
Thursday, 9 December 2010
Low-Level 'Adventures'
Reading this post on Discourse and Dragons, about relatively straightforward adventures that build up to a climactic battle against an archetypal monster, I was struck by how inappropriatethis adventure structure is for low-level characters. And I wondered how other DMs handle low-level adventures. What I mean is, D&D promises players that their characters will be heroes, but the first couple of levels – which if we go by a 3 game session per level rule of thumb, could be quite a long time – are spent worrying that a couple of goblin arrows will kill Hurkar the Strong, never mind imagining that Hurkar the Strong will hack his way through the goblin horde before doing heroic battle with the evil wizard, the bandit king, the Ogre chief… whatever. The low-level adventures that I run are either very short, practically single encounters with a few trailing threads to be explored, or exercises in rest and resupply. Neither of these capture the structure of heroic fiction.

The heroes stagger back to town, again.
Do people start their D&D characters at higher levels? Do they make judicious use of the DM screen to slide the characters though peripheral encounters to ensure that the session generates the sense of adventure and exploration? Or do they run combat-light adventures – the sort found in WFRP, which seems contrary to the spirit of D&D – that reward player characters for ‘sustainable’ adventuring?
Monday, 6 December 2010
Flora, Fauna, and Fora
Okay, I'll return with a fairly light posting. It's been a busy time painting hills for my dwarfs shoot their cannons from, and then the dwarfs and cannons to put on those hills. And I paint slowly. Very slowly. So very slowly.
First, here is Head Injury Theatre's guide to the stupid monsters of D&D. D&D has lots of 'stupid' in it, but then D&D does consist of hundreds of books spread over 30 years. Some of these monsters are actually 'bad', in the way that lots of very early D&D was 'bad'. I don't want to have my players explore by routinely tapping the ground in front of them with a 12" pole because deadly traps are that commonplace. There's no heroism, adventure, or cleverness in that. It might remind us of the old days, and despite my fondness of old school RPG rule systems and game settings, the idea of dungeoneering being a series of escalating death-puzzles is about as exciting to me as D&D being World of Warcraft, now with added paper! I want my players to role-play their characters, be heroes (or villians, or snivelling sneaks) and have fun doing so. Which is why this is a bad monster.
It's not that it's stupid, it's that it's bad. Just how are a party of adventurers meant to cope with that. How will the players not feel that they've been 'cheated' when the ceiling drops down on them and kills them. Put The Lurker Above, and its kin, in your game, and you've got henchmen taking point once the players re-roll their characters. Heroes all.
Anyhow, I've been living my online gaming life around the Dragonsfoot (for all my classic D&D needs) and Bugman's Brewery (for my WFB Dwarfs) fora recently, and do recommend that if you interested in these game systems you check out those sites.
Labels:
DnD,
Dungeons and Dragons,
Dwarfs,
Monsters,
Stupid,
Warhammer Fantasy Battle,
WFB
Wednesday, 22 September 2010
Lead Poisoning
No posts in a while… I’m not dead, but I am suffering from an acute case of lead poisoning. All I have done for the past few weeks is paint miniatures and play Warhammer Fantasy Battle.
My Dwarf army – the Dwarfs of the Kingless Halls, of Karak Angaz, the Industrious Hold, haven’t been performing that well in the field. In fact, the ineffectiveness of the Engineers’ Guild, with cannon balls falling short or bouncing long for the few rounds it takes for the Goblin Wolf Chariots to reach them, might well prompt a re-ordering of the power structure of the Hold. From syndicalist utopianism to military rule, perhaps?
This lead poisoning hasn’t just been eating my time, but also my imagination and my money. Right now I’m scouring eBay for the bits of an Empire mortar I need to build a Dwarf bombard (to be played ‘counts as’ a Grudgethrower). That’ll scatter those hordes of Greenskins!
Labels:
Dwarfs,
miniatures,
Warhammer Fantasy Battle,
WFB
Wednesday, 18 August 2010
Never played D&D before? Never played a computer adventure game?
Then you will make a great role-player. Freed from the restrictions of understanding the mechanics and the constraints of game genre, you will take seriously the idea that this is a game is a product of the imagination.
Some time ago I ran a game of BECMI/Rules Cyclopedia D&D for my wife, my mother, and my teenage sister. We had created characters the day before, and I knew the game was going to be interesting from the amount of imagination they put into developing their heroic personas. By the end of character creation we had a ruthless veteran Thyatian warrior, a warrior priestess from the Northern Reaches, and a runaway teenage unlicensed magic user from Glantri.
I decided that we would play a version of module B9, Castle Caldwell. This is a short dungeon crawl with little to commend it apart from its simplicity. Which is exactly what I wanted from an adventure I would be using introduce three beginners to the game. In putting some meat on the bones, I had it that they would be hired by Cassius Capex, former slum landlord of Thyatis City in the process of turning his family into members of the respectable gentry. If he is successful, he will be able to serve as an early patron for the adventuring party. The first step in this process is the purchase of an abandoned fortified manor house and accompanying lands in northern Karameikos. Unfortunately, the abandoned manor is occupied and he needs some desperate/brave strongarms to clear his property. To add an NPC who could offer beginners tactical/game mechanic advice, I decided that Cassius will send his son, Atticus Capex to accompany the party and keep an eye on their efforts.
In hindsight, should I have done all this in a ‘cut-scene’? I have little aversion to using cut-scenes – extended periods of description that throw characters into an adventure or move the plot forwards between episodes of ‘open’ play. I use these to shamelessly ‘railroad’ characters into events, to place them at the doors of the dungeon, or knee-deep in intrigue (or in gore, depending on taste), before handing the characters over to the players. I see little wrong with this, as the idea that a GM is able to avoid ‘railroading’ is a nonsense - to give characters total freedom, after all, would involve beginning every game session with, ‘You wake up. What will Edwin the Bard do now?’ Or, like Tristram Shandy, we could try to begin with the conception of the characters. A good cut-scene can do away with that staple of adventure beginnings, ‘You spend the evening in the Skewered Boar. A strange man approaches you as you finish your Darokini wine’, and provide a beginning that is more cinematic, theatrical, or literary, depending on your tastes. For all that, the party met Cassius Capex in a tavern.
What followed was an excellent few hours of role-playing. The warriors and the runaway negotiated with Cassius, discussed his offer with each other, inspected the horses that he provided, weighed up Atticus as a party member, and generally failed to get on with the adventure. When they did arrive at Castle Capex they hid in the treeline and watched the entrance for the best part of a day, before watching a goblin hunting party return. They laid a plan to lure some goblins out, setting a smoky campfire to attract attention and concealing themselves some distance away. Four goblins were sent to investigate.
Dice rolling began in earnest. The party killed two, broke the morale of the remaining two and captured them. Under interrogation, the goblins told the party that their band controlled the castle, and ‘taxed’ the humans who used it. I wanted to offer the party hints that they might be able to clearing the castle largely by negotiation – the merchants, bandits, evil cleric, and goblins could all be persuaded to leave the castle when faced with swagger, threats, sharp blades and a little gold. The party would still have to fight the ravenous wolves, and whatever evil lurked in the cellars, but they would be able to role-play much of their way to success.
After the party put their prisoners to death – one of them was trying to escape, but I might have to look at an alignment shift for these Lawful heroes – I got my first sign that these players were so unfamiliar with adventure games of any description that they would need guidance. I needed to have Atticus get to his knees and search the bodies of the goblins in order to reward the characters with any treasure. And then, armed with information about the inhabitants of the castle the party rode back to town, Atticus grumbling all the way, to renegotiate with Cassius. They demanded that he hire a few more strongarms to accompany the party if they are to clear out a castle that is not only home to goblins, but also a couple of groups of ‘umans and that ‘strange chanting lady’.
A clever move in real life, perhaps. But not a gamers move. A gamer – even one only familiar with computer adventure games – would assume a difficulty scaling in keeping with the power of the characters. People with no familiarity with the way these games work see four novice adventurers, and a castle full of people and things who will try to stick pointy bits of metal into those people. Where a gamer might risk the life of his character to achieve progress in the game, and more importantly would understand the scale of these risks in terms of game mechanics, in this game the players – my wife, my mother and my teenage sister – used their imagination to assess the dangers of having fun storming the castle. They role-played their characters, and found that they were far more concerned with keeping their characters unharmed while earning enough money to escort the runaway novice magic user downriver to Specularum then they were achieving abstract character progress in the form of ‘levelling up’. Their lack of familiarity is what made the session such a fun role-playing experience, and such a frustrating adventure game.
Some time ago I ran a game of BECMI/Rules Cyclopedia D&D for my wife, my mother, and my teenage sister. We had created characters the day before, and I knew the game was going to be interesting from the amount of imagination they put into developing their heroic personas. By the end of character creation we had a ruthless veteran Thyatian warrior, a warrior priestess from the Northern Reaches, and a runaway teenage unlicensed magic user from Glantri.
I decided that we would play a version of module B9, Castle Caldwell. This is a short dungeon crawl with little to commend it apart from its simplicity. Which is exactly what I wanted from an adventure I would be using introduce three beginners to the game. In putting some meat on the bones, I had it that they would be hired by Cassius Capex, former slum landlord of Thyatis City in the process of turning his family into members of the respectable gentry. If he is successful, he will be able to serve as an early patron for the adventuring party. The first step in this process is the purchase of an abandoned fortified manor house and accompanying lands in northern Karameikos. Unfortunately, the abandoned manor is occupied and he needs some desperate/brave strongarms to clear his property. To add an NPC who could offer beginners tactical/game mechanic advice, I decided that Cassius will send his son, Atticus Capex to accompany the party and keep an eye on their efforts.
In hindsight, should I have done all this in a ‘cut-scene’? I have little aversion to using cut-scenes – extended periods of description that throw characters into an adventure or move the plot forwards between episodes of ‘open’ play. I use these to shamelessly ‘railroad’ characters into events, to place them at the doors of the dungeon, or knee-deep in intrigue (or in gore, depending on taste), before handing the characters over to the players. I see little wrong with this, as the idea that a GM is able to avoid ‘railroading’ is a nonsense - to give characters total freedom, after all, would involve beginning every game session with, ‘You wake up. What will Edwin the Bard do now?’ Or, like Tristram Shandy, we could try to begin with the conception of the characters. A good cut-scene can do away with that staple of adventure beginnings, ‘You spend the evening in the Skewered Boar. A strange man approaches you as you finish your Darokini wine’, and provide a beginning that is more cinematic, theatrical, or literary, depending on your tastes. For all that, the party met Cassius Capex in a tavern.
What followed was an excellent few hours of role-playing. The warriors and the runaway negotiated with Cassius, discussed his offer with each other, inspected the horses that he provided, weighed up Atticus as a party member, and generally failed to get on with the adventure. When they did arrive at Castle Capex they hid in the treeline and watched the entrance for the best part of a day, before watching a goblin hunting party return. They laid a plan to lure some goblins out, setting a smoky campfire to attract attention and concealing themselves some distance away. Four goblins were sent to investigate.
Dice rolling began in earnest. The party killed two, broke the morale of the remaining two and captured them. Under interrogation, the goblins told the party that their band controlled the castle, and ‘taxed’ the humans who used it. I wanted to offer the party hints that they might be able to clearing the castle largely by negotiation – the merchants, bandits, evil cleric, and goblins could all be persuaded to leave the castle when faced with swagger, threats, sharp blades and a little gold. The party would still have to fight the ravenous wolves, and whatever evil lurked in the cellars, but they would be able to role-play much of their way to success.
After the party put their prisoners to death – one of them was trying to escape, but I might have to look at an alignment shift for these Lawful heroes – I got my first sign that these players were so unfamiliar with adventure games of any description that they would need guidance. I needed to have Atticus get to his knees and search the bodies of the goblins in order to reward the characters with any treasure. And then, armed with information about the inhabitants of the castle the party rode back to town, Atticus grumbling all the way, to renegotiate with Cassius. They demanded that he hire a few more strongarms to accompany the party if they are to clear out a castle that is not only home to goblins, but also a couple of groups of ‘umans and that ‘strange chanting lady’.
A clever move in real life, perhaps. But not a gamers move. A gamer – even one only familiar with computer adventure games – would assume a difficulty scaling in keeping with the power of the characters. People with no familiarity with the way these games work see four novice adventurers, and a castle full of people and things who will try to stick pointy bits of metal into those people. Where a gamer might risk the life of his character to achieve progress in the game, and more importantly would understand the scale of these risks in terms of game mechanics, in this game the players – my wife, my mother and my teenage sister – used their imagination to assess the dangers of having fun storming the castle. They role-played their characters, and found that they were far more concerned with keeping their characters unharmed while earning enough money to escort the runaway novice magic user downriver to Specularum then they were achieving abstract character progress in the form of ‘levelling up’. Their lack of familiarity is what made the session such a fun role-playing experience, and such a frustrating adventure game.
Labels:
Castle Caldwell,
DnD,
Dungeons and Dragons,
Roleplaying
Wednesday, 21 July 2010
Clever Player, Stupid Character?
Or the other way around.
Role-players are usually comfortable with the idea that the characters can be physically dissimilar to players. We do not blink when the character being played by a weakling bends iron bars or lifts boulders, or when the character played by a clutz nimbly disassembles a deadly trap, or when the player who is never completely well rolls up a character with a constitution of 18. The dissimilarity of the characters and the players is enforced by the way in which physical characteristics are bound into the mechanics of the game.
Characteristics such as wisdom, intelligence, and charisma – personality and cognitive characteristics – seem to present many role-players with a problem. They are often not tied so strongly into the mechanics of the game. They might determine how many spells you can learn or cast, or offer slight modifiers to reaction rolls, but their effects are not felt in the mundane mechanics of the average role-play session. Complicating this is the feeling that the activities that might be covered by these characteristics ought to be the proper domain of role-playing, not dice rolling. When a player says that his character will attempt to throw a goblin over a wall, a GM will ask the player to roll some dice. The GM will not ask for a demonstration. When a player says that his character will negotiate with a goblin, a GM will often ask the player to role-play this negotiation.

While Steve couldn't string two words together, never mind an argument, his character (Wis 17, Int 17, Chr 17) could speak like Cicero.
Role-players are usually comfortable with the idea that the characters can be physically dissimilar to players. We do not blink when the character being played by a weakling bends iron bars or lifts boulders, or when the character played by a clutz nimbly disassembles a deadly trap, or when the player who is never completely well rolls up a character with a constitution of 18. The dissimilarity of the characters and the players is enforced by the way in which physical characteristics are bound into the mechanics of the game.
Characteristics such as wisdom, intelligence, and charisma – personality and cognitive characteristics – seem to present many role-players with a problem. They are often not tied so strongly into the mechanics of the game. They might determine how many spells you can learn or cast, or offer slight modifiers to reaction rolls, but their effects are not felt in the mundane mechanics of the average role-play session. Complicating this is the feeling that the activities that might be covered by these characteristics ought to be the proper domain of role-playing, not dice rolling. When a player says that his character will attempt to throw a goblin over a wall, a GM will ask the player to roll some dice. The GM will not ask for a demonstration. When a player says that his character will negotiate with a goblin, a GM will often ask the player to role-play this negotiation.
While Steve couldn't string two words together, never mind an argument, his character (Wis 17, Int 17, Chr 17) could speak like Cicero.
I want to protect characteristics such as wisdom, intelligence, and charisma from being ‘stat dumps’ by giving them more mechanical prominence in a game. But I want to do this without cutting the role-play aspect of role-playing games. That said, a clever player, playing a D&D character with intelligence of 7, who solves puzzles, engages in complex negotiations, and the like, is no more playing a role-playing game than one who devolves everything to a characteristic test. A combination of characteristic tests and skill tests, modified GM judgement of intrinsic difficulty and role-playing decisions is the best way forward, I feel. A player might make an impassioned speech when negotiating with the King of the Assassins, but if the character who is to be making the speech has a low charisma score that might not be quite what comes out of the characters mouth. We would not consider for a moment that there should be one to one translation from player action/stated intention to character action when dealing with questions of physical action. This is not just to hobble the characters of the clever, charismatic players, but to boost the characters of players who are not so quick witted or charismatic. Just as a weakling can play a Herculean hero, so can the shy player who stumbles over his words play the greatest demagogue in the Known World.
Labels:
Characteristics,
DnD,
Dungeons and Dragons,
Roleplaying
Tuesday, 6 July 2010
Standard Magical Items
In the real world, flags and standards are powerful items. A simple arrangement of symbols can evoke strong emotions; flags and standards can conjure pride, rally faltering courage, even generate fear. Some are sacred, and emotions generated when these flags are defiled points to the real power of these objects. And this is in a world where the only magic at work is the reification of abstract symbols by human cultures.
So why, in other worlds in which there are such things as magical symbols, in which heraldic banners flutter from every petty stronghold and trail from the lance of every knight errant, is there a paucity of magical flags?
In Warhammer Fantasy Battle (WFB), the power of flags is a standard (pun intended). Most units receive bonuses (magical and mundane) from the banners that they carry into the fight. But in Dungeons & Dragons (D&D), magical flags, banners, and standards are curiously rare. On US Independence Day, Dungeons and Digressions posted a list of some interesting magical flags that could be used in any fantasy role-playing game. I like the 'Flag of Allegiance' -
- not because it is unusual, or strange, but because it is essentially the real world power of a flag made magical and amplified.
"Stop looking at my chest, Top Hat, and defend the symbol of La Révolution!"
I am thinking of the use of magical flags to defend cities, to protect ships, to hearten Orc raiding bands... and the sort of role-playing encounters these items could enable.
Saturday, 3 July 2010
Warhammer World Sportsnight
Blood Bowl is set in a Warhammer World. Not the grim world of Warhammer Fantasy Role-Play (WFRP), nor even the markedly lighter world of Warhammer Fantasy Battle (WFB). The world of Blood Bowl is violently silly. I do wonder what a game of WFRP set in this version of the Warhammer World would play like. There is enough background material in the various rulebooks, companion books, magazines, annuals, and even novels, to layer a Warhammer World devoted to the Cult of Nuffle over the grimdark world we already know. I would love to hear from anyone who has done this, whether for a one-off game or for a Blood Bowl-themed campaign.
When they said that their home ground was a fortress...
A few days ago, D retrieved his 3rd edition Blood Bowl (and Dungeonbowl) and we played a human v dwarf game. His human team sported their 15-20 year old paint jobs, while the dwarfs rumbled across the field flashing their bare lead. The first half was played without the four-minute per turn rule; it is a little difficult to play to that rule when you are consulting the rulebook on a more or less continuous basis. By half-time it was 1-0 to the humans, gifted a touchdown when their catchers broke the iron-wall of dwarven defence and we misinterpreted the mechanics of passing and catching. The second half was played with the four-minute per turn rule in effect, which made for a much more urgent, exciting, even tense playing experience. The game flowed - at least, the board game that D and I were playing flowed, the game of Blood Bowl that was being represented on the board was a static battle as the dwarf team ground its way upfield, eventually scoring a touchdown against the four remaining human players able to stand upright. Final score, 1-1, with the humans counting 2 dead, 2 seriously injured, and 4 knocked-out.
Blood Bowl Live? No, Calcio in Costume. "The modern version allows tactics such as head-butting, punching, elbowing, and choking, but forbids sucker punching and kicks to the head."
Miniatures, miniatures, miniatures. I have never used them when playing RPGs. I am not a great painter, never had the money to collect many, and given that the strength of using miniatures is in creating a vivid visual representation of the scenarios being described, I could not see the point in using a miniature to 'stand in' for some other monster or character. That the game takes place in the imagination is surely the very point of RPGs. Isn't it?
But miniatures, miniatures, miniatures. Before this game of Blood Bowl I had rescued by 1st edition Space Hulk from storage, and had made a start painting up a few genestealers in the classic blue/purple colour scheme. And while I am still not a great painter, I am a hell of a lot wealthier than I was when I was a teenager. So where does that take me? Straight past a fully-painted Blood Bowl team, a star player or two, and towards Warhammer Fantasy Battle, building a dwarf army, and some kind of Chinese hell in which tiny little plastic and lead men beg me to paint them to a standard that I can never achieve, and yet my disappointment only sharpens my appetite for more. And more.
A hell of a lot wealthier than when I was a teenager? Not for much longer.
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