The 5×5 Dungeon: The Temple of Elemental Evil
To finish off the paragon tier, the PCs in my game headed into one of the most classic dungeons out there: The Temple of Elemental Evil. I started with the original module (while not being slavish to it), then hacked away to adapt pieces to my game and involve major NPCs from earlier. The original module itself wasn’t hard to convert on the fly to 4e, especially with Monster Vault at my disposal.
However, I had a very specific style in mind that would feel like a big dungeon crawl. That posed a few problems:
- My group is pretty capable, and I wanted to challenge them in ways that reflect the dungeon crawl style- choosing when to rest, what resources to expend. where to explore, etc.
- I wanted to push the group forward in ways they weren’t used to in my episodic campaign.
- To really get the Temple of Elemental Evil feel, I wanted to give the PCs good reasons not to hack and slash through everything, even though they were more powerful than most of the enemies there.
- I wanted the Temple to really come alive and react, in ways discussed by Rob Schwalb and Chatty DM, whose articles would ultimately serve as the inspiration for what I wanted.
To try and achieve these ends, I came up with a 5×5 plan (based on my own 5×5 Method) for the Temple: one for each element, and one for the Temple itself (which also represented the imprisoned demoness at the bottom breaking free.) These I dubbed the Machination Meters: a list of goals that each temple element was pursuing for some ultimate agenda. Advancing a step on a track represented the passage of time and the goals advancing while the PCs adventure. [Read the rest of this article]
Critical Bits for the week ending 2011-01-30
- From the Archives:: Kobold Love: Interlude 1, The Posse is building http://bit.ly/ggVxwx #charchive #
- If you haven't already, please vote in the poll in this post: http://bit.ly/gETCnQ about our DDXP seminar coverage and posting on Twitter. #
- Follow our live coverage of the DDXP New Products Seminar here starting at 1PM EST: http://bit.ly/gd5Wy8 #
- Follow our live coverage of the new D&D Product Seminar at http://bit.ly/gGoVPm #
Chatty’s Mailbag: Launching your own RPG
Earlier this week I got an email question that made me ponder the realities of publishing one’s own RPG in this already flooded niche market. Here’s our friend’s question:
Hey Phil, I’m finishing up development of my first RPG system, and plan to publish it on RPGnow.com in a couple month’s time. I have been trying to generate excitement and exposure for what I feel is a unique system, but even through twitter, facebook, emails, and the lot, I don’t feel that the game will be played by many (if few).
(Snipping part about finances because I know nothing about that)
So, my question is, are there any ways you can recommend gaining exposure for my game? I want people to play it, and take it seriously, but I’m just afraid that it’ll slip by as another tactical combat RPG that no one cares about.
I’m really touched that people value my opinion enough to ask me such huge questions. I’m no industry muggle, just a blogger turned freelance writer who made some friends on the RPG circuit. I appreciate the trust, but take my advice with the proverbial grain of salt.
So for that reader and all those thinking about releasing their own RPG one day, here’s what I gathered from hanging out with and playing the games of some successful Indies.
I think that for a new game to burst out on the Indy scene requires very similar ingredients to those that Malcolm Gladwell attributes to highly successful people in his Outliers book.
It starts by the game requiring it to fill a specific set of RPG Needs that are currently in demand while being original enough not to fade out when compared to other games that cater to the same needs. People who play it with you and in demos at conventions need to see what it’s about fast and get what it does better than the other games of its category.
They need to experience it, they don’t need to be TOLD about it.
Secondly, it needs a TON of luck in getting in the hands of the right people at the right time. Luke Crane, (then a relative 20-something unknown designer) overcame his shyness and got his game (Burning Wheel) in the hands of Ken Hite at just the right time and got it named best RPG of the year. You need to seek such lucky breaks through hard work and networking like crazy.
Third, you as a designer need to start to build yourself a fan base to help push your game/brand. You need to get your face out there and shill your game in the best possible way: Get people to play it by demoing it many many many times…Crane, Vincent Baker, Jared Sorenson, all spend countless hours each years at Cons doing nothing but playing demos and hawking their games while answering questions. You need to do that too.
You also need to start mastering the realities of Web 2.0 and make online tools available for your fan base to grow and build itself up around you and your game (both are somewhat indistiguishable early in a successful designer’s career).
That leads me to a related point, you need to spend countless hours interacting with that community to playtest the SHIT out of your game. It needs to be broken beyond belief and rebuilt from the pieces so that the game can stand shoulder to shoulder with the very high quality stuff resting on the shelves of game and PDF stores.
We are in a new age of game design and the bar is set very high. Thus, scout your competition and always strive to tyweak your game to deliver the best experience it was designed to address.
Finally, as a designer, you need to project the mother of all in your face, fearless attitudes. You need that to constantly shamelessly and obsessively hawk your game, be its strongest advocate and staying above the petty insults and recriminations that online trolls and the Indie community itself will fling.
You need to walk to people and put copies of the game in thier hands and tell them, straight to their face… “this game is the Shits, I made it and it fucking rocks, I know because I spent a gazzillion hours playing it and I still have fun playing it”
(Your actual language and millage may vary).
That, I think are the ingredients to making your game a success. It goes beyond slipping PDFs to bloggers (they won’t read it) or hoping to get noticed in the sludge pile that are the online RPG stores.
Creating and tweaking the game, as hard as it was, is, I think, only half the work, countless gamers have done it. Pushing the game in the hands of the gamers it was designed for is where the real work starts.
Your turn now
That was my take on it… anyone wants to chime in? The mic is open!
DDXP 2011: New Product Seminar
(Editor’s Note: While the weather had other ideas for me arriving at DDXP, our very own Vanir was front and center and taking notes from the New Product Seminar. Here’s a slightly edited version of his liveblog from the show, and I added some of the bigger highlights/lowlights at the end.)
1:00pm - Chris Perkins starts the festivities, introduces Mike Mearls, and starts the show!
1:02 – WotC wants to find ways to tie their print products into their organized play programs.
“March of the Phantom Brigade” Encounters season comes out in February, ties into the D&D Essentials products.
D&D Fortune Cards tie into organized play as well.
Heroes of Shadow sourcebook allows players more options for character building.
“Lost Crown of Neverwinter” is next season’s D&D Encounters setting. Fortune cards will be tied to this.
“Beyond the Crystal Cave” is an adventure in this story arc, based on old adventure from the UK. It’s special because the players didn’t have to kill everything to win. Adventure is based in the Feywild.
1:05 – Mike Mearls expresses their desire to make D&D encounter season adventures all share a common theme. Chris Perkins asks for thoughts from audience on D&D Encounters products.
Coming up this year:
- Player’s Option: Heroes of Shadow – April
- The Shadowfell: Gloomwrought and Beyond – May
- Monster Vault – Threats to the Nentir Vale – June
- Neverwinter Campaign Setting – August
- Madness at Gardmore Abbey Boxed Set – September
- Player’s Option: Heroes of he Feywild – November [Read the rest of this article]
A Cure For The Januarys
Usually, about this time of year, I get really depressed. There are specific reasons for this. First and foremost, I hate winter. And snow. And ice. And cold. And coats. And January. I hate January. Christmas is over, it’s colder than ever, and there’ no end in sight. But most of all, January sucks because Gen Con registration takes place eight months before the actual event, and the one-two punch of reminding me that my yearly pilgrimage to Indianapolis is so far away via a reminder in the form of having to pay for my badge is almost too much to bear. Call it “seasonal affective disorder”. Call it “the Spellplague”. I don’t care. I’m very unhappy. I take morale penalties to all my skill checks. Me are best writer this time year.
But wait! Not this year! At the end of this week, I’ll be attending DDXP, and doing the very thing I love the most at Gen Con: meeting up with friends and playing games until I run out of hit points. I’ve never been happy during a January before. I’m a little scared.
Gen Con has traditionally been for me what some folks refer to as a “mancation”, where I don’t have to be a husband or a dad or really do anything aside from have fun. Some people like sun and sand. I do too, but I like d20′s and harsh convention hall lighting more. I’m very much looking forward to that at DDXP as well, but to hear some of the regulars talk, this experience promises to be a bit different. Smaller. Friendlier. Full of more secrets. Baldman Games’ DDXP website implies there will be much up-close and personal contact with the people who design the games I love so much. The 15 year old side of me still wants to squeal and pass out when I read stuff like this, but my frosted side is a little more used to meeting industry professionals after a couple years in the ol’ blogging trenches. It got easier when I realized they’re usually very nice guys with interests very similar to mine except they have really cool jobs that I want. And don’t let Chris Sims scare you. He may look like a Viking. He might even inflict unspeakable horrors on your party (who ends the name of their con adventure with “BITCHES”???). But rest assured, he is a very nice man provided you do not under any circumstances look him directly in the eyes.
I wish I could say I had a giant list of events I am Definitely Going To Attend, but I sort of… how do I put this…. completely forgot about the whole event pre-registration thing until it was too late. Woops. That’s OK. I’m told there will be more to do there than I can swing a dead catoblepas at. What I’m looking forward to the most, oddly, is finally getting to play Gamma World. Yes, that’s right. One of the fathers of the mighty Junkulator hasn’t played the game yet. To me, it’s just a big pile of random wonderful, but I’m told it can really spice up a good GW game and I would like to taste the radioactive fruits of our labors. I’ll be helping Dave The Game with the game he’s running throughout the con. Well, actually, I don’t know that “helping” is the right word. Let’s just say I hope he doesn’t kick me out of the hotel room after the first day. Regardless of my lodging situation, we’ll be introducing our junkulating friend to lots of people.
I’m really looking forward to playing a lot of D&D, especially the brand-spanking-new Ashes of Athas Dark Sun living campaign setting, co-authored by our own Chris Sims. There’s some Ravenloft games going on just in case I want to remember that it’s January again, and many boardgames in which I fully intend to roll many dice and move many little tokens about while grinning madly. I’d also like to get some Magic: The Gathering drafting done, and I’ll be bringing my World of Warcraft TCG decks in case anyone is brave enough to face my Elekk-Spark Shaman deck.
Whatever happens, I’m going to be on full alert for new games to try, knowledge to soak up, and new people to meet. I am excited. I think I might be more than excited. If time travel were real, some people would go back and kill Hitler. I would simply make it Thursday morning.
Hope everybody going to the con has a safe trip, and I’ll see you all there! IN THE FUTURE!
Photo credit. Poor Herb.
Eulogy for D&D Miniatures
We are gathered here today to say goodbye to some old friends. For the last seven years they have entertained us with their crazy overly-large axes, completely inappropriate phallic clubs, and fiery jazz hands. They have fuelled our imaginations with naked bat-winged lady-folk and helped us avoid trying to describe just what the hell a Grell really looks like.
We are here today to say goodbye to the production of Dungeons and Dragons Miniatures. But let us not forget what our future holds for us, a future of affordable and plentiful tokens included in the very adventures that call for them. It is a future where new dungeon masters won’t have to spend $150 to buy the right minis to run a $12 adventure. It might be a flatter future, but it will be a better one.
I will miss my thrice-yearly campaigns of convincing my wife that $200 for a box of miniatures is reasonable considering the price of my friends’ adamantium golf clubs, but I will get over it. I must just remember, the game is better for it.
A Longer Pontification
If you’re any sort of true D&D nerd, you recently learned that Wizards of the Coast ceased production of the random assortment of D&D miniatures, favoring the special editions they ran like the Beholder set and my beloved Gargantuan Orcus. They’ll henceforth focus on the PC and monster tokens included with the Dungeon Master’s Kit and the Monster Vault.
I’ve been a collector of D&D Miniatures for almost eight years. At last count, I have over a thousand of them. I have a six foot book shelf lined with plastic shoeboxes full of the things with an arcane taxonomy based on the number of miniatures within each category including “Orcs and Gnolls”, “Reptiles” and “Bad Humanoids”.
I love my minis. I have a hell of a collection and, as one player put it, I seem to have a Mary Poppins carpet bag where I might just pull out the right mini for any potential monster or NPC. It hasn’t been easy or cheap to have such a collection, but it is the result of my dysfunctional drive. I feel a constant urge to have the right miniature for the monsters my players will face. That single desire fueled a seven year obsession. When I bought a new D&D module, I’d spend eight times the cost getting the minis to fight the module.
There were also few other alternatives. It was either use minis or use Starbursts. I might use one mini to represent another but putting down one articulate painted figure that in no way represents the monster they are actually fighting actually makes it harder for the player to imagine it correctly.
The Business Model Rift
The biggest problem was that the way Wizards sold them never fit with the way I wanted to buy them. I don’t want random minis. I want specific minis for good prices. Luckily for me, the secondary market gave me exactly what I wanted. Out of nearly 1400 miniatures, I bet I purchased less than 50 from actual random packs. Nearly all of them came from Ebay or Troll and Toad or Cool Stuff Inc or Auggies. The prices fit a good curve of supply and demand. You can get lots and lots of little guys for as low as a quarter or a few nice big guys for a few bucks each. It worked well. But it also worked against WotC’s business model. I’m betting the delta between what we wanted to buy and what they wanted to sell was a core problem for their business.
While Wizards likely had one price per miniature in mind as they sold them, we ended up having another price in mind that was likely lower. The secondary market ended up lowering the cost per mini to make it much more palatable to me but less so to Wizards.
There were other production problems as well. From what I understand, it took nearly a year from initial design until we could get them in our hands. This meant it was nearly impossible for Wizards to release a set of miniatures that fit into the adventures they published. I remember getting a Skalmad miniature three months after my group finished the adventure in which he starred. I just could never get Wizards’s products to synch up at my table.
Long Live Tokens!
Times have changed. Where before we had a mix of disparate products that never worked that well together: adventures, dungeon tiles, and miniatures. Now we buy a single box that contains everything we need to run a game. The Dungeon Master’s Kit has adventures, tokens, and maps, all in a single box. Sure, the tokens don’t work as well or look as nice as pre-painted miniatures, but they represent monsters well and they are far more cost effective. New DMs stand a much better chance at running a good game with all the materials they need in a single box.
For the Rest, the Secondary Market
While we aren’t going to see any new random minis coming out of Wizards, the market itself is far from dead. With 1,300 different minis in production over the past seven years, there are a lot of minis out there in the world and a lot of ways to buy them. You can still pick up individual minis from a variety of gaming stores on the web or, if all else fails, on Ebay. If you’re lucky, you’ll find someone stepping away from the hobby and ready to unload garbage bags full of the stuff.
A Better Day for New Dungeon Masters
I’m glad I have the minis I have. I expect to stay in this hobby a long time and regardless of how the game changes, these minis will serve me well for many years. That said, it was painful and expensive getting to where I am. I wouldn’t wish it on any new DM. I’m glad Wizards finally figured out how to put everything one needs to run a great D&D game into a single box. I’m glad future DMs will have a better chance to run a seamless game than I did. I’m sad to see miniatures go, but I’m glad to see the hobby move in the right direction.
Critical Bits for the week ending 2011-01-23
- From the Archives:: Our Ladies of Sorrow: Modern Gaming, Scary Women http://bit.ly/dWIrsw #charchive #
- RT @fredhicks: New on Deadly Fredly: Taste of Fiasco on March 19th http://www.deadlyfredly.com/2011/01/taste-of-fiasco-on-march-19th/ #
- Now Rolling: The Dungeon Reality Show http://is.gd/b83lIn #
- RT @fredhicks: Behold! A few weeks early, it's Neutral Grounds, our first one-shot adventure for the #DFRPG http://bit.ly/i6WItL #
- RT @davidnett: New on the GOLD Blog (by yours truly): Four Tips for Dungeon Masters and Indie Filmmakers http://bit.ly/dZAcS3 #
- RT @HellcowKeith: For those who missed it the first time, my first Have Dice Will Travel article is up at The Escapist: http://bit.ly/eIYRJq #
- RT @LorienGreen: New Dominion: Cornucopia due out this spring: http://bit.ly/hHdHTx #
- D&D Play Spotlight has details on the next season of Encounters, w/ rule changes for magic items, leveling, and cards http://bit.ly/gIf9a6 #
- RT @monkeyking: RT @adamjury: WizKids gets Lord of the Rings license for HeroClix: http://wizkidsgames.com/LotR/ #
- Now Rolling: "Hey Gamma World, Get On My Properties!" by @dixontrimline http://bit.ly/icZjj6 #
- Join @davethegame, @chattydm, & @gamefiend at PAX East 2011 for a panel on House Rules & Stealing From Other RPGs http://bit.ly/hBxeNq #
- Info on today's DDI (character builder and compendium) update: http://bit.ly/fmBPpx List of bug fixes: http://bit.ly/gXvHqp #
- RT @KoboldQuarterly: Quality RPG magazine needs your support: Subscribe to Kobold Quarterly today! http://cot.ag/2x0xQ9 #
- RT @WindsorGaming: Dungeons and Dragons Fortune Cards. Actual Play review http://bit.ly/eF2tT1 #dnd #dndenc #
- RT @ATerribleIdea: Tales from the Table – A Call For Submissions : http://bit.ly/fsZ9F3 #
- RT @JediSoth: DarkSun Gamers! Check out this map set by renowned cartographer Christopher West! Help it become reality: http://kck.st/etxbXq #
- RT @WolfStar76: ZOMG! #DDi Virtual Tabletop Beta and other Adventure Tools will have (Beta) connectivity soon! http://bit.ly/hLiWAy #








