Showing posts with label 4e. Show all posts
Showing posts with label 4e. Show all posts

Monday, June 22, 2009

That Dang Supplement Treadmill

The other day, I realized why I've stopped playing 4e D&D. It has nothing to do with the system itself. The system itself is spiffy. Not perfect by a long shot, and I don't think I could run a really long, serious campaign with it, but there are a lot of games that fall into that category. Heck, I considered running it this summer. I like running it, my summer group likes playing it. If it weren't for the sequel they'd been bugging me to run, it should have been perfect.

Except for that dang supplement treadmill. The thing that really clinched that decision for me -- to run Arcana Evolved rather than 4e D&D -- was that I knew that a bunch of cool stuff had come up since the last time I ran 4e, and if I ran it again there would be a serious temptation to buy more of that cool stuff. This is true of Arcana Evolved as well, but to a lesser degree. Not as much stuff, and I've already got a ton of 3e books that I haven't gotten a chance to use yet.

And 4e D&D has the specific issue that using it rather than some other game would be largely about the cool stuff. If I wasn't going to be fiddling with weird party combinations or coming up with killer monster combos, there wouldn't be much point to playing it. I can enjoy that style of game, but it's not significantly superior to the kind of game where the focus is on something other than character tweaks (or where I can make that kind of thing up myself) and it's a lot more expensive.

Monday, April 06, 2009

Quick News Blogging Go!

Dave Arneson is in the hospital, and he may not survive the next couple of days. His family asks that no flowers, cards, etc. be sent. They'd like any well-wishes to be posted at this thread so they can pass them along to him.

Wizards of the Coast has banned all sales of their products in PDF. Announced today and it goes into effect today. That includes out-of-print products and editions. Apparently they're worried about piracy. So now the only way to get PDFs is to pirate them. Good job, guys.

I've got Fight On! #1, #2, #3, #4, as well as Swords & Wizardry. (Thank you, Lulu, for not totally borking my order.) I'll be reading them over the next few weeks, and probably post something as well.

Together, this means that it's time to fire up the megadungeon again. I've got a commitment to test it out with a solo run this weekend. All I really need to do to get it expedition ready is rough out a map for Level 2; I can stock it randomly if need be. Best of all: if I print out Sham's Trap Tables, I can do it completely computer free now.

And the I am most definitely not running 4e again this summer. I don't want to be beholden to a company that I can't predict. Too bad, since I was kind of jazzed about trying out some of the stuff in PHB 2. (All divine gnome party for the win!) Most likely it'll be Arcana Evolved instead, but I'm not yet one-hundred-percent committed to the idea.

And as a final note: I'm experimenting with a MWF blogging schedule for the next couple of weeks, to try and smooth out my massive posting binges and droughts.

Thursday, March 19, 2009

Other Campaigns I Might Run This Summer

High-level 4e D&D. At the very least mid-Paragon tier; I'd consider going all the way to Epic. I wouldn't mind giving the system another spin, and a lot of my players like it, but I don't want to fiddle around with the first four levels again. I want to see what the system can really do. I'd like to try out my old "world ruled by rival factions of giants" idea, possibly with the players as freedom fighters against the giant oppression. But if I were to use as many kinds of giants as I imagine, and if any kind of combat came up with them, there'd be a lot of custom monster making, since there's only three kinds in the MM and one is kind of oddball. Not bad, just more work. I might end up just going with the "team of reckless archaeologists" idea; Indiana Jones seems like a good fit for the game's style. Either way, the real problem with this is that it'd awaken the temptation to buy more 4e crap, which is an urge I don't need.

Megadungeon. This should be ready for play by that time, so this'd probably be the lowest work option out of the things I'm considering. Some of the players are surprisingly enthusiastic about it, too. Unfortunately, a couple of them are flatly uninterested, and though I could probably convince them to try it I'd rather do something that everyone's excited about from the get-go. I'll probably break it out a couple of times over the summer for testing purposes; that's the nice thing about the megadungeon set-up, it's fairly accomodating of occasional but connected expeditions.

Vampire. Either Rockstar or Lawyers, Guns and Money, depending on what kinds of characters wanted to run. This is another option with a surprisingly high amount of player interest, even from the people who haven't wanted to play this for years. On the other hand, I'd really rather play Vampire than run it, and I'm not too sure about my groups willingness to "take it seriously."

Superheroes. Most likely Mutants & Masterminds, though one guy I know has HERO and likes it, so I'd be open to that option. I've had a game like this in the back of my mind for a long time, and it'd be nice to give the genre a shot for once. Unfortunately, though the group has several major superhero enthusiasts, it's got several people who actively dislike superheroes.

3.5 D&D Supplement Extravaganza. I have a bunch of d20 crap. My players have a bunch of d20 crap. We've never gotten to use all that d20 crap. I don't know if I'd want to go so far as to use absolutely everything the group owns, but I'd like to get a chance to use a lot of the material in Sandstorm, Tome of Magic, Book of Nine Swords, Expanded Psionics Handbook, Spell Compendium, and Magic Item Compendium that never quite saw play. So probably a weird fantasy/ancient world game, with a bunch of different competing orders -- Jedi-analogues/Bene Gesserit-types, ninjas, a bunch of different martial arts monks/sages -- and the players hook up because they all want to get the same cosmic doo-dad, and they figure they're better off working together until they get the chance to grab the thing for their order and run. Hilarity ensues.

Sunday, December 28, 2008

The Year in Gaming

This was sort of the year of the one shot, for me. I didn't as much gaming done as I would have liked, but what I did do was pretty fun. Pretty much all new systems, too; besides three sessions of a tragically doomed D&D 3.5 game, I don't think I played any of my old standbys. Here's the break down:

The Aforementioned Tragically Doomed D&D 3.5 Game: Four brand new players, one of whom never showed up after the first session and another who I'd kind of dragged into it and spent most of his time playing mah jong. Theoretically wilderness exploration, except for some reason I'd dumbed most of the hex map I worked up in September and replaced it with a really terrible random encounter chart. The play environment wasn't great either; we used a college provided study room, and the white board was handy, but the big glass window, terrible fluorescent lighting, and total lack of snacks just didn't set the right tone. Despite some really great play from the two players who wanted to be there, I just couldn't muster any enthusiasm for the thing, and stopped scheduling the games after a couple of weeks.

Feng Shui: In a trend that will continue, I got very excited about this on the train home from New York, played a single session that had a satisfyingly level of Nazi punching and general ludicrosity, and promptly forgot about the whole thing. Despite the fun we had with it, I haven't had the urge to play it again since.

4th Edition Dungeons & Dragons: Obsessed over it for, oh, a good eight months before it came out, ran a mostly successful short campaign using Keep on the Shadowfell over the summer, and decided it wasn't for me. Fun, yes, but a little too slick, and a little too streamlined.

Traveller: Mongoose Traveller gave me an excuse to get the book and see what all the fuss was about. Very impressed, spent a month or two rolling up a subsector. Never got around to playing it, though a couple members of my home group have expressed interest in it, and it's still top contender for games next semester and over the summer.

Swords & Wizardry: Finally started paying attention when the PDF version came out (especially since it's available for free at the official website) and proceeded to get very excited and spend a month and a half working on a crazy sandbox setting, which I still haven't run, and might not ever. I had fun putting it together, but it's still an irritating pattern.

Paranoia: A game my home group has been talking about for years, we picked it up on a whim and went home to play a crazy late night session. We managed to get in another game, and have some vague plans for a session next year, so this one may end up being a regular part of our college diaspora gaming landscape. It's been fun, and nice to be a player for once.

Vampire: the Requiem: Developed a bizarre fixation on the line, then got the book and became thoroughly confused. That's one to sort out in the New Year.

So I kind of got distracted every five freaking minutes, but I had fun doing it all so I'm not too unhappy with it. Hopefully I'll be able to run an actual campaign next year, but I'll tackle that when I blatantly rip off Amityville Mike's Gaming New Year's Resolutions.

Friday, December 05, 2008

Did 4e D&D Kill Exalted?

Hey, two games I shouldn't be talking about in just one post! Warning: Baseless speculation ahead.

Exalted's obviously not dead, or even really dying. People still play it, people still talk about it. (It occurs to me that the only people I personally knew who played it don't anymore, but they're not playing anything; graduation broke the group up and then business. So anyway.) But it doesn't dominate RPG.net like I hear it used to, and there's been a bit of talk about why that is that suggests at least some people have stopped playing it.

If that's true, there are a lot of reasons for it, from the somewhat unwieldy system to the inevitable loss of the new and shiny factor. But it occurs to me that the drop off in net activity, and theoretical corresponding play activity, happened in about the same time frame as the rise of 4th Edition D&D. Which, when I was playing it, struck me as remarkably similar to Exalted in some ways.

There's the obvious mechanical similarities between charms and powers, for one--though charms are a much broader animal than powers, the combat ones at least still have the same "bite-sized tactical awesome" vibe. And there's the general "this is a game about epic heroes, built on top of a crunchy tactical combat system" goal.

I don't know how far to credit all that "Exalted is broken!" stuff on RPG.net, since the people I know who played it got on just fine, but from what I know from experience that 4e's base system is very tight, and I hear the 4e supplements are about as clean as could be expected. It does, at the very least, have a higher rate of book production than Exalted, which could appeal to some sectors. And it's also got a much greater general fanbase, which if 4e is a factor in this hypothetical drop off at all is probably the main reason. I can easily imagine people giving 4e a shot because it covers a lot of the same ground as Exalted and they figure they could get a group together a lot more easily.

Right. So. I'll stop writing about games I don't play now, I promise.

Monday, October 27, 2008

Left Behind by Modern D&D

Every so often I go by RPGnet, just to check things out, and see what the latest word is on noisms's Monstrous Manual reading. I'll see this wall of [4E] tags, generally in front of character optimization threads or arguments, and occasionally I'll get this very strong sense of not belonging to modern D&D.

Which is weird, because it's not like the content is that different from the usual talk on 3.5 forums. While I do enjoy a bit of character optimization, my tastes usually run towards poking around the strange corners of the system rather than actual character optimization, and even for that I have a limited tolerance. So I never had much to say on the usual 3.5 forum, either.

But I still felt basically at home there. 3.x D&D was my game, the game that I started on, the game I knew and loved. Even when I wasn't playing it (which was most of the time, my major campaigns being based on d20 Modern and Arcana Evolved) I still basically understood it, and could discuss it, and cared about it.

But now? I go into the D&D forums and it feels like I'm not even on the same planet as some of these people. Even the people saying things I've said myself about the game in the past -- it's easy on the DM, combat's fun, fast, tense -- I just can't quite grok, because I keep wondering when they're going to notice that the tension is completely artificial. And the ones who are talking about this or that supplement and how humans are suboptimal and how this power combines with that other one--no clue, man. None.

Not that 4e is a bad game. On the contrary, it's a very good game. But--it's like this. I see someone say "D&D," no qualifiers. I know what that is, I've been playing that since I was twelve. Then I see the words like "starlock" or "dragonborn," and I have to do a double take. "That's not D&D," I think. But it is.

It's an unsettling feeling.

Wednesday, October 15, 2008

All The Characters Are The Same! or Why I Spent Six Hours Reading The Expanded Psionics Handbook

As I hinted at the end of yesterday's discussion of some of 4E's limitations, there's another more important distinction between 4E and 3e. In the new edition, each character has roughly similar capabilities. Sure, there's the striker/defender/leader/controller thing, and the variations on each of those themes, but it's all pretty much doing damage and deciding when to use your encounter powers and whether to burn your dailies. Occasionally you stick some interesting effects on the monsters, and there's a fair bit of moving around, but it's all just variations on a theme. It's a fun theme, and if the DM is on the ball you can get a lot of mileage out of it by changing the environment and monster behavior, and even more by building different characters in different ways.

But it's all one kind of fun.

There are a lot of different ways to generate varieties of fun -- call those ways the dimensions of fun, if you like fancy phrases -- and 4E drops a lot that 3.x had. One of the big ones, the one it had to give up to get the tactical complexity it's designed around, is variation on the mechanics behind character powers. 3.x has feats, skills, Vancian magic (of divine and arcane quality), psionics, incarnum, shadow magic, truename magic, binding, whatever that dang Tome of Battle stuff is, plus a bunch of class specific doo-dads like bardic music, rage, and dragon shaman auras all stuffed under "special abilities." All of which makes characters a lot harder to build, and a lot harder to predict how everything in the greater system will interact, but it allows for tremendous variety in the way the game plays. It also opens up a lot of headspace, creating a convenient source of ideas on how societies and environments might interact with the powers that drive them.

4E has one way. It's a good way, but it's not the only way.

Tuesday, October 14, 2008

It's Like the Best Apple Pie in the World When I Want More Than Just Those Damn Apples

Okay, so maybe being over 4E doesn't quite mean I'm going to stop thinking about it. Particularly, I've been trying to figure out what exactly it is that bugs me about it. This is a game I had all kinds of crazy fun running, and could easily have all kinds of crazy fun running again. So why don't I have much interest in it anymore?

That has more to do with obsession cycles than any intrinsic feature of the game, but my gut feeling answer is that it's much more limited than 3rd edition and its variants.

This is mostly nonsense. 4th Edition isn't significantly less complicated than 3rd Edition, it just increases tactical complexity at the expense of character complexity. With the exception of fighters, rogues, and other non-magic-using characters, 4E characters have fewer moving parts than their 3.x counterparts, and there's much less variety in the kinds of parts they use. However, this reduced complexity means its easier for the designers to ensure that all those moving parts have interesting interactions with each other, and that the characters have interesting interactions with the rest of the party. 

Which means, for pure combat, and even combat with motivational doo-hickeys (I'm fighting for the queen!) backed up by interaction scenes, 4E is superior. 3.x characters have an unfortunate tendency to find one best strategy and use it in every fight, to suck up table time with calculation, and to blow through opposition, though that last is mostly because the CR system rests on some assumptions that aren't supported by the game as she is actually played. On the DM side, 4E has much better support for making fights interesting, from making monsters easier to tweak and run to gearing its environmental design advice towards making terrain that gives players interesting choices.

On the other hand . . . 4E doesn't do a whole lot beyond that. There are precious few non-combat abilities, and it's impossible to build a character that doesn't focus on combat. It does have the skill challenge system, which I like a great deal and could see using to use to run a game by itself -- because it's a seperate system that's been bolted on to the main, power-based core where most of the game's complexity resides. 

If you want to run a game that revolves around exploration, or bullshit hi-jinks, or anything else where the point of combat isn't to have fun with the fight itself but to cause problems for the players, then whenever combat does come up it will invariably pull attention towards itself and away from the main point of the game. And if you don't use combat much, you're looking at a character sheet that you never use and making lots of character decisions that are never meaningful. 3.x often has the same problem, especially when you start adding in splat-books, but that's a function of the particular moving parts in the system -- what spells your wizard picks or whatever -- rather than being cooked into the arrangement of the moving parts themselves. It doesn't intrinsically assume, no matter how you build a character, that the character will be about "combat and occasionally some other stuff."

When I wrote this post, it ended up being crazy long, so tomorrow I'll pontificate about another, related difference between 3.x and 4E. As a player of mine used to say, "All the characters are the same!"

Tuesday, October 07, 2008

Now It's Time to Think About Something Else

According to the blog, my period of mild excitement about 4e D&D ended up lasting, at most, 13 months. From the first "hey, this is cool," post to . . .

Right now. Yeah. I am over 4th Edition Dungeons and Dragons.

The period of active, this is the coolest game ever excitement was even shorter. Hard dates puts it between the awesome, tactical craziness of my first session and the realization that all the tension in combat is artificial. Comes to about sixty days. At least it lasted longer than Feng Shui.

It's not like I won't go back to it. Right now I'm seriously thinking about going back to 3rd, after being off of it for most of that 13 month period. Or d20 Modern, which I've been falling back in love with. (First game on the other side of the screen. I'll never get completely over it.) So I will probably play 4th edition again.

But not now. Not while I feel like, to get the most out of it, to get the complete experience, I'd have to buy a bunch of books that I'm just not interested in buying. Not while I'm thinking about just how much I've got invested in 3rd and 3.5 and d20 Modern -- in memory, money and knowledge -- and how much gaming I have left to do with them. And not while I still have a lot to learn from the older editions of the game -- not to mention all the stuff that's not D&D.

Thursday, August 21, 2008

The Healing Surge Trampoline

My 4th edition summer game, the "get the band back together" game, is now officially over. I had a lot of fun running it, and the usual levels of hair-pulling frustration, and I think my players had a good time, too. In the end, a good game.

We even managed to give it a decent finale. It was clear, and had been for a while, that there was no way we would actually finish the module, if we played through it as written. I'd decided already that there was also no possibility of ever picking it up again to finish it, at least with this group, but I was reluctant to leave yet another adventure permanently unfinished, with no sense of closure. So I boosted them to 3rd level and cut out most of the second level of the dungeon, bringing them straight to the final two fights.

Not a method I'd recommend in most circumstances, but this time, it worked out okay. Mostly because it turns out that (a) the stunt rules are easy to handle and (b) the wight raining crackling purple death upon them was standing right next to a pit. Cue the Wilhelm scream, splashing, and helpful wight sound effects provided by Alefist. (Reeeeee!) After the battle, they amused themselves by dropping various objects on the very wet, very angry, and very trapped wight.

Other than that, the fight was pretty standard. They all ganged up on Kalarel at the end, neatly demonstrating that the primary purpose of having all those monsters is to distribute fire; five levels above them, he lasted about two rounds.

It had the usual near-death moments, which I'm beginning to think are an artifact of the way healing works rather than a sign of actual peril. The damage/healing system, to put it most simply, is subject to negative feedback. There are, of course, monsters that are more dangerous against bloodied foes. But those effects are dwarfed by the basic dynamic of the PCs healing abilities: the more wounded they are, the easier they are to heal.

Mostly it comes down to the death and dying rules. There are a couple of powers I know of that exacerbate the effect, but they're not what drives it. Sooner or later, the death and dying rules kick in whenever a PC takes damage. And they don't just make it impossible to die within less than 3 rounds after hitting zero, giving their friends plenty of time to get them back on their feet with a simple skill check. They also guarantee that when the character does get back into the fight, they do so with a quarter of their starting hit points -- any healing on a dying character resets them to zero before hit points get added, and that basic heal check option gives them a free use of a healing surge.

Having those back up systems in place means the monsters can have a lot of hit points, and do a comparable amount of damage to the PCs, and the only effect will be 3 rounds of "peril" before the character gets back up and pummels the monster, who does not have the healing surge trampoline. Which isn't a bad thing, exactly, but I do wonder what would happen if the player's figured it out. Is there an intermediate setting in a 4e fight, between "artificial danger" and "certain doom?"

Wednesday, August 13, 2008

The Little Details

This Sunday and last I ran sessions of the 4e game, which I haven't posted about mainly because there wasn't much to say about either of them. The first was fairly good, the second was distinctly lackluster. Maggie has, in usual excellent fashion, recapped the August 3rd session but likely won't have the next one up for at least a week; I'll link to it when she does.

The only thing I can really add is that naming the goblins was a surprisingly good idea. It's the first time I've done anything like that, and was shortly followed with the first time I've ever had a player feel bad about something horrible that he did to an NPC. Usually I'm happy to have people rampage around, breaking stuff and having fun, but it was sort of neat to have that happen for once.

Oh, and last Sunday we came up with the best sentence ever: "He was engulfed in sartorial flames."

Otherwise, though, I've been starting to think about wrapping this game up and starting my next one in a month or so. It was clear we were not going to come close to finishing the module in the time left before returning to school, so I bumped them up to 3rd level and skipped the entire second level of the dungeon, moving immediately to the last three fights. It's working out okay so far, and I think it'll work out better than just leaving (yet another) module hanging that we know we will never go back to.

Thursday, July 17, 2008

Another Day, Another Game

We had another session of the 4e game Sunday. I just haven't reported it yet, because my wrists have been wonky lately, so I've been trying to stay off the computer. With less success than I'd like.

Not a particularly exciting session, truth be told. Only three people showed up (though a fourth did arrive about an hour before the official end, after we'd decided to break for the night) so everyone was running more than one character, but they did alright.

Maggie has, again, provide a full recap. And even better -- pictures of the table, and of Sara and Doug, the guard drakes they took from the shady looking gnome. At some point, I'll write about how I'm handling that -- 4e has no official rules for henchmen or pets, so I'm winging it.

Thursday, July 10, 2008

Keeping an Eye on the Battlefield: 4e and Healing

I've noticed, running 4e, that PC hit point totals don't really matter. On a round by round basis, yeah -- if they're bloodied, or if they're low enough that a monster can take them down in one hit, that matters. But just paying attention to their hit point totals doesn't let me know how they're doing, what the pace of the fight is, or how close they are to defeat.

Because hit point levels go up and down a lot. Even at 1st level, they have a lot of healing. Whether they've used their second wind matters, how many players have used theirs matters, how much major healing the cleric has left matters. I'm used to keeping rough track of hit point totals, and the enemy hit point totals, to tell where the battle is headed, but running KotS I've had to adjust that strategy.

What I should do is make up a little battle tracker, where I can mark how many healing surges everyone has used throughout the day, who's used their healing surges, and what healing the cleric and the paladin (or the warlord, if they team had one) have used. Probably track dailies, too, because they're as important as surges in determining when the PCs should rest, and at least at this level they're a measure of the PCs abilities to get themselves out of trouble if things really go south.

Monday, July 07, 2008

Skill Challenges and a Sudden Interest in History

Had another session of my 4e game last night. Things are starting to come together. Still some arguments, but everyone is at least trying to move things forward. Maggie's done me the favor of compiling a recap, complete with quotes, if you're into that sort of thing.

The best part of the session was testing the skill challenge system, interrogating a shady gnome archaeologist to find out what had happened to their mentor. As written, it's basically just another fight, but I had some information I wanted to get to the players, (mostly pre-hooks, for if they finish this adventure before summer ends) and I wanted to see how the skill challenge system actually worked. I can easily see how it would apply to traps and exploring and such, but as to social encounters, I was a bit skeptical.

For us, it's great. It's not that much different from what we normally do, except there's an initiative order, so people aren't shouting each other down) and everyone has to participate, even the quiet players and the ones who don't normally dig social encounters. A lot of my players are good at and enjoy social encounters, but I have one guy whose comfort zone runs more towards stats and tactics, and he seemed to enjoy himself alright during the challenge. The system provides a safety net -- just do what your character's good at -- if you can't think of what to do, and me and the other players gave him some help figuring out exactly what that meant in game terms.

The ones who were more comfortable with it had no problem with it, and pretty soon people were rolling shaking the gnome down and figuring out why he was here and what the mirror he had was. If they gave me more detail about what they were doing, in game, I'd respond with more detail, or an extra benefit within the challenge.

I had players asking me questions about history. This, I don't think, is entirely on account of the skill challenge format. Having a shiny poster map with little bits of detail to latch had something to do with it, and reminded me to use visual aids more often. But the skill challenge gave them permission and time to ask questions, by explicitly giving the spotlight to each player in turn. And it made it easy for me to give them little rewards for doing so, and to turn the information from "boring DM lecture" to "something I found out by asking the right questions and getting lucky."

Oh, and most of the answers I made up on the spot, which was fun. It was based on some ideas I'd been thinking about for what they might do next, if they get that far, but now I have some specific detail for further adventures -- a dragon named Malebraxis, whose now young adult children have infested the mountains to the north.

I'll be doing this again. Even if it turns into a special event thing rather than my usual way to handle such encounters, it makes a good change of pace, and it's nice to have the structure there to fall back on.

Sunday, July 06, 2008

The No Fun Game

Why do some people try to get others to play their game by explaining why the game they're already playing "isn't fun?" That's been the Wizards of the Coast marketing tactic for 4e, towards older editions, and the main effect I've noticed has been a perfectly justifiable increase in grouchiness amongst the people who play all those editions.

WotC (and their overenthusiastic minions) aren't the only ones who do this, though. It seems to be a foundation of the more annoying forms of Forge theory, that D&D isn't fun and all the people who think it is are delusional. And I've had several people try to get me to play Exalted using this strategy.

I don't get it. If those older editions weren't fun, how'd the hobby get started in the first place? (I'm using "fun" broadly here -- maybe better to say "worth playing.") In WotCs case, I think their target audience is people without the history to know any better, just trying to create comparison, but still. Clumsy.

And even leaving aside the stupid insult angle, telling me why my game is bad doesn't give me any reason to play yours. It's sort of understandable that Wizards sees the world as "our new D&D vs. your old D&D," but it always puzzled me that the Exalted players thought that if I wasn't playing D&D, I'd automatically move to their game, like there weren't a hundred other systems out there that I could play.

Friday, June 27, 2008

Minotaurs and Other Creatures

A thread on theRPGsite a while back got me thinking about minotaurs. I noticed on my first read through of the 4e Monster Manual that they had a lot more depth than I'd been expecting, what with a new and improved civilized version. But then my thought was that this gave me the old savage brutal minotaurs with a bonus set of demon cultists.

The mention of non-evil minotaur societies just registered as an interesting dungeon side trek, along the lines of Myconids or Desmodu. But now, after remembering that they (or a retouched version of them) are a major race in World of Warcraft, and that there's some minotaur city thing going on in Thunderspire Labyrinth, I wouldn't be surprised to see a full race write up for them in the second or third Player's Handbook.

I wouldn't be surprised, actually, if most of the races in the back of the Monster Manual got full write ups in future Player's Handbooks, or in campaign books. The Eberron sorginal ones are guaranteed, but goblins and orcs are also important in that setting so I could see something there. Githyanki and Githzerai will show up with psionics, and I'd bet Shadar-kai will get full write-ups when the shadow power source gets more detailed.

Thursday, June 26, 2008

Why Is Irontooth So Deadly?

The crazy-hard deadliness of the Irontooth enouncter has to be intentional. It's 1evel 6, for a group of 1evel 1 PCs, which by the book is just on the edge of survivability, if they spend all their dailies and action points. And one of the monsters is a level 3 elite, which, again, pushes him into the edge of survivability range.

And it's an encounter that the adventure kind of funnels the group into: It's the only way for the players to figure out that there are bad cult happenings at the Keep unless they have the "heroes on a quest" kind of hook. Presumably, if they're heroic types, they'll be willing to make a quick (and paid) detour to help the good citizens of Winterhaven out. And even if they're not initially interested in the kobolds, the kobolds attack them, repeatedly, and are incredibly annoying. My group decided to wipe them out on principal.

My theory on this is that it's the same reason there's a dragon, a solo monster several levels above the party, at the end of Kobold Hall, particularly the demo version. The word on the street (by which I mean the internet) was that it's impossible to kill low level characters in 4e. By putting a very hard encounter at a key point in the flagship adventure, that everyone who's interested in 4e will hear about if not play, the designers send a very clear signal that this is not true.

Wednesday, June 25, 2008

Additional 4e Game Notes

Maggie and Qwerty, playing Thyme and Scourge respectively, have both written their own recaps of last night's game. Maggie has been writing regularly about the game, if you're interested in more detailed recaps and quotes.

Which I appreciate, a lot, because while I like having a general record of what happened in the game I wrote ridiculously detailed accounts of the game myself for the last campaign I ran, and I'm just not interested in doing it right now. They're more interesting when players do them, anyway. And it gives me a very good idea of what my players actually think is interesting.

I also neglected to mention that, on Sunday, I had everyone tell me where their character was from, originally, before they got to Fallcrest, where their mentor is from and where they met up before heading to Winterhaven. A good way to get people into the game, and I'll probably make it a habit. I'd sent out an e-mail with the question ahead of time, so the people inclined to give that sort of thing thought could take their time. The most table time it took was spent on looking at the campaign map and figuring out where "the nearest mountains are" and things like that.

I'm using the basic campaign map that comes in the back of the Dungeon Master's Guide. I'm really quite enamored of it, and it's been very eye-opening. I always had an idea, in theory, of how to make a region map, but . . . examples, man. This is a pretty decent example. It says to me "draw some terrain on a map, and give it a name. Then draw some dots on the map, and give them names." Simple, easy, I should have thought of it before but much clearer now that I have it front of me.

Tuesday, June 24, 2008

The Fall of Irontooth

Tonight was a good night. The party finished the fight with Irontooth. They won by a hair--Scourge, the warlock, gambled his last action point on an extra attack rather than getting the heck away, and eldritch blasted the goblin down to exactly 0 hit points before the four unconscious members of the party started failing their third death saves.

And then the whole party cheered.

First time that's ever happened in a game I ran. But their lives were on the line, in a way that isn't usual in my games. They were smart--they have the tank wall plus snipers strategy pretty much down now, are learning their powers and how to use them to help each other, and and made some really rather inspired use of readied and delayed actions. And they were lucky--Stonefist, the dwarven fighter, rolled three 20s on his death saves, allowing him to keep Irontooth at bay just long enough to deal sufficient damage.

"We should have all encounters be like that," his player said.

Their one casualty was Liam, the elven ranger, who has now been replaced with a doppelganger wizard who has convinced the party that he actually is Liam, that he was only pretending to be dead. And a ranger. I have to wonder just how intentional that was; Liam died because he charged Irontooth, without backup, and was a striker, and the player had a back-up character on hand and ready to go.

It's actually good, because now that player has a weirdness schtick that doesn't annoy the rest of the party like going off into the woods and shooting at things did. And the party is now at the platonic six-person configuration of one of each role, plus an extra defender and an extra striker.

The best part of it all is: no fudging. I was tempted. Oh, how I was tempted. Not to fudge the rolls, because I'm doing them in the open, partially to remove that option. (I have been known to misinterpret the dice, taking advantage of player inattention, but not this game.) But I seriously considered knocking a few hitpoints off the dragonshields, or to "forget" Irontooth's regeneration.

But I didn't. No fudging. They could have run, but they decided they could take it, or were willing to risk it. All on their own terms.

The defeated Irontooth. And they earned it.

Monday, June 23, 2008

Teamwork and Storming

Another Sunday means another session of the 4e game. (Which needs a name; I had planned to name it after their adventuring guild name, but the players have not provided. Alternate plans are being explored.) This time, they almost managed to get through two encounters -- outside and inside the kobold lair. (The second being the infamous Irontooth encounter.)

They are also starting to learn 4e teamwork. After rushing into the first combat (Liam started shooting at things) they took their time, scouted the cave, and devised a cunning plan. They still might all die, because the encounter is just as tough as I've heard, but they've brought down all but the two dragonshields and Irontooth, and they're still in pretty good shape. They're through a lot of their healing, but not all of it, and most of them still have dailies.

Most encouraging is that Thyme, the least tactical of the bunch, is starting to get a handle on the system. She's making pretty good use of her powers, and while I think we've been misinterpreting certain rogue powers as ranged and she'd be more effective in melee, the learning curve is not as frustrating as I'd feared. She's also switched her half-elf encounter power from eyebite to scorching burst, which has been fun and useful, giving the team a little battlefield control they were missing after the wizard died.

It's also got me thinking that the wizard may now actually be the least complicated class to run. Everyone has the same power scheme, and if the wizard has a good team backing her up she has a lot less to juggle than the rest of the group. Which is weird, historically, but I may start recommending that the new players play wizards and ask the veterans to play defenders. Crazy edition.

It wasn't all dice and dragons, though. We seem to have hit the "storming" stage, and it's a little worse than I'm used to. They got into a huge, almost-shouting argument over whether to go to the dragon graveyard or the kobold lair first, and later into another about which entrance to use to attack the lair. Probably the worst argument I've ever witnessed at a table, but it's a new group, so things should settle down. Next time, I'll do a secret ballot, use a little of my DM power for good before things get too contentious. And maybe talk to a couple of people outside of the game; I'm still hopeful the group can resolve itself, with a little helpful guidance, but I've done that kind of thing before, and sometimes it's necessary.