bit.ly/a5FCVn #
- "The adventurers feel bad for him, because they’ve got 99 problems and a serving maid at an inn ain’t one" 4e Hommlet: http://is.gd/9heFD #
- Deathwatch RPG announced- play as a Space Marine (finally) http://is.gd/9jH4u (via @purplepawn) #
- RT @DNAphil: Gnome Stew's secret project has just been revealed: Eureka: 501 Adventure Plots to Inspire Game Masters! http://bit.ly/bY6BIB #
Ashes to Ashes, Death to Life
Character death. Total Party Kill. These words have long been the bane of DMs and players. DMs face scornful players and upset friends when a beloved character dies, and a possible coup when a TPK comes around. Players see their invested time, work and creation disappear before them with a single roll of the dice. Nobody, DMs and players alike, enjoy the idea of starting again or losing a beloved character within the game. However if death is never an option, if DMs fudge rolls so nobody dies, then the thrill and tension of grand battles can very quickly dissipate and the campaign can grow stale. While there are already several methods of resurrection and many ways to cleverly avoid death already in existence, here are some flavourful ideas that may provide an interesting twist on death and resurrection, for the next time a PC kicks the bucket.
Heavenly Tricks
The numerous gods of the realms have the power to take and grant life as they wish. When a PC dies, their benevolent god may choose to restore their life upon them in payment for their duty and service. This gift is usually reserved for the greatest champions of the gods, the mightiest of Avengers, the most steadfast of Paladins and the purest Clerics. However there is one god, who freely hands out this amazing gift to any follower of any god.
Mezanerin is more commonly known simply as the Trickster, and he is an entity capable of taking on any form he desires. Throughout the years many heroes and scorned gods have tried to kill Mezanerin, and some even believe they succeeded. While not a true god, Mezanerin is immortal and immensely powerful. This conniving Trickster will often appear before the spirit of powerful adventurers in the form of the god they feel closest to, offering to restore their life in exchange for more devout faith within the god. Agreeing to the verbal contract places a curse upon the warrior’s soul, diverting all their faith to feed Mezanerin’s ever-growing power. Fables and legends of Mezanerin state that a cursed soul can only be redeemed by another who refused an offer of the Trickster, but the exact details of such a ritual are unknown as any who refuse Mezanerin tend to stay dead. For the remainder of their life the cursed warrior will have Mezanerin appear to them, requesting certain tasks be accomplished in payment for their life. Some are trivial tasks such as drinking from a particular well within a certain town, while other commands are more morbid and sinister, with entire families being killed for Mezanerin’s inane plans. No one knows what the Trickster’s goals or intentions are except for the demi-god itself. Some believe it is an entity of pure chaos, intent on destroying the realms. Others believe the enigmatic entity is a protector of the realms, commanding its indentured clergy to complete numerous tasks that stave of the end of the world. However the true intentions of the mimicking god may never be known.
A Price Too High
Unfortunate adventurers can often find help with resurrecting their fallen comrades within most cities and some towns. Clerical Priests and Tribal Shamans will often offer their services of resurrection to passing adventurers, usually for a price. In some circumstances the price is far too great.
The smooth ageless features of the cleric Hilis should warn seasoned adventures of the impending danger. Her nubile skin and firm body are often accentuated by ceremonial robes unfit for a clergy member of her status. Her sharp crystal blue eyes hold the unforetold wisdom of countless years, while her thin lips are often pursed as if her mouth were permanently soured, much like the words she throws at the rest of her clergy. Hilis is famous within her hometown, and questions about her are quickly answered with smiles and regaling stories of miracles and acts of generosity. Ask about her age, and be met with blank stares and confused looks as people stutter over their answer before simply stating that Hilis has just always been around. This miraculous cleric is made all the more benevolent through her acts of generosity. Hilis refuses monetary payment for any of her acts of miraculous healing and resurrection, instead she requests that one drop of blood be spilled in the name of her saviour. Polished to a perfect shine, the inside of this silver chalice is half filled with the dried blood of the countless people Hilis has saved.
For many of the grateful souls that Hilis has healed, a single drop of blood is a highly acceptable payment in return for the life and well being. When some of the poorer inhabitants of the area offer more blood than asked out of simple gratitude, she graciously denies. The ageless cleric actually gains her powers from a Warlock’s pact, made countless years ago on the verge of her own death. A horrific demon offered the young Hilis eternal life, beauty and power in return for the completion of a simple task: to collect a drop of blood from sixty five thousand willing donors. This task, after countless years of using her Warlock powers to heal and raise the dead, is almost over. When the final drop of blood is given freely into the chalice, the seals holding the almighty demon within the Abyss shall break. Unleashing a demonic presence across the realms that would bring about the end of days. If discovered for her evils, Hilis will quickly flee from any form of confrontation. The ageless Warlock uses her fame and presence within the area to rally support and protection from the people around, countless people will rally against any that wish Hilis harm, willingly risking their own lives to protect the healer they love so much. These mobs of protectors refuse to listen to reason or logic and blindly act in anyway they believe will protect their innocent and miraculous cleric. A final confrontation with Hilis can be resolved quickly as the Warlock has only healing spells and abilities. However if Hilis is able to willingly shed her own blood into the chalice, it acts as the last drop, unleashing a far greater threat across the realms.
Life of a Reaper
Death is an inevitability for almost all within the realms, the multitudes joining the ranks of the immortals. As such the Reapers of the world are forever engaged with collecting the lost souls of the fallen. It is not widely known that reapers are flesh and blood… mostly. They walk upon the material plan like any other, guiding the truly lost to their final resting place. Reapers are not born, but chosen. Epically powerful heroes can often be chosen whilst on the verge of death. As a Reaper stands over the fallen hero, they can offer them a chance to change their destiny. This offer is reserved for only the greatest and most noble of heroes. Reapers have a deep seeded disgust for any malevolent spirit that remains upon the material plain to inflict harm or revenge. Ghosts, Spectres, Wraiths and every other ectoplasmic entity will flee from the presence of a Reaper, whose powers grant the ability to instantly smite the undead. Reapers have families, friends and enemies. They are not completely immortal but they can be killed with enough perseverance. Excessive physical harm will fell a Reaper; they are also particularly weak to weapons smithed from pure iron. A regenerative ability keeps them standing far longer than any other mortal, and they can also see clearly into the ‘shade’, the demi-realm where spirits and souls wander. A Reaper will often develop more abilities when they become particularly successful at guiding the lost. As each soul is guided to the afterlife the Reaper is slightly empowered by the passing. Telekinetic abilities can manifest in numerous ways and they can also become capable of entering the shade, moving freely through walls and obstacles.
Critical Hits Podcast #19: 4e DMing Tips Seminar
Lead by Mike Shea of Sly Flourish, and joined by Matt James of Loremaster and Dave The Game (myself), the last seminar from synDCon 2010 was about tips for DMs, primarily for 4e D&D but also some help for GMs of all RPGs. The first part focuses on how to plan a game (and the creative process in general) and the last part talks about tips for running at the table, including ways to run initiative and track conditions.
Products mentioned: Masterplan Software, Dark Platypus Action Stands
4e DMing Tips Seminar (50 minutes, 23 MB)
[Download iPod version | Download MP3 version | Podcast Feed]
Critical Hits Podcast #18: Planning Your Campaign Using the 5×5 Method Seminar
I gave a talk at synDCon 2010 on how to use the 5×5 Method to plan a campaign arc. I took suggestions from the audience and walked through the process, and by the end, we had the structure to start planning.
This one is a bit more heavily edited, since it was a lot of audience participation and the recorder didn’t pick that up as well. Hopefully it still flows pretty well and you can follow along- be sure that you check out the table below to see the final 5×5 grid.
Planning Your Campaign Using the 5×5 Method Seminar (33 minutes, 14 MB)
[Download iPod version | Download MP3 version | Podcast Feed]
Gears of Ruin: The Phantom Rails, Part 1
This series of actual play reports concludes the ‘Ruiner’s Gambit’ prelude adventure to my new Gears of Ruin clockwork D&D Campaign. The action continues where it left off last time…
Behind the Scenes Jitters.
I did precious little prep in the last 2 weeks, partly because a lot of the work had been done, but mostly because I had to prepare the many training seminars I’m going to teach over the next 4 months (including one starting this week).
The little prep I did was to flesh out the elements that the players could explore around and within the Baron’s Factory/Mine. My dungeon map was a flow chart made of ‘areas/scenes’ (You can download it here to see what it’s like). Each area was a potential scene where I described a list of props, likely occupants and, more importantly, a list of what could help PCs (friend/info) or hurt them (Foe/Hazard/trouble) should they attempt any skill checks.
The one rule I gave myself was “Shape the adventure based on the questions your players ask you” and “When in doubt, ask for a skill check”.
It worked wonderfully. So much so that my first true sandbox dungeon adventure probably felt like a seamless linear adventure narrative to my players who probably thought they were just following the path I had made for them.
Chgowiz would be proud.
Incompetence is the best disguise!
As the PCs rested for a few minutes after the last fight, they starting rooting around while I described that the ‘agent’ was also rummaging in boxes and under tarps. The PCs found ammunitions for the Titan Clank cannon, Thuderwave missiles, a replacement head for the Claw-Crane and drums of highly flammable clank engine oil (yeah, don’t Fridge Logic that one please).
I was secretly setting the Rule of C4 for the players, but oddly enough, they chose to focus on something else instead.
Eric: So what does the agent do really?
Chatty: Kinda hard to say, he makes sure you only see his back.
Yan: Of course, he’s doing spy work
Math: Good work Sherlock!
Eric: Can I try to work out what he does (Rolls Insight, gets a moderate success)
Chatty: He seems to be approaching his secret agent Life-watch against things he looks at but you detect that he’s also leaning in toward whatever he’s ‘watching’ with his other arm too.
When they approached him, I played the agent as so clueless and unable to explain how his watch worked that most of my mastermind players (in the Myers-Briggs sense) players dismissed him as incompetent and ignored him for the rest of the adventure.
At that point I decided to set one of my side plots in one direction…
He he he. Gotcha suckers! (Not that it changed anything really)
Being Deadly Cool on a Mound of Corpses
Instead of lingering near all that explosive goodness (then again, who would?), or exploring the crane by climbing it (they thought about it), the PCs went toward the awful stench and circling buzzards they saw in the factory’s southern courtyard.
There they observed quite a gruesomely well staged scene. A huge mound made up of thousands of humanoid bodies was being ‘worked’ by a group of frakensteinian-undead constructs (Blasphemes from the Open Graves sourcebook) suited up in Clanks that featured giant chainsaws as right arms and large vice-like hands on the left. They were busy cutting up body parts and throwing them on clockwork rail carts that brought the gory cargo into the factory periodically.
The Chain-Loggers as I called them were accompanied by a pair of Blaspheme Disciples (Artilleries) that kept a large number of slobbering Ghouls at bay! Finally, little Foulspawn Chiurgeons were running around the place cutting bodies up for good organs and packing them carefully for later use.
Yeah, many players were grimacing in mild disgust by that time.
After a short survey of the area (I drew a battle map to show how things looked but wasn’t sure how I’d play the scene yet), I had the group roll a group perception check (i.e. you need half the group to succeed) and announced that they spotted a body wearing an Agent uniform (i.e. my ‘fork in the story’ I chose earlier) lying near the top of the mound.
You know what happened next right?
Well think again…
Credit: Steampunk Chainsaw (sans chain) art by shaddam89
Video Interview with D&D Creative Manager Chris Perkins
Nick interviews D&D Creative Manager Chris Perkins about being a killer DM, running D&D for celebrities, making your NPCs memorable by doing voices, and more.
Special thanks to They’re Using Tools! for their video editing work.
Interview with D&D Creative Manager Chris Perkins (19 minutes, 230 MB video, 14 MB audio)
[Download video iPod version | Download audio-only MP3 version | Podcast Feed]
Will of The Forsaken (WTF for short)
There was a full decade of my life when I declared there were two things I’d never play. One was MMO’s. I decided this when a guy I knew quit his job to play Everquest full time and mooch off his girlfriend. The other was collectible card games, because I was astounded at how much money one could drop on them. This decision was made easy to live with by being in college and/or mostly poor. Over the last two years, both of these vows have been broken. I’ve started and quit playing WoW twice now, and last year I killed two birds with one stone by starting to play the World of Warcraft Trading Card Game (which I will refer to hereafter as WoW TCG, as I dislike typing and/or pasting).
I was absolutely not prepared for having both disposable income and my first real introduction to collectible card gaming. At first, it was lots of boosters. I’d hungrily open each pack, hoping for a useful rare or epic draw. At some point, someone showed me the magic of buying single cards. While it never got to “completely irresponsible” levels of spending, I was blowing every cent I had available each week. And usually, it was on cards I “might use” after reading about some strategy on a forum. I shudder to think at how much money I spent doing this. Eventually, I managed to slow down. I started using LackeyCCG for my experimentation purposes, and I haven’t bought new cards in a month or so. I have more than I know what to do with now. More than I want to sit and sort.
I suppose I should actually mention that I really, really enjoy the game itself. I was never much into Magic: The Gathering, but a lot of the guys I play with were. In Magic, you have a ton of Land cards you use as resources to play your spells. Frequently, you find yourself either with not enough lands to do anything, or you have a crapload of lands and no spells. WoW TCG’s solution to this problem is to have generic resources that everything uses. There are Quest and Location cards that act as resources and have effects you can pay or tap for (frequently some variation on drawing more cards). If you don’t have any of those, you can just take one of the cards in your hand and put it face down. Ta daa! No more mana-screwing. This seems like a nice enough solution to me, but to watch a former Magic player see this mechanic in action is not unlike watching someone get faith-healed at one of those giant televised church revivals. Yes, complete with seizures, speaking in tongues, and the surprising ability to walk again.
The game tries to mimic its MMO parent in as many ways as it can, and you play a class with specific powers. You also play Horde or Alliance, which has different ally cards (and sometimes powers), and it provides a varied and rich game experience. That, coupled with familiar characters (to WoW players, anyway), gives the game a lot of personality. You can even stop fighting each other and play a “raid deck”, facing off against the bosses of many of the more popular raids in WoW. I personally have played Molten Core and Naxxramas, and I count these experiences as among my favorites in gaming. Ever. No, really. I enjoyed card-raiding way more than doing the same raids in “real” WoW. The card game is really good.
Therefore, you may understand my concern upon seeing this announcement on the official World of Warcraft forums. In short, Blizzard isn’t renewing Upper Deck’s license to make the game. Okay, so they’re going to change companies. Granted, all my cards have an Upper Deck logo printed on the back, but theoretically they’ll still be tournament legal if we all use opaque game sleeves, right? Right?
Then someone passed me this announcement. Here’s a good formula to raise my blood pressure.
- Step 1: Blow a ton of money on cards.
- Step 2: Read announcement that says “downturn in the economic climate” and “will not go into production” in reference to the card game you blew all the money on in Step 1.
Having seen a lot of CCGs come and go over the years, obviously this has me and the guys I play with very concerned. But this is Blizzard, and Blizzard isn’t known for failures. Here’s hoping they take a few shavings off their giant mountain of platinum and breathe new life into their errant creation. I think the most work needs to go into their marketing and public image of the game. There have been reports of tournament prize winnings not getting paid, which I’m sure they’ll put a stop to. The thing I think they need to work on most is the perception that the game is just an expensive way to buy yourself in-game loot in the MMO. I can’t count the number of times I’ve heard that. All you get is decorative stuff. Tabards, vanity pets and mounts. For me, selling the loot cards I got was just a way to keep funding the habit – like being a non-smoker in prison with a cigarette economy (except I don’t have Grom Hellscream tattooing a picture of Zy’lah Manslayer on my back for our “date” that night).
Here’s hoping Blizzard takes us out for dinner and a movie first at the very least. We’re not that kind of girl.







