Critical Bits for the week ending 2010-09-12
- From the Archives:: How to Compare Birds to Fish http://bit.ly/9Rz1zn #charchive #
- From the Archives:: Enter my Nemesis: Wolfgang Baur! http://bit.ly/bXb1Tc #charchive #
- RT @geekdo: Vote on Nominees for the 2010 Golden Geek Awards in Board Gaming and RPGs! http://www.boardgamegeek.com/thread/561343/ #
- New "In the Works" column contains more about Gamma World, including the Character Origins table http://bit.ly/aFIXHc #
- PAX After Action report pt 1 from @wilw , including a recap of Gamma World run by Critical Hits columnist @loganbonner http://bit.ly/9xUbE1 #
- Martial Controller (the hunter Ranger build) and leader Druid (sentinel) are in the Heroes of the Forgotten Lands http://is.gd/f0K68 #
- RT @cubicle7: The Laundry RPG PDF (based on Charles Stross' novel series) is now available on PDF! http://bit.ly/9LDfHw #
- The Power of Shared Data – Guest Post by @DaveTheGame on At-Will about a variant system for group skill checks http://bit.ly/a4Aukl #
- RT @Sernett: More #DnD goodies: Gnoll team shirt and dice-head postcards: http://www.adventuringcompany.com/store/ #
- RT @bleedingcool: Alan Moore Speaks Watchmen 2 To Adi Tantimedh http://bcool.bz/9TpR5j #
- Thanks @obsidianportal and @KoboldQuarterly for the #ff – you should follow them too! #
- RT @gregbilsland: Check out some of the changes to old powers/feats coming in Heroes of the Fallen Lands: http://tinyurl.com/26ok3j4 #
- That article has some pretty major changes to PHB1, especially for Wizards and implement users, as well as some item rarity listings. #
- Thanks to @phillipjreed for taking these pictures from the Gamma World box set: http://www.gmoracle.com/?p=357 #
- From the Archives:: Inq. of the Week: Favorite Gaming Movies & TV http://bit.ly/aF4qe9 #charchive #
Is Your Home Campaign Organized?

If you thought waiting for a patch to download was bad...
In case you haven’t heard, pen-and-paper role-playing games are awesome on so many levels. I assume, since you are reading this column, you already know that. But it never hurts to step back sometimes, get away from the minutiae of gaming that we analyze and ponder and debate, and remind ourselves that we play these games because they are so much fun.
The most fun I had as a player and a GM in home campaigns happened back in those early days of RPGs, particularly D&D, Top Secret, Gamma World, Star Frontiers, and the like. I am talking about a time when the personal computer was nothing more than a really expensive and practically unattainable myth for most, and the Internet was still the dream of a scattered bunch of computer scientists. I wasn’t even in high school yet, but my older friends showed me the two computers our school owned. My friends had managed to get their hands on a couple games a bit like D&D: text-based games where you had to type the instructions for your character, and most of the time the game did not accept the commands you typed. Not only that, you had to load the games via an audio cassette player, and more often than not the load failed. (If you are really young, go ask your parents about cassettes. Ask about 8-tracks while you are at it, for a real hoot.)
So you can only imagine, after waiting two hours and enduring four failed attempts to load games that were practically unplayable even when they did work, how unbelievably great it was to go to my friend’s house and let our imaginations run wild. No failed game-loading. No frustrating hours of trying to simply get your character to the dungeon by typing things like “GO NORTH. GO WEST. GO EAST. GO FREAKING SOMEWHERE.” In our D&D games, we told the stories. Our characters could do anything they wanted, and the DMs were ready to make up new adventures for us based on our whims. Our characters weren’t just going into the dungeon to rescue the kidnapped townsfolk. We were rescuing the NPCs who sat with us on town councils, who shopped at the stores we owned, and who frequented the churches we built with our own hard-earned loot. The world was built just for us to play in. We could spend whole evenings, whole weekends, totally immersed in that world.
Many gamers know what happens next. Youth passes. School ends. The responsibilities of jobs and families and the rest of life catch up to you, and those countless hours conquering fantasy worlds gives way to the less-thrilling but equally challenging task of conquering our own little corners of the real world. The game doesn’t change all that much, but we do. [Read the rest of this article]
The PAX Report
I had a great time at PAX. Here are some high points of my trip to the show. (Click on the pics for bigger and better.)
Thursday Night Fight
For pre-PAX fun, I gathered with some friends to play my Welcome to Dark Sun game. Players included such inimitable rowdies as Adam Wojtowecz, Brian James (The Grand History of the Realms, Demonomicon), Derek Guder, Erik Scott de Bie, Matt James, and Thadeous Cooper. Taking some tips from ChattyDM, I started at a different point than I began my Gen Con game. The players were sharp, and it was still a nail biter, but everyone survived to escape into the desert and head home to Tyr. They’ll never make it. I wouldn’t mind letting them try, though, since playing with these guys was fantastic.
Of Dice and Men
I received the same email that prompted Vanir to write his article on Cameron McNary’s play. Maybe I shouldn’t reveal this, but I read emails such as Cameron’s. I’m afraid I’ll miss something if I don’t. In the case of “Of Dice and Men” I was dead right.
Confidently, I arrived at the Unicorn Theatre at around 6:45 PM. The show was supposed to start at 7:30, so I figured I’d be able to get a seat even if I had to wait in line. Boy was I wrong. A queue had formed that already included more folks than the theater could hold. Cameron later told me, if I remember correctly, that they had to turn away around two hundred people. (My old nemesis Fire Code, we meet again.)
Those who know me know I can be bold. Besides, I really wanted to see this play about the Dungeons & Dragons game. I asked the PAX Enforcers—bless ’em—at the door to see if Cameron might let me steal a seat. Someone—Cameron or his wife, Maureen, the managing director—decided to have pity on me. I got in.
The play was unbelievable. I mean that in the incredibly good sense.
Cameron is humble to call this a play about D&D. “Of Dice and Men” tells the story of John Francis (the DM, played by Cameron). A narrative about John Francis possibly giving up gaming frames his relationships with the D&D game and the people it brought into his life. The play hinges on the fact that John Francis is leaving the area for a new job. Before he can tell his gaming group, Jason, a longtime friend and player, reveals he has enlisted and will be leaving . . . during wartime.
The show is a wonderful mixture of fun anecdotes, which any longtime roleplaying gamer might recognize, and stirring interactions between the players. We, the viewers, have the privilege of enjoying the D&D characters’ introductions and exploits in the game, as well as the real-life interactions of the John Francis and his friends. When the funny and the gamey ends, the raw dealings among the characters begins. This is a story in which relationships outside the game are not only realistic, but are also affecting and easy to relate to.
I’ve had experiences like those the play depicts, down to having friends enlist and leave my life in a scary way for a while. Heck, I even met my wife through a gaming buddy. “Of Dice and Men” is my story. Countless personal accounts I’ve heard and read over the years tell me that the play is your story, too. It’s also a tale that people who don’t share our passion for gaming can appreciate. The play depicts normal, complicated people who care deeply for one another and share interests. That’s easy to understand. That’s all of us.
“Of Dice and Men” made PAX for me. For laughter and tears, nothing else compared. Cameron McNary, the actors, and the crew should be proud. They deserved the packed house and the standing ovation they got.
You must see and become involved with this play if you ever have a chance. Several ways exist to do so. First, Critical Threat Theatre needs donations to help the play see wider production. If you’re involved in a theater, you might email Critical Threat Theatre (info at criticalthreattheatre dot com) about producing the play locally in your region. Also, do yourself a favor and follow @cameronmcnary on Twitter.
TERA
Let me preface this short review of my experience with an admission. I am not a fan of MMOs. I played World of Warcraft for a while, and I’ve played other fantasy MMOs. I consistently had more frustration and boredom than fun.
A while back, I figured out my problem. Although I’ve enjoyed games such as Baldur’s Gate and Dragon Age, when I play a video game, I prefer action and/or deep story. I want my movements with the controls to matter. If I’m not within the monster’s reach because I wisely moved away, I want it to miss me. The narrative should be interesting and my choices should matter. Few MMOs do these things effectively if at all.
Not so with TERA. To quote the promotional material, “TERA’s groundbreaking combat system . . . [offers] all of the depth of an MMO with the intensity . . . of an action game.”
Thanks to my smoking-hot media credentials (Critical-Hits FTW!), I got in on an inner-circle demo. In the demo, the developers taught us about the game. Then we went on a dungeon run against some evil cultists. The first highlight for me was being able to ditch the keyboard and mouse for an Xbox controller. (Others decided to stick with the traditional interface method. Luddites!)
Yeah, I know you can do that with other MMOs. I also know that it matters a lot less with them than it does with TERA.
Playing a lancer, a heavily armored shield-and-weapon guy, I was able to block and avoid blows. I could reposition easily and leap back to my feet after a knockdown. Watching my opponents for tells, I could avoid their attacks. Playing became intuitive quickly and felt a lot more like an action console game than some action console games do. The fact that some powers had cooldowns, which I have disliked in the past, never phased me. (Something has to keep you from using the good powers over and over again, and TERA does that in more than one way.) Running around and kicking ass was too much fun.
In short, I loved it. I plan to check out TERA when it finally releases. All my buddies who played it at PAX do too. We’ll see if the developers were right about the game’s rich storyline.
As an added bonus, I got to schmooze with Dave Noonan, of D&D fame, in his role as Lead Writer for En Masse Entertainment. I also got to chat with an old friend and colleague Aaron LeMay, once of Bungie (Halo 3) and now Creative Director for En Masse. It’s good to see old friends working on something new and exciting.
I worry a little, however, because TERA is going the normal route of a subscription-model MMO. Might a free-play/ala-carte-pay/premium subscription be better for a new player with a new intellectual property? I guess we’ll watch and learn.
Magic Bus
Wizards of the Coast had a booth in the convention hall, along with plenty of tabletop action in the Hidden Level of the convention center, but much more interesting was the D&D Bus. Parked at 9th and Pike, the bus was host to demos, contests, and giveaways on the outside, along with the lovable beholder. On the inside it was an interview site and shelter for the D&D crew. They were watching Dragonslayer and the D&D Cartoon in there. Back to the 80s indeed.
Chris Youngs, my former supervisor at Wizards, wouldn’t let me play in any of the contests. He said something about me being a ringer, but I had stopped listening by then. No play for me, no listen for you. The contests were fun, though, including a D&D Spelling Bee and Name the Monster From Its Oldschool Picture. Yes, I can spell remorhaz and Mordenkainen, and I can identify the piercer and the lurker above. Heck, I can identify the original Fiend Folio’s svirfneblin and spell it, too. Does that make me a ringer? Okay, so no free loot for me, the ex-WotC guy. At least they excluded the James brothers, as well.
I also got to try out D&D Essentials characters in a custom adventure Mike Mearls ran for me and four other press folks. I was Ander the halfling thief (rogue), and my pal Robert played Korzon, human warpriest (cleric) of Thor (according to Mearls). We hammed it up, Ander searched for beer and sausages, he put the sausage back when he saw the monsters, and all had a good ol’ time killing Mearls’s Limb Thing. Ander (hail Loki!) got the killing blow (sneak attack!).
I have to say that I really like the simplicity and utility the Essentials characters have, acknowledging that some options are left off the character cards for the sake of brevity. At-will powers that modify basic attacks are good. Encounter powers that add to the effectiveness of an at-will power, especially after the at-will hits, are just awesome. This is what I wish 4e was like at the beginning, with more complexity added only later. Hindsight and all that.
Aeofel in Hell
I all but completed my two days at PAX with tickets and near-front seats to “Acquisitions Incorporated: D&D Live.” Chris Perkins, DM to the Stars, ran Binwin Bronzebottom (Scott Kurtz of PvP), Jim Darkmagic (Mike Krahulik of Penny Arcade), Omin Dran (Jerry Holkins of Penny Arcade), and Mister Stinky the Zombie (Wil Wheaton) through a harrowing adventure to save Aeofel (Wil Wheaton) from a hellish fate at the hands of Binwin’s archenemies, the Ambershard dwarves.
The house was packed. Chris seemed a little nervous, and who wouldn’t be in front of such a crowd, but it never showed in play. The players, in costume, took their places and really roleplayed, so much entertainment and hilarity ensued. Spectator votes determined such elements as whom a catapult attacked and what monster created the final obstacle. In the end, Acquisitions Incorporated rescued Aeofel and gained three new members, including Mister Stinky, who managed to survive despite being a minion, Rad, a California-accented human raised by dwarves, and Hellie, the hell beast Jim Darkmagic tamed by way of a failed Nature check.
The important part of these escapades is that, after heartfelt apologies from Binwin, Aeofel forgave his teammates. More important, Wil forgave Scott. The group, players and DM, put on one hell of a show.
Despite audience help, the company left scattered gems behind on the battlefield. Maybe Omin is becoming soft in his leadership position. Or has something more important than the fiscal success of Acquisitions Incorporated risen to the top of Omin’s list?
Play Time
In the two days I had at the show, had surprisingly few moments to actually play games in the exhibitors’ hall. That said, I did manage some quality time with Dragon Age II, Fable III, and Fallout: New Vegas. I’m a sucker for RPGs in case you didn’t know, although I somehow missed out on playing Brink. I also dabbled in some Xbox Live Arcade games.
I have mixed feelings about the original Dragon Age. The story was phenomenal. Interactions with and among the NPCs were great. Gameplay, when left to flow and focused on one character, was too much like a traditional MMO to elicit much enthusiasm from me. Further, the mute manikin that is one’s main character seemed so yesteryear.
Dragon Age II impressed me, however. I learned the new storyline spans a longer roll of years and jumps to exciting times in the hero’s life via a framed narrative. The game also has new art direction and style. That the main character actually speaks, much like the character of Mass Effect games, is great. What excited me the most, however, was the dynamism the rogue I played displayed in combat. Some of this energy is just animation related to power usage, but the game is a lot more exciting for it. I’m left to wonder if mage is still the best class, since it was in the first game. (I also got a shiny, new inflatable sword staff, which I was happy to share.)
The Fable series has been a favorite of mine since I played Fable on the Xbox. Fable III seems like all the goodness of Fable II—ease of play, fun story (mostly), and NPC interactions—with some improvements. Having played Fable II, I was able to fight skillfully right out of the load screen. The world was different, though. Set fifty years after Fable II and the death of your Fable II character, Fable III is a steamy world of industrial and military revolution. What’s more, my character actually spoke to his dog, which is something no Fable player character has ever done. Although those at the booth assured me that the interaction with items and the world is much more interactive and streamlined, relying less on menus and more on an intuitive interface, I didn’t get to see this feature. I’d know what I was getting for my birthday . . .
. . . if Fallout: New Vegas didn’t release at nearly the same time as Fable III. The latest Fallout installment has the appeal of its latest predecessor. It has detailed interaction, cool world aesthetics, shooter fighting style, and the decidedly nontwitch, pause-and-aim targeting system. It’s also set in the same general region as Fallout, Fallout 2, and Fallout’s clear predecessor, the amazing Wasteland. I have to wonder how much homage New Vegas might pay to its ancestors. Further, in the brief time I played, I learned you can do something I often wondered about not being able to do while playing Fallout 3. You can disguise yourself as a member of a faction by stealing and wearing a faction member’s clothes. That’s great, and I wonder what other role factions might play in Fallout: New Vegas.
That’s enough about games that might take a hundred or more hours to complete. I also saw two lighter games that have me intrigued. Last year’s PAX introduced details of Ron Gilbert’s (of Monkey Island fame) Deathspank, a Diablo-like game with a much better sense of humor and better cartoon mayhem than Diablo. Despite the fact that the original Deathspank released in July, we can join the Defender of the Downtrodden in a new adventure across another cylindrical world in Deathspank: Thongs of Virtue. This time Deathspank has guns. Less action oriented but, perhaps, equally silly is Plants vs. Zombies. Although it has been out for a while, I just learned about it and its expanded Xbox Live version at the show. Plant a garden to fend off the warriors of the zombie apocalypse. This little game gives a new meaning to whirled peas.
The End
Like all good things, PAX ended. Due to required nuptial witnessing, it ended on Saturday for me. Oh, I’m not bitter. In fact, I feel privileged that PAX is local. With all this good stuff happening before, during, and after the show, it’s sure to become one of my yearly rituals.
Tales of the Apocalypse Part 2, Reprisal at Ambush Hill
Warning: This play report covers some hard subject matter, including a reference to rape and player characters having (consensual) sex , please skip if you are offended by that kind of content, I have no intention of discussing the relative morals of that here.
See part 1 for character creation.
Apocalypse World has a name fetish in regards to PCs and NPCs. One of the many principles the Game Master are asked to abide by is “name everyone”‘. That’s why I’m going to share the PCs names again, for the sake of reference:
- Colonel Allison, female Hardholder, played by Yan
- Raven, female Faceless, played by Franky
- Eternity, female Battlebabe, played by Math
- Thunder, male Chopper, played by Eric
- Smith, male Brainer, played by Mike.
The initial situation
As things stood, the social ties of the group was such that Allison was Thunder’s boss. He was the leader of the biker gang she sent out on her most daring and lucrative raids. Smith was also working for Allison, although Mike clearly indicated that he was going for a Lone Wolf character, he was going to play his cards close . Early play also led to Eternity getting hired by Allison as her bodyguard.
That left Raven standing out from the group, not yet integrated into any formal social dynamic other than having met Smith at least once and having stolen something from Allison (something she already knew about).
Apocalypse World instructs the Master of Ceremonies (the GM) to start the first session as “let’s follow the PC through a normal day and see what happens”. This was made easier by Allison having to check if Shanty Town (the settlement she owned) produced surplus wealth at the session’s beginning.
Yan rolled and achieved a “soft-hit”, a success that’s usually attached to a player/master-invoked complication. In Shanty Town’s case, the town managed to produce it’s surplus wealth, but at the price of “retaliation”, a concept I assumed I was free to interpret as I saw fit.
Pinned down at Ambush Hill
Apocalypse World is VERY improv-driven, thus the MC must use the tools at his disposal (GMing principles and a series of “moves”) to get the characters in trouble and react to their own moves. The story gets created as the byproduct of the back and forth between characters and MC.
I invoked the game’s 1st MC principle: Barf forth Apocalyptica. I focused the first scene on Thunder and Raven, describing how Thunder’s biker gang were returning from another triumphant raid on the resource-rich but very inaptly named Fortress-City settlement, bike bags brimming with metal loot to be recycled in the Shaty Town’s weapons factory.
As Thunder was entering the town and Raven sitting on the hill, doing her daily inventory of the knick-knacks she scrounged to survive another day, they both saw the red dot of a targeting laser zig zag chaotically all over down the hillside, passing over Raven and more or less vectoring in on Thunder’s slow moving, big ass chopper.
(That’s an example of a MC move called “Announce Future Badness” ).
Play proceeded more or less coherently as I tried to wrestle handling all the play principles, MC moves and keeping proper pacing. I often found myself asking for the PC to tell me what would happen next through the traditional “I describe something vague, you the PC tell me what you want to do”.
Diversion?
A bit later, after Thunder’s cycle got punctured by a high-powered hunting rifle and Raven had a quick, silent discussion with its Mask for guidance, I switched the action to Allison, Smith and Eternity who were standing near the factory. Initially, I more or less asked them to react to the sounds of the gunfire they could hear from Ambush Hill, but I realized that I wasn’t making any of my MC’s moves. That’s when I went back to my playbook and pulled another one: “Announce Off Screen Badness”
Phil: Allison, as you are instructing your settlement’s goons to go and support Thunder’s pinned crew, you hear a huge blast coming from the factory.
Allison: Oh Shit… I guess the ambush was a diversion.
So Allison and Eternity went back in the factory and confronted one of Fortress-City’s raiders (Oni-Wise) who had somehow obtained the cooperation of 2 factory workers (Parcher and Bar). That ended with a very dead Oni-Wise and 2 jobless Shanty-Towners.
Allison (To Parcher and BAr): Leave this factory and never come inside it again!
Eternity: But isn’t the factory the only real job here?
Allison: Not my problem…
Mr Smith goes on a stroll
Smith decided to let Allison deal with her factory troubles so he could move closer to all the fun going on over at Ambush Hill. I pulled another MC move called “Put them on the Spot” and had a pair of Shanty Towners (Tom Tom and Joe’s Girl) confront Smith with a Baseball bat and a piece of blade taped to a haft.
Tom Tom: You Mindfucker! I’ll make you pay for what you did to my brother!
I had no idea what Smith did to O’ Tory’s (Tom Tom’s bro). So I applied another MCing principle and asked… Smith.
Phil: So why are Tom Tom and Joe’s Girl so mad that they’d overcome their fear of you and threaten you like that?
Smith: I recently scrambled O’Tory’s mind back into early childhood for breaking Allison’s Law. Now he spends all his days playing with Lego bricks (O’Torys now rechristened “Legoman”). That’s why Tom Tom’s so mad.
Phil: Cool!
As the pair was about to attack, Smith used “direct brain projection’ to go aggro on Tom Tom (i.e. use the threat of force to get character to do something, in our case, back the hell down). Tom Tom, being so angry, forced Smith’s hand and got half of his brains turned to mush. Joe’s girl, having lost her 2 lovers in a matter of days, ran off crying.
(Maybe in the arms of another character? One principle is called PC-NPC-PC triangles).
It always comes together in the end.
As is always the case when I’m GMing a completely new game, I grow mentally tired more easily, so I wanted to see the session through and I was running out of creative steam. But that was greatly underestimating my 2 psychodramatists playing Raven and Thunder.
Shortly after Thunder’s crew and Allison’s cleaned up the remnants of Fortress-City’s retaliatory raid, Raven caught one of the straggling raiders raping Mill, a teenaged girl and one of Shanty Town’s “gentle souls”. Seeing this, Raven calmly took her machete out and placed it strategically between the raider’s exposed buttocks to get the rapists’ attention.
A few minutes later, we had a young, Mill running back to safety and 2 half-raiders steaming on the ground.
Raven: I’m excited that I helped that young girl, but I’d be lying if I wasn’t aroused a bit by all of this, where’s that big manly Biker?
Thunder: Right here baby! (See quote from yesterday’s Monday’s post)
And so we had 2 characters invoke their “gain short term buffs when you have sex with one another”. I had both Thunder and Allison’s gang cheering them on during the act, the whole place erupting into an impromptu victory party.
During that time, playing off Raven’s suggestions that they should all go do a counter-counter raid after their little amorous interlude, I had Phil, Thunder’s lieutenant, start mobilizing Allison’s gang to join them.
Then tried to invoke that “create PC-NPC-PC triangles” principle I had had trouble with so far. I had Phil start plotting something with the other NPCs and had Smith notice it when he read the situation. Something was afoot and Smith had the choice to tell someone or not…
During that time, both Thunder and Smith noticed that Rum, the raiders’ leader, was still missing, so I put Smith on the spot again…
Rum (cocking his .45 revolver and pressing it against Smith’s head): I’m right behind you fucker, I’m not leaving here without a hostage!
(I’m taking some artistic licence here)
Smith: I slowly grab his nuts with my Violation glove…
All players: Ewwwww!
Smith: And I do in-brain puppet string…( he rolled perfectly) and implant a command for him to shoot himself in the head.
R-rated splat…
Yeah, Smith’s going to be very scary soon.
Wrapping it up
The last scene of the evening was when Smith cryptically informed Allison that someone could maybe try to make an attempt at Thunder’s life during the upcoming counter-counter raid (I love saying that).
Allison left her HQ and went to Thunder. There they had another of what appears to be frequent spats. This time it was about the next raid’s timing. Thunder wanted to leave now and Allison wanted everyone to wait a few hours to prepare a better raid.
That’s when we played our first PC on PC roll: Manipulation. Allison threatened not to pay Thunder for the previous raid… and Thunder was in dire need of bottle caps to repair his hog and get more fuel. She won the roll and Thunder grudgingly agreed to wait out.
(Thunder got experience for accepting to be manipulated, a great little social mechanic just there)
That’s where we stopped for the night. We played for about 2 hours beyond character generation and I was exhausted. Now I have to distill what was created in the first session and start planning my fronts (meta-plots that will come thrash the PCs attempt at stabilizing their world) based on NPCs and places we created, both withing and outside of Shanty Town.
Post Game analysis:
What the players liked:
- Much faster turnover between ‘turns’
- The Badassness of the characters
- The strength of the characters stories from the get go
What players liked less:
- Incoherent time frames between ‘actions’
- Time jumps or action by other PCs that invalidated their setups created by previous moves
- Unequal experience “points” because some players rolled a lot less dice. I assume it averages off after a few sessions.
Lessons Learned:
- When in doubt, ask the players. It works.
- I need to go back to my playbook of moves instead of relying on the traditional describe/explore paradigm I fall back on in improv-heavy games.
- I’m allowed a few sessions to master the game’s intricacies.
Next Session: Counter raid in Fortress-City against the Cannibals!
Critical Hits Podcast #22: Tomb of Horrors Actual Play (Part 1)
As part of my ongoing campaign, I was able to inflict, I mean, run the 4e conversion of the Tomb of Horrors (from the DM Rewards program) for my regular group as part of a flashback to a previous group of heroes. The further they got in the adventure, the more information revealed for when their regular characters would tackle the older version of the classic dungeon.
The best part? None of the players had experienced any version of the Tomb of Horrors previously. All the tricks and traps were new to them. Would they defeat the sinister Acererak, or would the classic dungeon consume them?
This recording of our game will be broken up into several chunks (probably around 4), each running from 30 minutes to about an hour. Here is the first part of the session.
Tomb of Horrors Actual Play, Part 1 (35 minutes, 17 MB)
[Download iPod version | Download MP3 version | Podcast Feed | iTunes Link]
Opening Theme: “Exciting Trailer” by Kevin MacLeod
Tales of Horror: D&D for TWEENS
Picture, if you will, a mysterious and terrifying future. The entire marketing team at WotC comes down with a mysterious illness, mostly for purposes of artificially strengthening the gossamer-thin threads of plot of this article. Additionally, every person with a marketing background in the entire world contracts it as well. This is completely plausible.
Regardless, WotC bravely soldiers on. WotC, having recently caused a stir among environmental groups over a controversial plan to convert any resource into mana and further taxing the world’s supply of fossil fuels, scraps their plan. However, it is secretly revived in order to ensure good holiday sales numbers, drastic measures needed to be taken, so they applied the technology to something far less inflammatory: 11 year old children.
No, they did not grind tweens up and collect their dust. That would have contaminated everything, and would have yielded more lawsuit mana than any other color. They simply rotated them all 90 degrees and told them to come up with the best ideas they could or else they would destroy the Jonas Brothers’ magic rings of chastity.
The results would chill even the most hardened adventurers’ blood.
- Justin Bieholder
Part terrifying monster from the darkest corners of the imagination, part pre-teen heartthrob, this creature just wants to be loved. That’s why eight of its eyestalks shoot powerful Charm spells. One eyestalk has evolved to hold a pen to sign autographs, and the remaining eyestalk shoots hairspray – which the monster needs a constant supply of. Unlike most dungeon-dwelling creatures, the Bieholder always surrounds itself with backup dancers significantly older than it is. All party members must save vs. Rap or be forced to join the monster’s entourage. The Bieholder is nigh-invulnerable and highly resistant to magic. The only sure way to defeat a Bieholder is to break up with it, which will not kill the beast, but will buy the adventurers 1d20 rounds of the monster crying in a pillow and writing song lyrics about the experience to use against future victims. - iBigby
Forget what you know! Bigby’s back as a perky 14 year old girl with her own web show! Join iBigby and her best friend Otilucy as they explore the most terrifying dungeon of all: HIGH SCHOOL! Don’t miss the upcoming iBigby specials: iForgot My Homework Because I Use Vancian Magic and iDon’t Have A Date For Prom Because All I Can Cast Is Spells About Hands. - Hannah Undermontana
The mad wizard Halaster finally unleashes his most terrifying creation to date: his 16 year old daughter! Torn between her desire to live life as plain old Haley, a normal peasant girl doomed to a life of manual labor, and superstar sorceress Hannah Undermontana, the world becomes distracted enough not to notice Halaster’s ulterior motive: to unmake reality via country music. Can he be stopped before he releases “Achy Breaky Wight”? Can Haley bring a boy home to meet her father in less than seven pieces? Can she balance her skills and feats to meet the needs of her real life and of her alter ego? Will she spend a daily power to take care of her pimples OR one of her friend’s pimples? Even though they have a crush on the same guy??!
I apologize if anyone soiled themselves.
Tales of the Apocalypse: Part 1, Character Creation
A few weeks ago, I reviewed Vincent Baker’s Apocalypse World role playing game and found it very well written and intriguing enough to give it a few session’s worth tryout. I brought the whole crew back together and we sat down to create characters.
(in spite of what transpired earlier this summer, we ended up talking about it out and decided to stick together and try a new approach)
Character generation in Apocalypse World is in many ways peculiar to the traditional Role Player. The Game Master (AKA Master of Ceremonies) drops a pile of playbook for about 10 different character classes and each players get to choose one, no duplicates. Then follows a series of choices for names, look, stats, gear and class-specific moves (powers) directly from the playbook.
Through this process, the MC asks all kinds of questions regarding the PCs to help create better defined characters. This process results in some very colourful characters…
Shanty Town’s crew (Dramatis Persona)
All the story/background elements were created through players answering my random questions or interacting amongst themselves. It was very cool.
Allison, female Hardholder (owner/leader of a populated compound), played by Yan.
Always dressed in combat fatigues, she’s insists on being called Colonel Allison by her 75 or so citizens although the title is meaningless since no organized armed forces have existed in the last 50 years. She rules a rickety settlement called Shanty Town made of corrugated iron panels too rusted to be recycled and thousands of yards of plastic tarp centered around an old, well-preserved car factory turned into a weapons plant. Its economy runs on recycled metal that her citizens scrounge/raid from the countryside and turn unto weapons.
While rich and very lucrative for Allison and her lieutenants, Shanty Town remains an undefended shit hole of trash and pestilence.
She also has no current partners, leading me to jokingly refer to her gigantic Magnum .44 handgun as “Allison’s Boyfriend”.
Quote:
Calm down, let’s do this right you bunch of savages.
Raven, female Faceless (masked, supernatural brute). Played by Franky, who literally wears a Raven full face mask whenever he’s in character.
Raven wears leather and spiked fetish wear weaved all over with black feathers and, of course, a black raven’s mask. She was a member of a nomadic “murder” of similar clad savages who got wiped during a disastrous raid (possibly involving the Thunder’s biker gang, see Eric’s PC below).
After the massacre, guided by the spirit of her Mask’s, she followed a caravan back into Shanty Town and currently hangs at the edge of the settlement near Ambush Hill, scrounging a living meager living under the watchful eye of Smith (Mike’s PC, see below).
The last thing that people see when Raven decides to kill them is her gigantic, gleaming machete.
Quote:
Nothing escapes the Raven.
Eternity, female Battlebabe (The name says it all). Played by Math.
Exceedingly sexy gal wearing a skintight bulletproof latex-like bodysuit complete with front zipper. When asked what she applies to her skin to keep it that splendid, she answers “sweat, and lots of it”.
Her signature weapons are a custom humongous brainsploding gun and a long, very sharp curved sword with cute spindly drawings on its handle. She “got” that blade from a very insistent client who got too friendly in her past life as a stripper.
She travels around by renting the services of a driver or from Thunder’s crew (Eric’s Chopper). She’s also currently employed full time as Allison’s bodyguard.
Quote:
Its so sad you have to die, you were this close to getting me in the sack.
Thunder, Male chopper (Biker gang leader) Played by Eric.
Thusder is large, shaggy and none too bright, but he’s one mean motherfucker. His boys call him Sarge even though he doesn’t want them to. This diseased and dirty gang is made up of 15 14 or violent motorcycle bastards. They get their fuel and food from Allison as part of the payment they get from the lucrative raids they perform on surrounding settlements.
The last guy Thunder killed was during a recent raid where he got too excited using his crowbar on a poor schmuck, doing his signature “working up” move by breaking all joints from ankles to shoulders.
Quote:
You had shit at the end of your machete, I smelled like gas. We fucked. End of story (Actual game quote).
Smith, male Brainer (Think psychic brainhacker). Played by Mike.
Wears a dirtied but valuable three-piece suit. Bony faced and sporting dead eyes, Smith is Allison’s Director of Security. He walks calmly around town, making sure everything is under control, scaring the shit out of everyone, or reprogramming anyone who isn’t.
A Lone Wolf to the hilt, Smith’s idea of calling for backup is getting his knives out when his violation glove fails to do the job.
He has a secret desire to one day meet someone’s who’s worth his time instead of the rabble he has to keep in check. It’s uncertain from Smith’s behaviour via Eternity if she’s a likely candidate or not.
Quote:
Don’t ever dream of stirring trouble up, I’ll brainwipe you so hard you’ll need diapers again.
Apocalypse History X
The last part of character creation is a somewhat convoluted roundtable where people set the value of their “History” stat (called Hx) with every other PC. That stat, represent “how well a PC knows”/”how intense recent history was” vs each other PC. It comes into play when characters interfere with one another and is one of the drivers of character improvement.
Beyond the mechanics though, some fundamental PC-to-PC relationships get created during that process. Here’s what transpired in our case.
- Raven appreciated that Smith was unafraid of her upon their first meeting.
- Smith has secretly been observing Eternity but she does not trust him.
- Eternity and Raven did something terrible once (jokingly refereed to as “very bad lesbian sex” which may stick as canon).
- Smith observed Raven sleep once without Raven knowing about it.
- Raven stole something from Allison’s settlement, and Allison knows about it.
- Raven finds Allison pretty.
- Allison and Thunder go way back, having worked together before all this.
- Allison also once stood up to Thunder and his gang and Thunder isn’t sure what to think of that.
- Although she hired him as her Director of Security, Allison quietly dislikes and distrusts Smith
I was highly satisfied with the results, Apocalypse World does not require the PCs to be friends, just start as allies. The game very much revolves around loyalty and some players were already bonding with their characters and the outbound links they created.
I was curious to see how the story would unfold but was highly nervous that I would have a hard time mastering that game. Stay tuned for the play report of that first session.
Critical Bits for the week ending 2010-09-05
- From the Archives:: Finally a manual for the rest of them! http://bit.ly/8Yc6iY #charchive #
- Preview of the Rules Compendium http://www.enworld.org/forum/4e-discussion/291694-essentials-rules-compendium-preview-copy-hand.html #
- Gamma World unboxing from @therobotviking http://www.robotviking.com/2010/08/30/exclusive-gamma-world-unboxing-video/ #
- "Unearthed Arcana" returns as a Dragon magazine feature for "unofficial" variant content http://bit.ly/c4XYlg #
- RT @gregbilsland: It’s a Trap!: http://wp.me/pPNTx-5Q #
Minions on the Table
In my last miniony article, I wrote about tinkering with minions mechanically to come to the flavor you really want from them. Now it’s time for your minions to meet the consumers, your players. A lot off cooks say that a big part of the experience with food is presentation. It’s the same with encounters in general and minions in specific. The tastiest minions might fail if you give them poor table presence.
A Nice Spread
Monsters can lose a battle before it begins if they have bad tactical positions. This is even truer with minions. Even if we assume, narratively, that your minions have no way to know they’re little competition for the characters, the creatures have a reason to seize tactical advantages. Beasts do so by instinct and natural ability, and smarter creatures do so through cunning, inclination, and planning.
Consider where the minions might want to be on the battlefield, just like you would for a monster of similar role. Assuming the monster has the ability to choose its lair or the fight’s locale, you can even build the encounter area to accommodate such a minion group’s terrain needs. Any artillery monster, as an example, seeks favorable terrain that allows it to shoot without direct melee confrontation. They favor high or protected places, such as a ledge or a window, that are hard to get to.
Speaking of hard to get to, movement modes can obviate the need for specific terrain while allowing a minion longevity and some narrative coolness. A movement mode—burrow, climb, fly, or swim—can allow minions to have the run of the combat zone. Skirmisher or lurker minions, or those designed for a specific narrative effect, might even be able to disengage with little risk, and then return to battle when they choose to. Such movement modes also make it easy to fill an encounter area that seemed empty when the characters entered. (Ambush!) The arrival of new monsters during the ongoing fight is also easily explained. In the previous articles I talked about myconid gas spores and kruthiks, both of which can use specialized movement modes to appear in combat from unusual angles.
When designing a space for your minions, take cues from cinematic video games, especially high-action games such as Borderlands. In Borderlands, some creatures (skags) emerge from burrows to join the fight, while others (spiderants) emerge from the soil in ambush. (It’s easy to see kruthiks as spiderants.) Still others (rakk) dive in for a flyby attack, then retreat. You often encounter an interesting array of creatures, weak to strong, that have varying powers despite physical similarities.
Consider that what’s good for the characters is also good for the monsters. Terrain powers add to a combat encounter interesting effects that the characters can exploit. A minion or group of minions might become particularly effective if they try to make use of the terrain powers, too. It’s all fair if everyone has an equal chance to use the terrain. When the kobold miners push the fiery brazier over on the characters, the players might just start to value terrain powers more. Just be sure to adjust the difficulty if it seems likely a terrain power might really favor the monsters.
Ingredients List
Food labels normally tell you what you’re eating so you can make informed dietary decisions. Gamist transparency is the same. It’s telling the players what the characters are facing so smart choices can be made. It’s called gamist because it’s more about the mechanical side of the game than the narrative side. It’s called transparency because the players are allowed to see through the game’s narrative reality, or what the characters might know, into the mechanical reality.
Transparency is a controversial subject. Some DMs prefer to tell the players everything, even if doing so requires giving out metagame knowledge—information the characters can’t really know. Such a DM allows players to act on this metagame knowledge. The DM justifiably assumes the characters are way more competent and informed than the players, so giving the players a little gamist leeway is harmless. Other DMs are stricter. They provide only information the characters have a way of really knowing, allowing knowledge and perceptual skill checks to expand the available data. As with other aspects of the game, the “right” way is what works best for you and your players.
Let’s face the facts. Minion, like any other role, is a game term the characters don’t know in a narrative or in-game sense. The characters can, however, sense whether an opponent looks less competent, poorly armed, or less prepared for battle. A fighter should easily notice that the fighting technique of an opponent is amateurish. An arcanist might note that the arcane power in a magical creature is weak, just like a cleric could be able to sense that an undead minion’s ties to the Shadowfell are tenuous. A ranger surely knows whether an individual beast is too feeble to be much of threat to the characters.
I favor some generosity in the realm of transparency. Sometimes I assume the battle-hardened characters can just tell when a creature is a minion. Other times, I use passive knowledge to determine what the players know. Every once in a while, I require an actual check or wait for the players to ask for such a check. (This is most true when the minions are considerably higher in level than the characters.) I have called for a check when a player is about to use an encounter or daily power on a minion. My inconsistency on this subject is due to conflicting desires, unique situations, and differing narrative needs in a given encounter. I prefer for the players to be able to use their resources as wisely as possible, but I also want to minimize the use of metagame knowledge. It can be an immersion killer. A decent level of immersion is required for me to have fun as a DM.
Robert Howard—a friend, player in my game, fine DM, and master of Pen & Paper Games—has a different perspective. He sees at least some of his minions as fully competent monsters that the characters can’t tell from the mechanically superior counterparts. The characters just happen, in cinematic fashion, to take out some of the fully competent monsters with one shot. Robert is using such minions to create an illusion of the characters’ badassery. To a character in such an encounter, he or she just took out a dangerous opponent in a single, gruesome blow. My difficulty with this tack is that the players see through it too easily; the mechanical reality is usually apparent.
Matters of Personal Taste
The point of all this is that minions, along with the other monsters, can be used in a variety of ways. You can create countless game experiences and stories by carefully employing minions, by manipulating their mechanics, and by engineering the encounter—XP budget to terrain—to accommodate them. You can even control transparency in varied ways, like Robert and I do. The process is more art than science, so experiment and have fun. You are the (evil?) mastermind and these minions are all yours.
Illustrations by Jared von Hindman of Head Injury Theater.
Dragon illustration appears in Sly Flourish’s Dungeon Master Tips.













