Critical Hits

The Journal of Gamer Culture

Critical Bits for the week ending 2010-10-17

[Leave a Comment]

Designing is Redesigning

I was fortunate enough to get the opportunity a few years ago to earn an MFA degree in Creative Writing from the Vermont College of Fine Arts.  I learned much more there than I will ever be able to digest in a lifetime, but I won’t soon forget the first lesson I learned from my first instructor.  She told me in no uncertain terms that the most important part of writing is rewriting.  It took me most of the time I spent in the program to understand what she really meant, and I have tried to pass that wisdom to my own writing students.

The reason this lesson has come back to me recently is because I am currently in the final stages of design on an adventure I am writing.  I have done the initial design, chosen the monsters, created the maps, created character backgrounds for the pre-generated characters that will be used for the adventure, and run a playtest.  Just as writing is rewriting, so designing is redesigning.  Now the task ahead of me is to redesign the adventure and its component parts based on the design I have done and the playtest I have run.

Correctly Identifying the Issues

The playtest is probably the most effective and reliable method of figuring out the problems with the adventure.  I’m sure there are at least two or three columns worth of thoughts I could share just on playtesting, so I am going to be deliberately uncontroversial and not overly pedantic on the subject right now.  Let’s just assume for the time being that based on a few good playtests, some thorough peer feedback, and some honest self-evaluation, the writer has collected a list of problems that need to be addressed in a revision of the original draft of the adventure.

That list of issues with the adventure should first be studied to see which problems are minor, which are fixable with a bit of revision, and which are so egregious as to require a great deal of redesign to make right.  These latter problems are the ones I want to focus on in further discussion of redesigning an adventure. [Read the rest of this article]

[Leave a Comment]

Chatty’s New York Trip Highlights, Part 2: Queens is Burning

Earlier this week, I described some high points of my New York Comic Con experience as a D&D Dungeon Master and how I liked that.

But NYCC was only half of the reason why I got to the Big Apple that weekend. My friend Luke, designer of the Burning Wheel Fantasy roleplaying game and Free Market, was celebrating something akin to the 10th anniversary of the publication of his game on the weekend of 10/10/10 (like he did in 5/5/05). He had generously invited me to join the celebrations and I accepted.

Welcome to Fortress Astoria!

On Friday night, right after my Comic Con shift and armed with a Google map, I made my way to the New York subway to grab the Q express train to Queens to join Luke’s kickoff party.  At first, I thought it would be in some sort of restaurant that Luke had reserved… but I was greeted by Luke in his apartment’s kitchen! It was already filled to the brim with Burning Heads and various hipster east coast game designers like Jared (Action Castle, Inspectres and Free Market) and Vince (Dogs in the Vineyard and Apocalypse World).

(Indie endorsement plug: Vincent is having a huge sale of his games in PDF form.  You can buy all six of his games for 25$ or a limited time. I’d do it just for Dogs and Apocalypse if I was you)

I’ll spare Luke’s private life but I’ll say that his apartment (or Fortress Astoria as he likes to call it) was like a photo montage of my 30 odd years as a gamer. We’re both the same age and I saw toys, games, books and movies in that place that mirrored the ones I had possessed at various points in my life.

As I arrived, Luke said “ahh, here’s our celebrity guest” which made me all awkward,  but I’m forced to admit I got to meet actual fans that gave me praise for my work as a blogger and gaming advocate.  A few tried to get me riled up about D&D but I failed to take the bait, resorting to my Multi-Spectrum gamer argument: “You GM it, I’ll play it”.

One among those fans was Rafe, an active member of the Burning Wheel forums and author of Realm Guard, a Mouse Guard hack that follows the adventures of the Middle Earth Rangers of the Fourth Age (I only barely know enough of TLotR to know that this is after Frodo chucked the One ring in Mount Doom).  Rafe and I had quite a few discussions on gaming with kids and he presented me with fascinating task resolution engines for kids from toddlerhood to Tweenagers for this new game he was designing.  I’m looking forward to hear about that, especially now that my own projects are currently on ice while I focus on my health (losing weight) and my seminars (starting again next week).

A great party all in all and I was honoured to have been invited.  I got back to my hotel in Midtown in one piece, happy.

Harvey Pewter and the Burning Frog

On Sunday morning, free of my volunteering duties at the Con, I took the train again to Queens, got lost a bit and found the site of the legendary Burning Con that had been going since the previous Friday afternoon.   Games got set up on time and started while gamers ate cheese pastries and Greek lamb omelets for breakfast.

I hung in the back to let the official con goers join their games of choice, I was an unofficial guest who was running a game in the afternoon.  I finally joined a Burning Wheel game of whose Game Master, a swell guy named Guy, had flown from Britain to attend the con.  Guy’s game was set in the Frogwarts School of Magic, where Harvey Pewter, his friends and (junior) professor Falderal teamed up to find the whereabouts of Professor Mallowick, the Defense against the Dark Arts teacher somewhere in the secret dungeons of House Snakejaw.

Yeah, I found that funny too…

This game was a hilarious classic dungeon crawl. The game was enhanced by Guy’s low British-accented voice and his absolutely maddening MC Escher dungeon structure that, while giving the illusion that we had too many paths to explore, eventually lead to the same areas, but from vastly unexpected directions.

Best moment: I’m squaring off against the Draco Malfoy equivalent while  his goon is trying to send Lucy LeSud (i.e. Hermione) down a well by cutting the cord she’s holding on to with a rusted shovel.  As I realize that my opponent is way more competent at fisticuff than I am, I use my only spell named “Call of Iron”, point toward the Well and shout

Accio Shovel!”

It failed miserably… so I had to run around the cave like a Benny Hill skit to distract Malfoy while Randall was shredding the Professor Snape-equivalent into comatose hamburgers. We got out scotts free because we managed to pin the death of the assistant professor PC (he failed a Sorcery roll very badly, dying on the spot) on Snape.

Yay!

Al-Chatty el-DM gets a full dose of Burning  Wheel

In the afternoon, many participants had left so I found myself without any players at my Mouse Guard Game.  I wasn’t too disappointed as I expected this to happen and was also rather tired of my weekend.

Chance smiled upon me as a very nice GM named Alexander offered me a spot in an Tales of a Thousand Nights-inspired Burning Wheel game. The game was Phenomenal.  It sold me heart and soul to the Burning Wheel system for sure, at least for story-heavy one shots (I’ll soon post a review of the Revised game which I bought and read on the train ride back home).

Here’s a short recap:

An imperial princess and her party made of her female Magi advisor, male slave (and forbidden love) and scheming female desert guide (that was me!) travel into the desert. There, they find and enter the sunken legendary Library of Worlds to uncover a cure for the Empress’ wasting disease.  In it, the Guide leads the party to the Book of Knowledge where the Magi supposedly sets out to study for a remedy (she instead researched an immortality spell for her).

During that time, the Princess flaunted her forbidden love by freeing her body slave and (ugh) reading love poems to him before setting out to research a herbal remedy for her mother as a Plan B should the Magi fail.

With 30 days to burn, the Guide and the Slave set out to find the fabled Djinn of the Library. Being unable to read, she failed to understand that she had to part with something written from her inventory and give it to the script-covered librarian-guardian paper golems or risk getting cursed.

Thus, she got touched by one and contracted a curse that turning her into one of them in as many days as she’d lived years (i.e. 22) as her life story slowly engraved itself  on her skin.

As she and the slave approached the Djinn’s demesne in an enchanted garden, the slave touches her growing mark and contracted the curse… but was  violently “cured” as the Guide, in a flash, cut his fingertips with her hunting knife.

Slave player: Duuude, now you’re really scaring me now!

Me: Don’t you realize that this is the first time my character showed any sign that she cared about you?

GM: Now you are scaring Me!  That’s something my wife would say!

The Djinn, while gracious, refused to grant any wishes unless the Guide  found one of his unused names (Oh the irony of games where reading is a skill) within the next 22 days. While she initially wanted to become the true princess and be named heiress to the empire, at that point she mostly wanted to get rid of the librarians’ curse and live.

As they returned to their studious colleagues, the guide threw down the gauntlet at the princess and demanded that research for the cure stop so that she may get the required help to find a name from the djinn and wish herself cured.

(Breaking out of character)

This is where I got a face-full of Burning Wheel’s Duel of Wits. I got to go head to head vs a PC that had great social skills (mine had NONE) controlled by one of the most experimented BW players around.  (In fact, he’s part of the Burning Wheel HQ, Luke’s inner sanctum of designers and GMs).  I had no chance to win, but I could go for a compromise if I scored a few points before conceding defeat.

Have you ever had one of these few moments where you were so immersed in a game that Roleplaying comes out of your pores like you were born to do it?  This was such an occasion.  I went to town with all the In-character info I had gathered during the game, the sadness of the librarians collective mind, the forbidden love of the princess, my PC’s hate for the Magi and the Slave’s longing for freedom and fear of my character.

Hell, I managed to squeeze aid from the slave player (even though he kept repeating “I disagree with her goal, but she’s right” and even from the GM who said “I know it’s campy but she has really exploited the princesses’ belief”.  Even though I was severely handicapped by my character’s lack of skills… I managed to wring a minor compromise.

Princess: We shall not help you find the Djinn’s name, but I will find a herbal remedy that will slow your curse.

Guide (Trading 16 days for 16 months): Fine, I shall remain in the library, teach myself to read with the help of the librarians and find one of the Djinn’s name myself!

Roll Credits on my PC’s story.  (I think the empress got cured too, but my character didn’t care… for now)

Mind… blown.

I played my PC to the core.  Most of her beliefs and instincts came into play.  Hell it’s only later in the train, where I started reading the game manual for the first time, that I learned what a big deal it was for the GM to give me an “embodiment” award after the session.

Epilogue

My train ride home was 13 hours long.  During that time, I read the new D&D Essentials DM kit, the basic Burning Wheel rules and the Character Generation rules. I will return to Burning Wheel in a later post as I have many thoughts on it, some stark raving positive and others quite less so.

Oh and I also got a box of Gamma World.  Can’t wait to inflict that baby on my players!

All in all a great weekend in one of my favourite cities!

Peace out!

[Leave a Comment]

The D&D Essentials DM Kit: An Editorial Review

Caveat: This is one of my most critical posts about a D&D product so far.  As usual, I’m willing to have open, frank and cordial discussions about the subject, but I will brook no rudeness nor will I allow any baiting/trolling for an edition war. Thanks!

Jumping right into it…

I’ll go right off the bat and say that this review will not be fair to the product nor to the efforts made to produce it.  That’s why I’m also making it into an editorial.  While I want to share the content of Wizards of the Coast’s latest product in the D&D Essentials line, a product that is actually very well done, my early, negative reaction to it was strong enough that it merits being approached differently.

Also, bear in mind that I’m NOT the target audience for that product, I got it as swag at the New York Comic Con as thanks for my volunteer DMing services.

Capsule Review (Where we stick to facts)

The D&D Essentials Dungeon Master Kit is a boxed set that’s said to contain everything needed to run a game of the current edition of Dungeons & Dragons (minus dice).  Starting off right after the Red Box Starter Set ended, it contains a 270 pages paperback booklet, a DM screen, two 32 pages adventures as well as the tokens and battlemaps to run these adventures.

The Dungeon Master’s Book is divided in 6 chapters: Playing the game (basics), The Dungeons & Dragons world,   Running the game, Combat encounters, Building adventures and Rewards. It covers all the rules needed to run the game, including the grand majority of combat rules.

The 2 adventures are lushly illustrated adventures taking PCs from level 2 to 3 and then to 4 respectively. It involves a well laid-out plot featuring human-centric urban, wilderness and dungeon encounters with several non-linear approaches available for players.  It also includes supportive text and tips to walk DMs through the process of running the adventures.

The two tokens are on the same sturdy cardboard as the one used in the Starter box and, while featuring some reprints of PCs, present normal and bloodied sides for all of them… even the two warhorses.

The 2 full-size, double sided battle maps feature dungeons and outside areas made with pre-existing dungeon tiles as well as some showing original art for a keep and a village.

Finally, the DM screen features the same art as the original D&D 4e DM screen, contains similar (adapted) game info but is made of the flimsier, flexible, non-glossy thin cardboard reminiscent of the Paizo D&D 3.5 screen from Dragon Magazine.

Chatty’s Soapbox Editorial

I opened the boxed set on my way back from New York and while I immensely enjoyed the new maps and appreciated that all tokens now had bloodied sides (instead of 2 different monsters on each side), a few things started bugging me.  As I read the guide from chapter to chapter a sense of dejà-vu was rapidly replaced by disappointment, followed by rising annoyance.

Here’s my beef with the product: taken alone as a product, this boxed set is extremely useful to new DMs, but as a product line,  D&D Essential lost a lot of its new shine when I realized that this book reprinted, word for word, large swaths of text from the Rules Compendium and Heroes of Fallen Lands!

While the Compendium generally covers rules in more details (like improvising scenes and skill checks), both book contain the same “World of D&D” chapters, the same combat rules (with a handful of differences) and the same section on the default gods of the default D&D world.  Also, both have overlaps on Skill challenges and a few other things like exploration, lighting and overland movement.

In many cases, the Compendium has more rulesy stuff and the DM’s Book  focuses on what a beginning DM should know… but I had the exact same emotional reaction to this overlap as I had when Steve Jackson Games published those 5$ Car Wars Booklets that repeated the game mechanics in each product in the early 2000s.

This overlap, while surely a conscious decision on the part of Wizards of the Coast is a head scratcher for me.  It blurs the lines of who should use which book when…

Now my theory is this:

D&D Essentials is first and foremost a rebranding exercise that rides on a needed rules update for the printed game books.  In fact, you will notice that absolutely no direct references are made to prior D&D books and nowhere will you find any reference to the game’s current edition number.  Trust me, I checked when my auditor’s instincts alerted me a few weeks ago.

While the line’s first intent is to bring in new players, it must also cater to the existing player base that want/will buy new D&D products.  In that sense, the Red Box is intended for new players (along with a sizable alternate market of nostalgic 1980′s gamers or geek parents). With that in mind, the DM’s Kit is therefore likely intended for new DMs who want to progress from the Red Box but not jump into the full “updated current edition” yet.

Pretty much like Car Wars existed both as a simpler boxed game and a full Deluxe set in the early 90s.

So that kinda makes the Rules Compedium a product targeting D&D 4e players who want to keep using non-essential material but without all the errata baggage.  In fact, I’m convinced that there’s a marketing initiative behind the Rules Compendium. While it does update all the rulesy stuff, it also has those one page teasers on the Planes of Existence and the published D&D settings without actually saying that you should go out and buy the books. Yet, those teasers don’t give you any usable material to play in them.

(A waste of space in the Compendium I find, but that’s another story)

Seen like that… I can understand the overlapping material.  The actual Essentials player books are for players, the new DM gets all the rules in his Guide and the Compendium is a natural, if overlapping extension of both categories of Essentials books, much like the D&D 3.5 Compendium was back then… only this time, it was written at the launch of the line, not its end.

And underneath all this is the not so secret assumption that the original Core books (and the 4e “brand”) no longer exist but live through the ethereal Library of Worlds that is D&D Insider.  Many players that use it have abandoned their physical books anyway, except to brush up on the fluff… in such case, the Rules Compendium book becomes the only “must have” if you still peruse rules at the table

Please don’t get me wrong… I love the Essential line so far, especially the new PC builds, yet I fear that many customers like myself are going to have similar, negative reactions when they go through the books. Yes, I know some will tell me its not that big a deal, but I feel Essentials comes out at a critical time for a franchise that’s already taken enough, often well deserved, PR beatings, that overlap could have been avoided… or better yet, explained in a sidebar or something.

On the brighter side, based on the little I read so far, the two adventures in the Kit, written by Rich Baker, look absolutely incredible.  Both simple and open at the same time, they may very well be the models of adventure I would like to see more of in the Essentials line.

If you take the starter box and the recent D&D Essentials Gameday adventure (ask your FLGS for stray copies) and the DM kit, you have a full level 1 to 4 campaign path ready!

Conclusion

The D&D Essentials DM Kit is an excellent, high quality product for new DMs that graduate from the Red Box.  Combined with one or both of the Essentials Players books, the upcoming Monsters Vault (or D&D Insider subscription) and a few sets of dice, gaming groups will be fully equipped to tackle the world’s most popular Role Playing Game.

It is not however directly destined for established DMs moving on from the “as released” printing of D&D to the latest version of the rules. That is, unless they want to lay their hands on some world class D&D adventures, new maps, a new screen and a handy booklet, regardless of the overlap with the new Rules Compendium and flimsy cardboard screen.

See, some might not find this to be a such a bad deal after all…

Peace out.

[Leave a Comment]

Mutate Your Game

A lot has been made of the fact that you can “reskin” game elements in the D&D game to make what you want. Reskinning just means taking a mechanical element and changing it cosmetically or in minor mechanical ways, as DM approved, to make it fit your character concept. From James Wyatt’s great sidebar “My Son the Fire Archon” in Dungeon Master’s Guide 2 (page 21) to Jeff Greiner’s and my little bit on The Tome Show 138, reskinning has definitely been in the air.

I have wondered why more people don’t do it. Then I realized that it isn’t all that easy. Experienced players and DMs might think it is, but reskinning is more than just an exercise in creativity and imagination. Required is a willingness to experiment and to face the possibility that your experiment won’t work. It’s reasonable to be uncomfortable with that type of experimentation when you’re just learning a game or you’re unfamiliar with the game’s boundaries.

Examples serve to an extent. James’s sidebar is a fine case in point. Any number of examples are just that, though, until you do it. You have to reskin something to know what it’s like, and then you have to use that element to see how it works for you.

Well, the new D&D Gamma World game is a freaking (emphasis on that) crash course on reskinning. Character creation, from concept to equipment, is a real-world exercise in putting your imagination’s images over a mechanical chassis in a simple game. Sections in the rules cover the process, from the “Reconciling Contrary Origins” segment to the “What Does it Look Like?” sidebar on equipment.

The awesome thing is that so many of these parts are directly interchangeable. Character origins, which every character has two of, combine to make unique mutants and humans that you create from your imagination based on the mechanical information you’re given. Cooler still is that each origin provides features and powers at the same levels, so it’s easy to imagine swapping these mechanical elements between origins to make a character that’s even more customized to your vision.

Ookla, Thundarr, and ArielMutant Child

I was enamored with the D&D game from the first moments I played it. Brave warriors and mighty sorcerers fighting dragons? Yes, please. More, please.

I imagine that a lot of us longtime D&D fans are similar in that our fandom for the game quickly spread to fantasy and sci-fi of other types. I devoured anything I could that seemed even remotely like D&D and stole it for my game.

That’s really another topic, but it brings me to the point that I liked the show Thundarr the Barbarian when I was a kid. It came out before I owned my own D&D set, but not before I played the game. And it was in syndication for a while after that, so you could catch episodes. I hear you still can on Cartoon Network from time to time.

The Thundarr show had the coolest intro for a a 9-year-old D&D-nut kid. In fact, that intro isn’t bad entertainment fiction today:

The year: 1994. From out of space comes a runaway planet, hurtling between the Earth and the Moon, unleashing cosmic destruction! Man’s civilization is cast in ruin! Two thousand years later, Earth is reborn. A strange new world rises from the old: a world of savagery, super science, and sorcery. But one man bursts his bonds to fight for justice! With his companions Ookla the Mok and Princess Ariel, he pits his strength, his courage, and his fabulous Sunsword against the forces of evil. He is Thundarr, the Barbarian!

Back then, this was cool D&D stuff, since it was before I was exposed to the Gamma World game. Today, I catch Thundarr’s similarities to Conan and classic characters such as John Carter of Mars. Thundarr’s was a post-apocalyptic world full of old technology, bizarre creatures, and weird magic. It’s still great D&D stuff, but it’s fantastic D&D Gamma World stuff.

This recently got me thinking that if the current Gamma World is so good for reskinning, I should be able to put it through its paces in reverse. Yeah, it’s not lost on me that I’m imposing something on a system that more freeform. It’s also clear I’m just giving more reskinning examples. Let’s just pretend this is proof of concept rather than me reliving some of my childhood fantasies. When you get your hands on Gamma World, you can tell me how well I did.

Thundarr is clearly human, and he’s an ex-slave warrior with simple drives. See, he is a post-apocalyptic Conan. If I were going to make up Thundarr as a D&D Gamma World character, I’d take the Engineered Human (swap Intelligence for Strength) origin and mix it with Hypercognitive. I’d roleplay Hypercognitive as less psionic “I see the future” and more “I’m so good at combat, I see what’s coming and react instinctively.” Thundarr uses his fists and his fabulous Sunsword, which is clearly a piece of (Ishtar) Omega Tech Thundarr has salvaged, probably with Princess Ariel’s (see below) help.

Ookla the Mok is Thundarr’s buddy, kind of like if Conan had a wookie sidekick. Thundarr and Ookla escaped slavery with the help of their other ally, Princess Ariel. The moks are feline in derivation, and they’re big and strong, so Ookla is easy. He could be Felinoid (if we want Dexterity instead of a focus on Strength) or Yeti for his first origin, then I’d use the Giant origin for Ookla’s immense strength and great size. Ookla opts for nontechnological weapons, such as bows (see, Dexterity), clubs, and whatever he rips out of the ground or off the wall . . . like a lamp post or 400-pound gargoyle.

Princess Ariel, stepdaughter to the evil wizard Sabian who enslaved Thundarr, is harder. She’s a sorceress with great knowledge of Earth’s past. Since Ariel looks human, we could start with Engineered Human. Ariel can do plenty with her magic, though, and she rarely used any weapon. Maybe a better model is Telekenetic plus Mind Breaker. Those origins give Ariel a good potential array of powers and skill bonuses that make sense. To reinforce her human appearance and lack of constant telepathy, I’d swap in the Engineered Human origin’s Tech Affinity in and lose the Mind Breaker’s Group Telepathy feature.

Ariel also got me thinking that one could use a D&D character in Gamma World ala Thundarr. Ariel is likely to be a D&D Essentials mage specializing in evocation. It’d be fairer, though, and maybe more interesting, if the DM and player worked together to give Ariel her sorcery by paring down the evoker into an origin-like format. I haven’t done that . . . yet.

Adult Fallout

As you might know, I really like Fallout 3. How can I think about the D&D Gamma World game without thinking about Fallout 3? You’re right, I can’t. Besides, I’ve thought about using the Fallout setting with Gamma World for a long time, and I’ve read of others having the same thoughts.

Gamma Terra, Gamma World’s setting, and the world of Fallout are very different, but who cares. I say embrace the strengths of both. Steal from Fallout to make your Gamma Terra better. Fallout kind of has the same spirit as Gamma World, anyhow. It’s post-apocalyptic ruination with a dash of the absurd. Gamma World just takes the far-out a little further out, that’s all.

As an aside, I strongly advocate the idea presented in the Gamma World rulebook that you set your first campaign in your home town. The juxtaposition of the familiar with the wonderfully bizarre realities of Gamma Terra is just too priceless an opportunity to pass up. That doesn’t mean you can’t loot Fallout for ideas. You should.

When I was thinking of reskinning plunder from Fallout for Gamma World, my mind went to two races prevalent in the Fallout setting: super mutants and ghouls. I’d want both to be monsters, sure, but I’d also want them available to players. The unusually sane super mutant and nonferal ghoul are great character concepts that Fallout 3 itself uses.

Super mutants are actually easy to model. They’re giant asexual humans with radiation immunity. That means if you mix the Engineered Human (swap Intelligence for Constitution) origin and Giant origin, you arrive at a good base. I’d then lose the human Skill Bonus and Tech Affinity features and replace them with the Radioactive origin’s Skill Bonus and Gamma Tolerance features. I might also replace the human’s expert power with the Seismic origin’s expert power. Done.

Ghouls require a little more tinkering. I’d still start with Engineered Human, then I’d throw in Android, playing on the idea that ghouls are created, not born. Again, I’d replace the Engineered Human Skill Bonus and Tech Affinity features with the Radioactive origin’s Skill Bonus and Gamma Tolerance features. I’d rework the Android origin powers to fit the semiliving ghoul form, and I’d replace the Machine Powered Android feature with Two Possibilities from the Doppelganger origin. It just makes sense to me that Gamma Terra ghouls might have more alpha flux given that they were made “undead” by super doses of radiation.

Go Flux Yourself

Much like I was sold on my first D&D game as a kid, I have been sold on the D&D Gamma World game since my very first playtest. Rich Baker and Bruce Cordell hit one out of the park with this game, and I can only hope future supplements live up to this high standard. The potential for amusement within the book and related cards cannot be described adequately in print. Everyone in the room laughed enough to have tears in their eyes the first time I played, and the laughing started during character creation. It’s not a serious roleplaying venture, but it is fun. Try it at least, since Gamma World Game Day is coming up. I doubt you’ll be sorry, even if your character is eaten by a yexil or dissolved by radioactive slime. If you need some more incentive, Dave the Game has a thing or two to tell you, as does Penny Arcade (click through News for more from Gabe).

[Leave a Comment]

The Architect DM: The Inverse Office Dungeon

I’d like to share an experiment with you, it’s something I’ve done to a minor extent and I believe it might be helpful to other people out there as well. Let’s say you find yourself in the situation where you need to design a dungeon and can’t think of how to do it, whether it’s a spur-of-the-moment situation or you’re just stumped while planning for next week’s game, you need a dungeon and can’t seem to figure out what to do. My first suggestion to solve this situation may seem like an obvious one at first, but the depth that it can go to is probably not as clear. My suggestion is to take a modern day structure that is very well known, and refined over many years for increased efficiency and functionality, the modern office building.

The odds are that most of you either currently work in an office building or have worked in one for some period of your life. To start designing your dungeon simply envision a typical office building that you know relatively well, and then inverse it. At the core of almost every office building is the aptly named “core”, which consists of elevators, stairwells, and sometimes an open space or tall atrium that can span between the first two floors to all the way up through the building. Applied to a dungeon, this can simply translate to a cave or crevice opening into the ground with either natural slopes or carved stone/wooden plank stairs leading down into the depths. If you want to make the analogy even more direct, you can have this be an abandoned dwarven mining colony and include a rope & pulley wood lift that was used to hoist minerals, tools, and workers out of the depths. Now that you have the core extending as deep as you like into the ground, continue to envision an upside down office building around that core.

Public Spaces for Public Places

More often than not the first floor of an office building contains at least one public or retail function, usually a deli or bank that services the workers in the building as well as many people from nearby but outside of the building. This is a direct result of the building’s inevitable meeting with the ground, which inherently makes that space more public than the upper levels. In the same way, the upper-most areas of a dungeon are the most exposed and are likely explored or accidentally stumbled into far more often than the depths. This doesn’t mean you should put a restaurant in your dungeon, but perhaps an often used traveler’s shelter camp can be found in one of the upper caves or if you’re playing in a more high-fantasy game this would be the perfect location for an underground market or trading post set up for trade between the surface and the Underdark.

Another great use for these “public” places in the upper-level of your dungeon could be an area ripe with traps and dangers set up entirely because these are the areas that are most often accidentally discovered by those on the surface. Either way, most likely these upper areas are not going to be the main locations of your dungeon and they provide a good buffer between the surface world and the dungeon. This technique also allows your dungeon to feel a bit more organic, as it becomes clear that the interaction of the surface world and the underground world has a unique impact on the inhabitants of both worlds. One important aspect to remember is the core that was discussed above provides a very clear method of travel not only to the top most places in the dungeon, but it may also provide an efficient way for most characters and creatures to by pass the surface locations if they choose to do so. The core may also be trapped as a result, but no matter what it is important to provide your players with a way of getting beyond these surface locations and into the deeper sections of the dungeon.

Where the Workers…um, “Work”

The upper levels of the typical office building are split up in many different configurations between varying numbers of different companies and offices, so translating this part to a dungeon is really not that difficult at all. Your dungeon can be entirely inhabited by one big “company” of orcs or even just one level of the dungeon can be split between orcs, gnolls, and Microsoft. Hell, many of you have probably even experienced interoffice tensions so this office-to-dungeon analogy can be as direct or indirect as you like! If you refer back to some of the previous Architect DM articles, you’ll know that I’m a fan of designing based on real world influences and I’m not about to stop that with this experiment. The workers in most of our modern office buildings do not live there, but they commute to the building to work and then commute home. If we’re designing what was once a dwarven mining colony, this can work perfectly as you design something that has no naturally built living spaces. After a certain amount of time neglect and disrepair will have set in; monsters have no doubt moved into the mining colony and have now adapted those spaces no matter how uncomfortable they may be to become their makeshift homes.

Some of the basic keys to designing the lower parts of your dungeon can be taken directly from typical office design. Each of your “offices” should have their own direct connection back to the core, whether it was built from the beginning or added in by the new inhabitants, a connection to the surface (or to the depths) will be key for many of the inhabitants survival. The core can also serve to bring fresh air and even some light into the deeper parts of the dungeon, depending on how deep you’ve decided to make the core, which could actually lead to a relatively comfortable form of shelter deep within the ground for some of your less-monstrous denizens. Perhaps some of your dungeon offices exist on multiple floors and have secret or interior means of traveling between floors independent of the core, but sooner or later your party should come back to that core that should hopefully create a sense of coherence between the different levels of the dungeon.

An Openly Designed Dungeon

I doubt that any of your players would play through this dungeon and be able to put together that it was designed based on an office building, but somewhere deeper in their design-subconscious they will recognize the similar themes and may even buy into the dungeon a bit more because of their familiarity with the concepts. Though if they get too familiar, you can always drop a dragon on their heads to remind them what the world of D&D is all about – fantasy. The basics of this experiment, at least how I see it playing out, are that your dungeon has a more organized plan to it and is less random in its structure. The mechanic of designing a core through the center of the dungeon can be very helpful because when you hit a roadblock with the design of the dungeon, or even if you hit one mid-adventure, you have an element that you can take the dungeon or the party back to that can hopefully refresh things and get them moving again. It may also really tie the room together (NSFW).

Now that you’ve read a bit about the experiment, I encourage you to try it out and please let me know if you do and how it works! Also, as you continue to design dungeons, I very much recommend applying this concept to other types of buildings you see and experience to create interesting and new dungeons for your players to explore. Just imagine translating your local public library or the local team’s stadium into a dungeon and the interesting kinds of locations that you could end up creating as a result.

The Architect DM Series
Part 1: Building Foundations

Part 2: Function & Playability
Part 3: Environment and Interaction
Part 4: Fantasy Buildings 101

[Leave a Comment]

Gamma World Actual Play: “Pax Extraterrestria” at DC Game Day

High Leaf, the Plant Mind-Coercer

I picked up Gamma World last Thursday. I hadn’t intended to run it so soon, especially with DC Game Day over the weekend… and then fate intervened. My sunday morning game of Old School Hack was canceled on Saturday since the DM had something come up, and so I stepped up. None of the other players minded the switch, so life in Gamma Terra was on.

However, there were some obstacles. As I talked about in my review, I wasn’t a fan of the adventure that came in the core book, so I only wanted to use that as a last resort. I managed to get my hands on the preview adventure from Pax by Logan Bonner that had gotten excellent reviews. (It’s the same one Wil Wheaton played.)

Then, I had to get my stuff in order. The evening before, I tossed a bunch of miniatures in a box (ones I had acquired for cheap from Miniature Market, mostly Star Wars and Horrorclix), grabbed my Battlegraph boards and dry erase markers for the maps, printed the adventure, some character sheets, and a copy of these power cards. With the time I had available, that was the extent of my prep, other than reading the adventure.

I had 6 players for the game, two of whom had never played 4e and one or two had played some previous incarnation of Gamma World. A good range of experience, to be sure. [Read the rest of this article]

[Leave a Comment]

Chatty’s New York Trip Highlights, Part 1: NYCC and D&D

Boy, I feel like I haven’t been writing in ages. I spent the last few days in New York  and my “stuff to write about” pile is so humongous now that I don’t know what to work on first. I’m relying on good old “last-in/first-out” so I’m going to share my main highlights of that weekend in the Big Apple.

New York Comic Con

The con was… immense.  I have not seen all of it, I didn’t even try.  I was too focused on my tasks as a volunteer DM that I never strayed too far from the gaming area. Walking the external area adjoining the halls was quite a journey in itself.

Still, I got to meet one of my favourite webcomic artists: Tom Siddell, artist and writer of Gunnerkrieg Court, a very cool chap who signed the 2 volumes I bought from him.  I was too timid to chat with him more… I know, I know, hard to believe but I’m bad with strangers.

The con was full of high quality booths from A-list companies like Archaia, Intel, Games Workshop, Ubisoft, Marvel, Darkhorse and, of course, DC comics.  I spent little time looking at people’s costumes but I was completely blown away by 2 couples walking around in full “Sword of Truth” regalia, the guys in Richard Ralh outfitss and 2 gals in tight-fitting, dyed full-leather Mord-Sith armour…

I’m still recovering…

I also got to meet with Seamus (writer of the RPG Musings blog) and his lovely wife Suzanne (pronounced à la française) and we got to hang out at a cool Midtown Irish Pub with my co-volunteering DMs Sarah Darkmagic and Alex.  There I got to do my usual Mouse Guard pitch and we got into some pretty awesome discussions about an old game I played a few years ago where all players had to share one body.

In fact that idea is spawning some dangerous concepts in both my brain and Dave’s.

Being a Con Dungeon Master

I ran one “Encounters” adventure and 3 ‘Learn to Play’ sessions.  Most of the new players had never heard of tabletop roleplaying games and all of them weren’t born when 2e came out (I easily had 20+ years on all of them). Still some very interesting quirky games moments occurred, my all time favourite being the following:

(Warning, Red Box adventure spoilers)

Party enters the Red Box’s Dungeon and meets with the White Dragon after having killed some of its minions. The Human Slayer and the Stabby Halfling Rogue  are smack dab in front of it as it leaves its lair to advance on the party.

Dragon (Deep Wheatonesque voice): How dare you invade my demesne?

Slayer and Stabby Rogue: Charge of the Jewish boys!!!! (I love New York!)

(2 round later)

Chatty: The Dragon is shaking the now unconscious rogue like it was a broken mannequin in its frigid jaws and threatens the bloodied fighter with its claws.

Elven Ranged Rogue: Can we talk to the dragon?

(The Warpriest and Wizard, played by a 13 year old boy, were hiding around the corner, mopping up kobolds,  The kid was sitting beside me and I was showing him my DM notes so he could see how the Monsters worked)

Chatty: Sure, it drops the dying halfling and says “What do you want… elf?”

(Aside: By sheer coincidence, Kieran, the D&D Brand Manager had taken a seat at our table at this exact moment!)

Elven Rogue: Can I join you?

Chatty (choking on his Diet Coke): What?!? Huh… the Dragon says “You’ll need to prove your loyalty to me first elf”

Elven Rogue: I shoot the Halfling.

Halfling & Chatty: You what?

(Clatter Clatter)

Chatty: You killed the halfling but the Dragon isn’t quite convinced of your loyalty yet, it’s not like you’re taking any actual risks here… (I was being creative with the scripted skill challenge).

Chatty (To the other players, who were, surprisingly, all laughing): So do you do anything about the elf rogue?

Warpriest: Nah, I wanna kill the dragon, I want to score his lootz!

Wizard: I wanna wait to see how this turns out, magic missile on kobold!

(2 rounds later)

Chatty: The Warpriest falls, the dragon is bloodied and breathing heavily.

Elven Rogue: I shoot…the warpriest!

Chatty: Whaaaat! (Clatter) Ok he’s dead. Now what?

Elven Rogue: I run out of the dungeon!

Chatty: Wizard?

Wizard kid: I ask the Dragon  if I can become one of his minions!  Maybe later he’ll let me ride him.

Chatty (Reminded of his early games with his son, and invoking rule 1 of Essentials: “Make them roll for it”): Huh sure, you have the diplomacy skill?

Wizard kid: I have a spell called “Suggestion” that lets me use Arcana instead of Diplomacy.

That kid was a fast learner…

(Clatter… 19)

Chatty: He accepts!  Welcome to Dungeons & Dragons!

Epilogue: Later in the day, I see the kid’s mom, she’s lugging around a huge plastic bag filled to the brim of D&D Essentials and Gamma World products.  I look around for the kid… and there he is, gleefully playing in a Dungeon Delve.

Mission accomplished.

Photos: Robin LeBlanc (Thanks for the coverage!)

Up next: My experiences at Burning Wheel and the joys of being a minor celebrity.

[Leave a Comment]

Nerdy-Five

“You’re going to be thirty-five?” – Vanir’s wife Sarah, upon hearing the tragic news.

In a couple of days, the Earth will complete thirty-five rotations around the Sun since I was unleashed upon this world. Being born in mid-October, it’s always neat to have all the trees in full color around my birthday. I guess I can either look at it as capping off a great summer, or have it bittersweet as the cold and snow and ice prepares to crap frostily on my head for 5 months. You know what I want for my birthday every year? No #*&$^# WINTER.

When I was little, I’d count down the days until my birthday for a whole month. I was a greedy little fellow, and I wanted PRESENTS. Star Wars toys were usually a central pillar of the bounty both at birthdays and Christmas, and I had a habit of giving my stuff names. I have a Tauntaun named “Bryan” and a Wampa named.. well… “Wampy”. As the years passed, the action figures changed but the goal remained the same, and I accumulated lots of He-Man and Thundercats and Real Ghostbusters and even some totally sweet AD&D figures (which I deeply regret getting rid of now). In 6th grade, my great grandma got me a Nintendo Entertainment System, and my focus pretty much shifted to the acquisition of as many Game Paks as I possibly could.

Around college, a funny thing happened. My birthday would sneak up on me, and I wouldn’t have any idea what I wanted. In retrospect, it’s easy to see why. I started getting disposable income, so I was buying all the stuff I wanted when it came out, instead of locking all my wee capitalistic fury away until OH MY GOD I CAN FINALLY PLAY SUPER MARIO BROS. 2. Well, actually, in college it wasn’t so much “disposable income” as it was “a massive credit card balance I would pay off ten years later”, but it’s the same idea. I already had almost everything I wanted, and the stuff I didn’t have was either too expensive or too complicated to make a good present from non-techie relatives. My birthday just sort of became that time of year to get family together, eat cake, and to open a whole bunch of envelopes with money in them.

At my son’s first birthday party, it occurred to me exactly what I was doing a year ago on that day (namely, watching him come out and not sleeping for 6 months), and suddenly the “birth” part of “birthday” took on a lot more meaning for me. I can only begin to imagine how my parents must have felt, watching their present-crazed little boy running around screaming year after year, a birthday hat clinging to dear life by its uncomfortable rubber chinstrap. At the very least, it has restored a little of the magic for me, albeit in a dramatically different way.

I didn’t feel old at 20. I felt awesome. I didn’t even feel that old at 30. This birthday, it’s starting to hit me, but more because I’m noticing how old other people are relative to me. I have a brother and friends who are over 40. I have friends who are in their mid twenties that weren’t alive when I was in 5th grade. I’m used to seeing my dad and my teachers and other, well, adults as being in their 40s. What the hell, time? Who authorized this crap?

It’s especially bad when I see, for instance, some teenager walking around ironically wearing a Centipede t-shirt. Listen, you little punk. In my day, we were making corridors of mushrooms to guide the centipedes driven mad by the scorpion’s poisoned mushroom straight into my oncoming line of laser death, maximizing my score by hitting only 100 point heads so go buy a Justin Bieber shirt or something. Oh great, I just told some kid to get off my digital lawn.

It’s not so bad, though. I have to admit, I still don’t feel old. Sure, my body doesn’t quite work the same (and I’m told it just goes downhill from here), but I haven’t let life beat all the kid out of me just yet. I’m looking forward to my son getting old enough to play some more complex stuff with me. I want to keep imagining and creating and getting weird looks from coworkers. I want to be running a daily D&D game when I’m in a nursing home. Give me another 35 years, and we’ll see how that turns out.

Photo Credit: ME! From my 31st birthday fleet of Galacticakes.

[Leave a Comment]

Critical Bits for the week ending 2010-10-10

[Leave a Comment]

Page 3 of 41234