The Architect DM: Traps, Hazards, & Terrain

Once again I solicited on my twitter account (@Bartoneus) asking what aspects of location design in RPGs people have problems with, and I’d like to thank everyone that responded this afternoon. I will be addressing many of the topics you guys asked about in the future, but for today’s post I chose DigitalDraco’s comment: “I always want to include more interesting terrain effects, hazards & the like but they tend to seem added-on.” This topic immediately struck me as one that I’ve struggled with in the past and one that I believe many other people have had issues with as well.

The great thing about traps, hazards, and terrain effects are that they can be direct personifications of the environment that metaphorically (and sometimes quite literally) bring the world around your characters to life. First the best idea is to clarify some definitions that I feel are pretty widely acknowledged. Traps are typically intentionally malicious effects that were orchestrated by a foreign will or entity for a specific purpose. Hazards and terrain are generally considered to be natural but they can just as easily cross over into the realm of traps in the same way that traps can cause hazards and changes in terrain. Focusing on and playing up this potential inter-relationship of traps and hazards/terrain is my first recommendation for creating interesting locations that include these elements.

Connectivity Breeds Realism

What I mean by the above title is that tying elements of your design together can justify all of those elements even when they relate to very little beyond themselves. This is a direct suggestion focusing on the last part of DigitalDraco’s statement, “but they tend to seem added-on“. If you have added one element to a location and it seems added-on, try adding another element that relates directly to the first and you might find that instead of both of them feeling added-on, they start to create a new definition of the location you’re designing. I also recommend treating the main topics of this post as a set of guidelines when adding elements into encounters, if the first thing you’ve added is clearly a trap, the secondary element you add will probably fit better if it is a hazard or a terrain effect. If you’ve added a hazard, the secondary element may work best as a trap or a hazard. [Read the rest of this article]

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Unboxing – The Shadowfell: Gloomwrought and Beyond Boxed Set

We were extremely fortunate to get an early copy of the upcoming D&D boxed set called The Shadowfell: Gloomwrought and Beyond to unbox and show you all today. It comes packaged in a thin box the same size as the Red Box starter set and comes with a very sturdy 127 page paperback Campaign Guide, a 31 page Encounter Book, two sheets of cardboard tokens, one poster with a map of gloomwrought on one side and an encounter map on the other, and a Despair deck of 30 cards.

The Books

The first thing that I noticed within the boxed set is the size of the Campaign Guide. Though it is a paperback (the cover is a very nice quality card stock) at 127 pages it is only 30 pages short of the smaller hardcover books that Wizards of the Coast has put out for 4th Edition (Forgotten Realms Player’s Guide & Eberron Player’s Guide for example). Inside of the book you get the first 12 pages dedicated to running and playing D&D in the setting of the realm of the dead, including some ideas for adventures to have there and the new rules for the included Despair Deck. Following that you get 50 pages all about the so called “City of Midnight”, Gloomwrought, including pretty much all that you could want when running a game that involves the city. This part of the book includes the various factions within the city, in depth descriptions of the various quarters and districts that make it up, and picture references to the larger city map that is included in the box set.

Next the book presents us with 30 pages on the areas of the Shadowfell around Gloomwrought, titled “Beyond the Walls”, which includes places such as the Oblivion Bog, Dead Man’s Cross, and the Darkreach Mountains. Perhaps most importantly there is a section detailing the realm of Letherna where the most powerful entity of the Shadowfell, the Raven Queen, dwells and attracts the souls of the dead. I was very happy with every section of the book that I read, the content and writing reminds me of the Plane Above and Plane Below books which are some of my favorites since the release of 4th Edition and will be my go-to books for campaign and adventure planning for years to come. I am extremely pleased with a book of this caliber about the Shadowfell, especially in the light of the Ravenloft setting being shelved, because this book provides me with a lot content along the same lines as what I would expect from Ravenloft (but it just FEELS different when it has the word Ravenloft on the cover). [Read the rest of this article]

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Review: Nightfall (Card Game)

Nightfall is a new deck-building card game from Alderac Entertainment Group that is set in a dark world of vampires and werewolves. The game supports between 2 and 5 players and takes roughly 45 minutes to an hour to play. The basic set for the game comes with over 300 cards that include minions you can recruit into your deck, actions that you can play during your turn and other player’s turn, several types of wound cards representing different types of damage taken (bite, burn, and bleed), and draft cards that are used during the game’s set up.

Gameplay

The game of Nightfall includes several interesting mechanics that create a different style of gameplay from other deck-building games I’ve played. During the set up of the game each player drafts cards (choosing one and passing the rest to the next player) to determine two unique cards that will be available only that player will be able to purchase through the course of the game, and the rest of the cards form common piles that every player can purchase from. In this way players are given a chance to set themselves up with specific advantages, define the style of deck they will build, and determine the cards that will be available to every player for the entire game. [Read the rest of this article]

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The Architect DM: Give Your Cities Some Character

As with nearly every topic I cover in this series, I’ve touched on the idea of adding character to settlements and cities before but now I’d like to put it in the spotlight. Let’s face it, your players will only remember select portions of the adventures you run even on the best of days. The elements that players seem to remember the most are specifically striking elements of a few NPCs, villains, encounters, and social interactions. Generally speaking, they will not remember a location very much unless a specific element of that location ties directly to one of those elements. They may not remember a location featuring a really sweet bridge if you describe it to them, but set a dramatic encounter on that bridge and they’re much more likely to remember the details of that location.

When it comes to settlements, whether it is a village, town, city, or capital, they were founded for very specific reasons and often their nature reflects those reasons inherently. If a city is built on the edge of the ocean, then it is most likely going to have thriving docks, abundant fish markets, and a bustling economy built on trade from abroad. When you present a new city to your players these are the aspects that you want to put the most effort into preparing and presenting to them to help solidify the character of the new location in their minds. As with most of my suggestions for designing based on realistic concepts, in the end thinking about these concepts can also help you develop more ideas for your game while you’re planning everything out.

There’s No Such Place as Default Town

I would be willing to bet that the large majority of places a D&D group visits come off as nothing more than ‘generic fantasy town’ with perhaps one or two interesting elements that feel tacked on and unincorporated into the overall life of the area. No matter where the city you’re designing is located, you can add a handful of interesting elements with relative ease. The key to making this work is presenting these elements to your players up front, and not always leaving them free to discover everything on their own. If a town is located in the middle of rolling grasslands, begin by telling the players that the town is easily twice the size of any other town they’ve visited due to the flat nature of the terrain and the availability of space. From there you can branch into a large variety of interesting elements, and I have found that the more specific and unique you can get the more the location will stand out. With our grassland town, you could emphasize that the only food readily available within the town is that of the grassland lions found in abundance nearby. Your average D&D characters (and players) are not going to expect a town to eat mostly lion meat, and small details like this can really make a location stand out in your game. [Read the rest of this article]

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Review: Heroes of Shadow

The book Player’s Option: Heroes of Shadow is the first real print product we have seen for 4th Edition Dungeons & Dragons since the Essentials line and also marks what I hope is the end in what I perceived as a lag in print products for the game. Heroes of Shadow was delayed from March until April so that it could be printed as a hard cover book instead of a smaller format paperback, and I am very pleased with having a larger sized hardcover in my hands with 4E content in it after months without one. What this book contains is exactly what you would expect from a book focusing on player characters that tap into the shadow power source and draw their inspiration from the darker corners of your D&D universes. Its contents range from entirely new classes to new builds for existing classes to new races and more than a handful of new options for characters of all types that want to have a bit darker tilt to their abilities.

My first impression of this book is that it is a perfect combination of the production level of the original 4th Edition books with the quality of content that we have come to expect as 4th Edition and Essentials have progressed. One of the highlights that has stood out to me so far is that in reading through the book nearly every option presented for players seems appealing and immediately playable to me whereas in many 4E products usually 1/3 of the content has felt too specific or restricted for me to consider using it right away, in this book it seems like once you are past the primary caveat of wanting to play a character based in using the shadow power source many of the options are very interesting. If you are at all interested in playing classes like the Assassin and the Blackguard, races like the Revenant and the Shade, or making a Wizard that specializes in necromancy then this is a book that you will definitely want to pick up!

Details of the Book

The book is hardcover and is 159 pages long, overall the production quality appears to be top notch and consistent with some of the best 4th Edition content we have seen to date if not better. Classes included are the Essentials build for the Assassin, the Black Guard build for Paladins, the Vampire presented as a full class, and a Binder build for Warlocks. A selection of shadow based powers are presented for Clerics including some focusing on the death domain, as well as a selection of new warlock powers and the new Gloom Pact for the Essentials Hexblade build and the full Necromancy and Nethermancy schools for Wizards.

Races presented in the book include the new rules for the Revenant, the Shade race that represent people who have traded their souls to the darkness in exchange for new abilities, and the Vryloka that are aristocratic pseudo-vampiric humanoids. At first I was unimpressed with the Vryloka but as I read more about their concept and back story I was reminded of the first time I ever read about Tieflings and I started to enjoy the race more and brainstorm various interesting character ideas that could be used with this race. On top of that both the Shade and the Vryloka have a racial feature that inherently allows you to swap out utility powers for racial utilities which I think allows for some further customization and character to be added to the race and is an interesting design decision for the game. Lastly the book includes quite a few pages to the classic D&D races and how they relate to the shadow power source and presents ideas for shadow characters of each of those races. [Read the rest of this article]

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Agents of the Un-Kingdom: The Thoughteater

Logo by Daniel C. Hutchison

“The Null-men have chased us, I think, for several weeks.  It becomes easier to remember but it is still difficult.”

“Several weeks, Roger? Really?  It feels like just a few days.”

“That’s because you’ve never had a great memory to start with , Block, and these guys have –”

“Both of you shut up! Look at the Null-men over there. They don’t seem to be able to find us…this is good.  We need to get moving.”

“Seriously.  I don’t know how we got away from that…thing they had in tow.”

“I know, it was creepy.”

“A big ball of ugly.”

“Yeah.”

“Uh…guys? We’re moving towards them.  Why?”

“Block, turn the car around! This is crazy!”

“I’m not driving, Steve!”

“But you always drive!”

“Yeah, but I don’t have a steering wheel.  I can’t feel it. I can’t see it.”

“We’re almost on them! They’re right here!”

YOU ARE ALL IDIOTS.

“Whowuzzat?” “Who?” “What the Hell was that?!”

“Roger, hey, isn’t that our car, right in front of us?”

“Yes… and walking around…”

“Those are our bodies. That is us!”

“Then were are we?”

“I… don’t know.”

“We didn’t get away”

NO ONE GETS AWAY.

“Who…”

They were answered only with a cacophony of voices.

As the Conquering Dreamer’s forces dig further into an area, the arsenal they utilize grows.  Nullmen are replaced, but the legion also begins to grow as victims are  caught and transformed into new ambition-less soldiers.

New creations emerge as well, the most terrifying of which is the thoughteater.  It turns out that all the Un-kingdom needs is your body. Your thoughts are useless garbage, which the thoughteater feeds on. [Read the rest of this article]

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Junk Punch

You have been sucker punched. As a gamer, you’ve been categorized and used as a negative stereotype to illustrate points about terrible movies. Video games and gamers get a bum rap in film criticism. Film critics seem to like to use video games and the people who play them as a culturally understood idiom. This practice makes the critics look as bad as what they might be criticizing.

Roger Ebert, with his starkly ignorant opinion of video games as art, might have brought this mistreatment to a head in popular media. This lack of actual cultural awareness has been around for a long time, however, with film critics decrying just about anything that’s based on a video game or seems gamish. The trend degenerates from there, with critics using the term “video game” to condemn crappy adventure movies, as well as the term “gamer” to refer to insipid consumers of such dreck. This sort of condescension is a refuge only of someone who can’t come up with a meaningful metaphor and, therefore, takes the lazy route of uninformed comparison. [Read the rest of this article]

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The Architect DM: On Dungeons

I’ve been thinking a lot lately about the iconic “Dungeon” concept that many of us think of when we think of it in the context of Dungeons & Dragons. Also because only a month or two ago Dave wrapped up his 4E run through the Temple of Elemental Evil with custom mechanics to add to the “large dungeon crawl” feel of the adventures. Now I find my own campaign on the verge of the epic tier (the characters are currently level 19/20), and I am beginning to brainstorm a series of elemental dungeons that they will have to go through as a form of the Temple of Elemental Evil now fractured and embodied in five separate temples. Yes, I loved The Legend of Zelda: Ocarina of Time and I plan on stealing liberally from it.

My first inclination when thinking about the classic dungeon is to envision a many of the old D&D module dungeon maps, or even some of the newer ones from modules, and for the most part the style of dungeon that is represented enrages me more than it interests me. I feel that many classic D&D dungeons seem to be embodied by hap-hazard and random design that appears as if it was put together by a child. I will be the first to say that there is a time and a place for that style of design, and that it is not always a bad thing, but I’ve seen more than a handful of dungeons designed in that style which leads me to believe that it is a style some people purposefully apply to their “classic dungeons”. I believe designing a standard dungeon in that style is a big mistake.

I began to address this topic a month ago when I discussed Negative Space in Dungeons, but at the time I kept my thoughts focused on the idea of having space the your players can’t occupy to add differentiation into a dungeon. This post is about a higher concept level of design but is grounded in the same ideas.

Design with Purpose and Style

Let’s face it, the D&D dungeon you’re looking at has been designed by someone who set out to design a dungeon for the specific purpose of it being used in a game of D&D. I believe this is why we see the kind of nonsensical dungeon that feels so “classic”, because the design mindset used is that of making it appear as if the dungeon was not designed by a person setting out to design a D&D dungeon. The intent has completely eroded over the years so that now it is painfully obvious when you’re looking at a dungeon that can be described as stereotypically “D&D” in design. [Read the rest of this article]

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Battletech Introductory Box Set Preview & Review

I have been a die hard fan of Battletech since I first picked up a Technical Readout book and wondered what all of the information about awesome looking giant mechs was really used for. Three years ago when Catalyst Game Labs acquired the Battletech license and put out the Classic Battletech boxed set, I was excited but didn’t get a chance to pick one up before the print run completely sold out. That’s why I flipped out when I saw the new Battletech Introductory Boxed Set in a vendor’s stand at PAX East and quickly picked up a copy.

This new boxed set is being released on March 30th, 2011 to celebrate the 25th anniversary of Battletech, and it retails for $49.95. The box includes:

  • 24 unpainted, ready-to-play plastic BattleMech minis
  • 2 unpainted, premium-quality plastic BattleMech minis
  • One 12-page full-color quick-start rulebook will have players into the action in minutes
  • 36-page book of pre-generated BattleMech Record Sheets
  • One 80-page full-color rulebook
  • Inner Sphere at a Glance, a 56-page full-color book of universe
  • One 16-page full-color Painting and Tactics Guide
  • One two-sided heavy-duty card of compiled tables
  • Two 18? x 24? game-board quality maps
  • An 8-page color guide to the Battletech Core Rulebooks
  • One huge full-color poster of the Battletech Galaxy/Universe
  • Two 6-sided dice

Let me tell you right from the start that this is a high quality boxed set. All of the books and printed material are extremely well produced and the two premium quality plastic Battlemech miniatures are the best plastic Battletech minis I’ve ever seen. The 24 regular plastic Battlemech minis are of a much lower quality but they are pretty much equivalent to what came with any of the previous Battletech boxed sets I’ve purchased. All of the rulebooks are full-color and on good quality paper, but more importantly they offer a wide variety of information for beginning players with the quick start rules all the way through experienced veterans  with the Inner Sphere At a Glance book and the guide to the core rulebooks. Perhaps the biggest thing to point out is that this time they’ve provided thick card stock quality maps instead of the standard paper maps we’re used to with Battletech products, and though they are a bit fussy with laying flat when they’re brand new the sturdiness and durability are a very welcome change. [Read the rest of this article]

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Interview with PAX East Champion Dungeon Master, Matt Brenner

Photo by Chris Tulach

In early March of 2011, at the PAX East gaming conference, Wizards of the Coast sponsored the second annual PAX East Dungeon Master’s Challenge. Three weeks earlier, those who signed up received their instructions for the competition. Each of them would be required to bring a unique level 8 adventure with a dragon as the main antagonist along with all of the tools, props, and pre-generated characters needed to run the game. Dave Chalker (who won last year), Tracy Hurley, and I all joined in a group of perhaps fifteen dungeon masters for the competition.

The players of each adventure scored the competition based on the following criteria:

  • Presentation
  • Story
  • Challenges
  • Characters
  • Fun Factor

In the end Matt Brenner took away the prize and title as Champion Dungeon Master.

When I found out that I hadn’t even been in the top three winning dungeon masters, I was, of course, filled with a seething hatred and burning rage capable of sucking the entire convention center into the great black hole now left in my heart. Knowing, however, that I was in the very good company of Dave and Tracy, however, made it a little easier.

I could have held on to that seething rage but such rage benefits no one. Instead of exploding like a Peter Petrelli atom bomb, I decided to follow Sylar’s route. I would find this dungeon master, slice open his skull, and draw his champion DM powers out for myself.

OK, that’s not exactly true. Instead I would find this champion DM and interview him for all of us to learn from his background and his experience. What I found was a dungeon master who truly went over the top to build his award winning game.

Now let’s sit back and learn what Matt Brenner has to say about his gaming background and what he did to build his champion adventure. [Read the rest of this article]

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