Showing posts with label dnd4e. Show all posts
Showing posts with label dnd4e. Show all posts

Saturday, October 12, 2013

The Magnificent Weathermen: Winston Cloudstorm

In preparing for The Magnificent Weathermen, I realized that I wanted to experiment a bit with characters and character concepts. One in particular that I had been very interested in really getting into was the "Ghost" character featured in Dragon Magazine #420. Of course, with my luck, the ghost features were never implemented into the character builder, so I would have to work by hand on this one. Of course, I would also have to decide WHO this ghostly weatherman was and how he fit in.

Winston Cloudstorm, former Guild Leader

As the idea for The Magnificent Weathermen began to really formulate, I decided that the motivation for the plot would come from the funeral of Sir Winston Cloudstorm, former Chief Meteorologist of the Waterdeep Meteorologist's Guild. I imagined that the details of his death would be fleshed out by the players at the table, but I liked the idea of a funeral with a bunch of different weathermen coming to pay their respects. Once this was established, it did not take long for me to determine who the ghost would be. From that, (the late) Winston Cloudstorm was born.

Don't stress the "feats." The names are all made up.
This may seem strange to experienced 4E players.
Cloudstorm is my first real attempt at openly violating the character building rules. Players familiar with Dungeons & Dragons 4E will observe that he seems to fit no character build whatsoever. Fourthcore players will scoff. Of course, Cloudstorm isn't meant to be "tournament legal" by any stretch of the imagination. He's a flight of fancy.

Experienced players should be able to detect some of his roots, of course. Other than taking a series of powers from the Ghost article, Cloudstorm is very much built on the base of a Dwarf Hammer Knight. His "Ghostform" powers are very clearly Knight stances. He has a number of Dwarf and Fighter feats to make him more effective at hitting and moving enemies around. Of course, his stats are wrong for a Knight, but that's because I swapped INT and STR. In addition, he's clearly missing Knight abilities like the Power Strike and Fighter Utilities. Mostly, I took them away to focus more on the Ghost aspects.

People familiar with the Ghost article will notice that I cheated that a bit, too. He has three healing surges instead of two, two uses of Stolen Years, and a few other tweaks. Instead of just building the Knight and overlaying the Ghost, I fused the two in a way that felt natural. It's not that he's the ghost of a guy with a hammer. He's a ghost, and that's what makes him effective at defending his allies.

Either way, that's the late Winston Cloudstorm, former Chief Meteorologist of Waterdeep. I welcome any comments from 4E advocates.

The Magnificent Weathermen: A Waterdeep Adventure

When I prepared a series of prospective adventures for my home D&D game, I had not expected what my players would make of them. Some of them seemed very much like typical D&D fare but a few of the prospective "episodes" were a bit off the standard tracks. One in particular that I want to focus on was the adventure that I originally titled "The Lost Weatherman" that would eventually be known as "The Magnificent Weathermen."

Background of the Weathermen

One of the players in my home game originally came to the table with his hometown weatherman (Vince Condella) as a weather predicting bard. This character eventually inspired a nemesis, the mad gnome Chet Doppler who threatened Waterdeep with elementally-infused weather. Chet was captured and placed in the Waterdeep Adventurer's Guild (WAG) "dungeon," left as a sort of reoccurring joke. Eventually, that player decided he was done playing weatherman, so Vince accidentally left on a transport ship bound for Luskan.

Chet Doppler!
During all of this, we established that there was a Meteorologist's Guild in Waterdeep. We never spent too much time explaining how that worked, but it clearly involved Arcanists who predicted the weather and promulgated that information throughout the city. Vince and Chet had been weathermen who, for somewhat unspecified crimes of "weather speculation," were stripped of their authority and kicked out of the guild. The only other character in the guild we really defined was Winston Cloudstorm, the head of the guild. Cloudstorm had been implicated as a conspirator in the attack on Waterdeep and stabbed outside of the Lord's Hall by a Thayan assassin, but the adventurer's eventually cleared his name.

The relationship between Chet and Vince was one that continued to pop up in play. When we ran a "Turn Left" session (It's a Wonderful Life, for those of you are not familiar with Doctor Who), we tried to return to as many iconic moments from our previous play. The elemental storm attack on Waterdeep returned and the characters engaged in a slightly different battle with Chet Doppler. Mid-battle, to the surprise of most of the table, Vince Condella joined the fray, now Chet's ally in the attack. Of course, as this was an alternate timeline, it had no greater impact on the story.

From Inception to Reception

As we began the "fourth season" of our D&D game, the WAG was arrested, found guilty of treason and murder, and sentenced to life in the Waterdeep Prison Authority. Our first adventure involved the "big breakout." One of the monkey-wrenches I threw into the mix was the presence of the two former residents of the WAG prison: Malvolio Guildenstern and Chet Doppler. These two (former) villains now aided the party in their escape, ostensibly joining the former Adventurer's Guild (in exile).

I thought it would be interesting to have an adventure where we find out what happened to Vince Condella so many sessions ago. Chet Doppler, now changed by his time living as a prisoner of the WAG, wants to find his old friend. I had originally intended this adventure to feature Chet Doppler and an arrangement of other adventurers. There would be some pirates, a couple of battles, and somehow the party would be reunited with their old ally.

Ridiculousness ensues.
No adventure idea survives contact with the players. One of my players, on reading my original adventure premise, interpreted it as "bring your own hometown weatherman to the table." Suddenly, this went from a standard rescue adventure to something resembling the iconic Deep Space Nine episode "The Magnificent Ferengi." Accordingly, I changed the official title of the adventure and told all of the players to start thinking weird weathermen.

Of course, this changes the entire nature of the episode. From out of the woodwork, crazy ideas started surfacing. One player wanted to play his local Hawaiian meteorologist, a jilted lover of Vince Condella that wanted to "rescue" him (without explaining what that might entail). Another player immediately went to Brick Tamland for inspiration (Brick, where did you get a hand grenade?). Other ridiculous characters came up: the Underdark weatherman (Today's weather: cool and damp); the psychic weatherman (who steals other people's forecasts); and so forth.

The Buddy Story

Having all of my players get into the ridiculousness of weathermen got me really thinking about what I wanted to accomplish out of this adventure. Most of these characters were intended as one-offs. Whether they died, survived, turn traitor, or whatever else didn't especially matter. With that in mind, it occurred to me that the focus of this adventure was the relationship between Chet and Vince. This made me re-think the "rescue attempt" as a concept.

Although I am not certain what tomorrow's adventure will entail, I know that in one way or another, its resolution will be about the relationship between old comrades and later nemeses Vince Condella and Chet Doppler. Maybe they will both end up dead. Maybe Chet will discover that Vince has established himself as a pirate king and join him. Maybe Chet will find Vince a prisoner of his own power and rescue him. Who knows.

Wednesday, September 18, 2013

Dungeon Mastering: Examples of the D&D TV Season

After my D&D group finished the first episode of "Season 4" of our campaign, I thought I would present them with a few options for the upcoming sessions. Below is the list of "episode" summaries I sent. Hopefully, it will provide a sense of how a D&D campaign can be organized in a manner akin to an overly ridiculous television show. In the future, I'll take some time to write more about organizing a RPG campaign like it is a television show.

For context, it's important to understand that the group just broke out of prison after having been found guilty of three counts of murder (of a Lord of Waterdeep) and treason. This is the point in the grand narrative where they go from being brave adventurers working in the city to branded criminals trying to save the city from internal corruption.

The Magnificent Weathermen

Required Character(s): Chet Doppler
Optional Character(s): None. See Note(1)
Background: As things begin to calm down after the big breakout, Chet tries to figure out where Vince Candela, his arch-rival, has gone. Once he learns the real story, he puts together a team of friends and rivals from the Waterdeep Meteorologist's Guild to rescue their old comrade.
Note(1): This adventure is sort of a "one-off" featuring mostly new characters that aren't necessarily essential to the overall story.


Old School Ties

Required Character(s): Malvolio, Orsino
Optional Character(s): None
Background: Orsino and Malvolio sneak into Waterdeep to investigate a mystery from their youth at the Waterdeep Academy of Royalty and Noblemen. While there, they discover truths they were never meant to know.Note(1): This is likely a small party adventure, featuring only 2-4 players.


The Perfect Prison
Required Character(s): Archon
Optional Character(s): Gilderoy
Background: With everybody back together, Archon asks for assistance in determining the full extent of who is trapped within his psychic prison matrix and, if possible, find a way to separate it from the rest of the Blackstaff Core. This can undoubtedly end poorly.


Shadow of the Moon
Required Character(s): Darkscale
Optional Character(s): Ieuan, Nagda
Background: With all these new people onboard, life is getting cramped aboard the airship Scara. Archon and Onceval have discovered a legendary fortress hidden beneath the woods east of Neverwinter. However, those woods are home to the werewolf barbarian clans, some of whom still have ties to the Netherese.Note(1): This adventure begins the "Through Blood and Shadows" trilogy.

Till Death Do Us Part
Requires Character(s): Zane
Optional Character(s): Nasher
Background: It's a tough life having a spellscar that absorbs the essence of undead creatures. That kind of thing changes you. It changes Zane. Having absorbed Reapers, Dementors, and other undead monstrosities with his spellscar, Zane finds his own identity, his soul, in question.


The Smell of a Rat
Required Character(s): Paetr
Optional Character(s): Onceval
Background: Sent by Lord Neverember, an interesting young man comes to the (former) Waterdeep Adventurer's Guild with a potential ally: new, powerful monstrous warriors to join them in their fight against Thay. The downside? It's the Dustclaws, a Luskan gang.


FUTURE EPISODES

Orsino's Night Out
Required characters: Orsino Fortinbras, Roderigo Fortinbras
Optional Characters: None. See Note(2).
Background: Onceval realizes that he requires the power of the actual Blackstaff to be able to defeat Len-Jes, Archmage of Waterdeep. When planning a mission to recover it, Orsino informs the team that not everything is as it seems. In flashback, Orsino tells the story of what really happened to the staff so many years ago.
Note(1): This adventure begins the "Legacy of Fortinbras" trilogy.
Note(2): This adventure is a "one-off" using the Leverage RPG Ruleset. With the exception of the Required Characters, the characters are all arbitrary.

Monday, March 11, 2013

Campaign Settings: Neverwinter in 13th Age

Recently, I became involved in a conversation regarding converting the Forgotten Realms to 13th Age. Specifically, the discussion centered on Icons in that setting. The Icon system is an important part of 13th Age because it shifts some of the narrative control over to players, making their choice of relationships become part of the overall campaign story. I became interested in the conversation because I run a Neverwinter/Waterdeep D&D 4E campaign and I continue to think about how I would shift it over to 13th Age if the situation ever presented itself.

Keith Baker addressed the use of Icons in Eberron back in October. He makes the good point that Eberron, as a setting, does not lend itself well to a simple transition to 13th Age. Instead, he suggests that icons should be determined based on the focus of the campaign. Who the important players are in the game will determine what icons are relevant. If the campaign focuses on the power of the Dragonmarked Houses, than they would fit nicely as icons. However, if the campaign has some other focus, other icons would be more appropriate. This seemed especially important to me in determining how Icons would be developed for a campaign similar to my own.

Considering my own Neverwinter campaign and the material presented in the Neverwinter Campaign Setting, I thought I would lay out a potential list of Icons for a 13th Age game set in post-Spellplague Neverwinter. In doing so, I have tried to present them less as specific people and more as icons, referring to them by general terms. In general, I associate each Icon with a specific character presented in the campaign setting, but as is true with the Icons, its less important who they are but rather what they organization, faction, or even ideology they represent in the greater setting.

The Lord Protector

This is the current ruler of Neverwinter, a powerful man from another place that seeks to rebuild Neverwinter in his own image. The Lord Protector is a force of order in the city, but it is foreign. Some view the Lord Protector as a great boon to the city, helping to rebuild the Jewel of the North to its greater glory. Others view the Lord Protector as an usurper, come to take away Neverwinter's liberty. As written in the campaign setting, this would be Lord Neverember, Open Lord of Waterdeep. However, as with all of the icons, the specific person is less important than the ideology that they represent.

The Lord Protector is the Icon of ORDER in Neverwinter.
The Rebel

The Rebel is a direct political contrast to the Lord Protector. As an Icon, he opposes the Lord Protector's designs for Neverwinter. Ideologically, the Rebel represents an opposition to the Lord Protector's authoritarian role rather than opposition to order. Officially, they claim that true rulers of Neverwinter must descend from the line established by Nasher Alagondar. Some view the Rebel as a force of chaos, attempting to tear down everything that the Lord Protector attempts to build. Others see the Rebel as a hero of the people of Neverwinter, doing his (or her) best to stop the Lord Protector from seizing what last bit of freedom the people still have. Arlon Bladeshaper, the leader of the Sons of Alagondar, or the Lost Heir of Neverwinter (Selda Tylmarande) could both be potential Rebels taken from the campaign setting.

The Lich King
Valindra, the "regional" Lich King

Thay's influence in Neverwinter is important to the region. The Lich King represents that force encroaching upon the city. Like many Icons, the Lich King's interest is directly opposed to the Lord Protector. Quite frankly, the Lich King is directly opposed to most of the Icons as nobody much cares for a city of the dead. Szass Tam is the obvious choice for the Lich King, but a campaign that is more locally focused could adopt Valindra, Szass Tam's agent on the Sword Coast, as the "regional" Lich King.


The Dead Rat

The Dead Rat is the leader of the most significant criminal community within Neverwinter. The Dead Rat primarily works to garner himself power and profit and embolden his position as the most powerful person in Luskan. This is typically against the interests of the more civilizing Icons of Neverwinter, but the Dead Rat is not opposed to working with another Icon in the short term if it brings him more power. King Toytere of Luskan would be the best example of the Dead Rat as written in the campaign setting.

The Lords of Waterdeep

Using the Lords of Waterdeep as an Icon is, perhaps, a bit sketchy given the content of the Neverwinter Campaign Setting sourcebook. However, their influence is still extremely important in the city, especially if you assume that the Lord Protector, one of the Lords of Waterdeep, began the expedition into Waterdeep without their approval or consent. Having an Icon relationship with the Lords of Waterdeep could be a very interesting way to add some uncertainty to the game, especially when you consider that the Lords of Waterdeep are never of a single mind. Ostensibly, they support Neverember's mission to Neverwinter, but it is just as likely that they do not and work against his interests.

The Prophet

The Abolethic Sovereignty is a major player in Neverwinter, even if most people do not realize that they are. The Prophet, as an Icon, takes the character of Rohini the Healer and makes her, more directly, the leader of the Abolethic Sovereignty. The Prophet seeks to spread the abolethic corruption throughout the rest of Neverwinter, using it as a base to corrupt the whole of Faerûn. Like the Lich King, most people view the Prophet as a danger to Neverwinter. However, it may very well be that an Icon like the Lord Protector could ally with the Prophet under the old adage that "the enemy of my enemy is my friend."

The Infernal Prince
The Infernal Prince of Neverwinter.

The Infernal Prince, leader of the Cult of Asmodeus, has great plans for the Neverwinter region. From their plans to free the primordial Magera to aspirations to seize control of Neverwinter, the Infernal Prince is an important Icon to consider. Mordai Vell is an obvious choice for the Infernal Prince, but as with all of the Icons, it is not the specific person that matters but more the role. The Infernal Prince is interesting because, as with all devil related matters, he opposes chaos in the city. This could bring him in line with other Icons, such as the Lord Protector, that would normally not be expected.

The Shadow Lord

The Netherese only recently returned to Faerûn, but under the rule of the Shadow Lord, their ambition has already struck fear into the hearts of many. Although the Shadow Lord seeks to conquer the entire continent, Neverwinter is of great importance. This puts him in conflict with the Lich King, the Lord Protector, and many of the other greater powers of the region. That being said, as with all of the iconic enemies of Neverwinter, a relationship with the Shadow Lord could be useful where the Lich King or the Infernal Prince are major villains. Clariburnus is the natural fit for the Shadow Lord in the default Neverwinter setting.

The Gray Alpha

The Gray Alpha is the leader of the Gray Wolf Uthgardt. Unlike most of the Icons presented here, the Gray Alpha is a slight deviation from the material presented in the Neverwinter Campaign Setting. As the Gray Wolf tribes have generally allied themselves with the forces of the Shadow Lord, the Gray Alpha likely sees their alliance as a source of power for himself and the tribes. However, just as some of the Gray Wolf tribes are divided over their alliance, the Gray Alpha himself could be conflicted. Perhaps, akin to the Forsworn tribes, the Gray Alpha could be persuaded to turn against their allies and join some sort of organized resistance.

Other Icons
Want Harpers? Make them an Icon!

There are numerous other major characters within the Neverwinter setting that could be easily adapted into important Icons. The leader of Bregan D'aerthe could easily fit a role similar to that of the Prince of Shadows. The Warchief of the Many-Arrow Orcs could be fit in to a similar role as the Orc Lord. The various factions residing in Gauntlgrym could be made into major players sufficient to warrant an Icon. In that capacity, it is important for a group to determine what factions on the Sword Coast are relevant to the game they want to play. Does the group not want to involve the Shadowfell and its associated Netherese incursion? Remove the Shadow Lord. Want to make the Harpers a major player? Make them more present in the affairs of Neverwinter and make the Harper Council (or something similar) as an Icon within the setting.

The 13th Age Icon system is a way to allow players narrative control over the story arc. It lets them, as players, define which organizations and personalities they want to have as major players in the game. The Icons presented hear, as based on the background, character themes, and other content presented in the Neverwinter Campaign Setting, is the simplest way to bring that sort of structure to a 13th Age based game set in post-Spellplague Neverwinter.

Thursday, November 22, 2012

Player's Story: Avatar of the Archive

In the midst of a discussion with a friend about character options and how I found certain new role-playing game dissatisfying, I began to realize that my process for creating a character (as a player) was not quite in sync with that of a number of my peers. As I had the possibility of participating in new Dungeons & Dragons Fourth Edition campaign (likely set in the default setting of the Nentir Vale), I thought I would take some time to demonstrate how I go through the process of creating a player character for myself.
Person made out of Psychic
Crystals. Seriously?

The DM mentioned an interest in a story involving psionics. I wanted to create a character that had a distinctly psionic focus, although I was not sure how I would potentially accomplish that. One distinctly psionic thing in Dungeons & Dragons that I have yet to really work with was the Shardmind, a Player's Handbook 3 race that has never found its way to a table I play at. This seemed like a good place to start. Now, I simply had to decide how I could make a shardmind into an interesting player character and not a ridiculous novelty.

Reading over the shardmind entry in PHB3, I continued to get a sense that an individual shardmind is not a person, per se, but a little different. In a certain sense, the entry gave me the distinct impression that every shardmind was a specific instance of a larger thing.
Shardminds are sentient fragments of the Living Gate, which once stood at the pinnacle of the intricate lattice of the Astral Sea. Beyond that gate lay the alien Far Realm, and the gate’s destruction during the Dawn War resulted in the rise of the mind flayer empire.
Although I was not particularly enthralled with the idea of "sentient fragments of the Living Gate," it did get me thinking about each individual shardmind being a specific instance of a greater intelligence or sentience. To that end, I found myself thinking of Gene Roddenberry's Andromeda and, more specifically, Rommie, the Andromeda Ascendant's robotic avatar.

I assume every warship looks like this on the inside.
As I tried to think about how the shardmind would become associated with a ragtag group of adventurers, I realized that this character would need to be tweaked a bit. I had originally looked at this character as a separate avatar of a larger psionic entity. However, after giving it some thought, I thought it would be much more interesting if I made this shardmind more like a specific unit or process of a larger entity now separated from its greater whole. Instead of Rommie without the Andromeda, I thought it more like a Borg Drone without the Borg Collective.

I can only imagine Gene Roddenberry's disgust at my
brutal hacking of his creative universes...
This idea, and the inherent quest for identity, seemed to fit great for what I wanted. The shardmind was a physical instance of an old, psychic archive created by an ancient civilization. With the psychic archive facing destruction (or, even more interestingly, corruption), this shardmind was separated from the whole to save the last fragments of that civilization. As a potential future plot hook, it potentially carried some vital piece of knowledge that others would stop at nothing to acquire, although I know enough not to over-specify a character at creation. Either way, its crystalline structure was more than just a novelty. It was the last vestige of a fallen civilization.

Of course, I'm difficult. This wasn't enough. I did not want to make another robot finding a soul. That has been done plenty of times already. I wanted something more interesting. I wanted my character to have a personality and that personality was a problem. I also wanted to be able to tie my character to another player in an interesting way. For a moment, it seemed like I was asking too much. Nothing would satisfy my character concept. Then I remembered Winifred Burkle. Or, more appropriately, Illyria.

I always assumed Cthulhu looked like this
in human form. Didn't you?
I liked the idea of somebody important being consumed in the creation of this shardmind character. For this to work, I needed a second character. I would begin the campaign as a relatively mundane fighter, wizard, or whatever was needed. We'll call this character Bob (for now, anyway). The important thing about Bob is that Bob is a brother, husband, or lover of another character in the party. I even planned the first adventure (yeah, I'm that kind of player) where the party would discover the psychic archive as it began to finally collapse. Bob would approach the primary control interface only to be annihilated by psychic energy, a rather unfortunate outcome of the archive improperly trying to communicate with the adventurers. From this, the archive would know enough to create its final avatar, the shardmind. The shardmind would guide the adventurers to safety as the archive collapsed, earning a measure of trust.

So what's the point of Bob? Bob is there for dramatic effect. Bob's memories, emotions, and personality were imprinted on the shardmind (albeit accidentally). As with Fred/Illyria, the rest of the party would have to deal with this strange creature (who they realize to be important) but who continues to exhibit signs of the person they lost. Perhaps, over time, the personality of Bob would become more manifest, creating essential character drama in season 3 or 4. Or, perhaps the shardmind would begin to look like Bob. Time would have to tell on that one.
Part Bob. Part Psychic Archive.
All BADASS.
Of course, I haven't even gotten to stats or powers. That's usually the smallest part of my character creation process. The power-point psionic classes are interesting as I have never played one as a player and they're sophisticated enough as to not bore me (like the Elementalist did). Of course, since the shardmind is only "stat-synched" with one of the psionic character classes, how I deal with it is a story for another post.

Friday, November 16, 2012

Collaborative Roleplaying: Lords of Waterdeep

I will always admit that I run a very peculiar series of D&D Campaigns. I have taken a lot of cues from other games I have played or read about, implementing different gameplay elements as I feel it necessary. Some of the collaborative story game elements from games like Fiasco have been working their way deeper into my D&D game with a great deal of success. I thought I would highlight a way that I have changed the player's contribution to the game through a somewhat unexpected turn of events.

The Lord of Waterdeep

When developing my Waterdeep-centric campaign, I decided to take my own spin on the Masked Lords of Waterdeep. Inspired by the Brethren Court in the film Pirates of the Caribbean and their magical "Pieces of Eight," I decided that the thing that made a person a Lord of Waterdeep was a powerful artifact, a Lord's signet. Generally, these were transferred in a matter consistent with existing Waterdhavian history, but sometimes the Lord's signet would fall into stranger hands. Lords would know, via the magical signet, when and where meetings would be held. This allowed me to maintain that the Masked Lords often don't know who the other Masked Lords are and, to a certain extent, even how many Masked Lords really exist.

The Lords of Waterdeep are just like these guys. But
with more masks. And less... hair.
Why is this important? After the mad gnome meteorologist Chet Doppler unleashed an elemental storm on Waterdeep, the Head of the Waterdeep Meteorologist's Guild, Sir Winston Cloudstorm, was summoned by the Lords of Waterdeep to address the ongoing elemental threat to the city. The players decided that they needed to be at that meeting since they had actually defeated, captured, and concealed Chet Doppler without informing Meteorologist's Guild. Furthermore, as they suspected potential treachery amongst the Lords of Waterdeep, this would be a good opportunity to start looking for it.

This seemed like a great plan but I quickly realized one problem with all of it: that meeting would require me to enact a politically charged meeting of 9+ Masked Lords of Waterdeep entirely by myself. I had to think fast so I came up with a quick solution: each player would create his own Lord of Waterdeep and play that character during the meeting. If it went well, we may even do it again. People seemed to be into that and we ended the session with each player wondering about what kind of Lord of Waterdeep he may play.

Creating the Lords of Waterdeep

I always imagined the Lords
of Waterdeep as more sinister
looking than this.
Since the idea was that not every Masked Lord would necessarily know who the others were, I decided that each Lord's signet had a history to it, including an iconic name, such as the "Lord of Blades" or the "Lord of Secrets." To give a few examples, I quickly scribbled out some ideas as to what I was intending with all this. The following is one of my example Lords I presented to my players:
Prometheus Godstorm, Lord of Death
When the High Necromancer Szass Tam seized control of Thay, many of the less sinister Red Wizards of Thay were driven out. Many of them, such as Prometheus, moved west, finally settling along the Sword Coast. Originally, Prometheus tried to set himself up as a mild-mannered enchanter in Waterdeep, but quickly found himself involved with a group of questionable wizards within the Wizard's Guild of Waterdeep. Using his arcane knowledge and background to his advantage, he organized a cabal of necromancers and seized control of a significant portion of the Undertaker's Guild within Waterdeep. Now, he provides a relatively stable supply of "working undead" to less reputable agencies within the city and surrounding environment.
It's not clear how Prometheus became a Lord of Waterdeep. Typically, a necromancer who sells corpses (both animated and not) on the black market is not typical Lord material. Yet, despite that uncertainty, it is clear is that he possesses a Lord's Signet, a sign that he is a true Lord of Waterdeep. Legend goes that the Lord of Death's signet was last possessed by Kerrigan the Anarchist, the only Lord known to have betrayed Waterdeep, lost for over two hundred years.
Currently, my players are still throwing around ideas. My intent is to give each of them information that their lord would know about and play up the meeting of the lords as a way to expose some peculiar information. One of my players quickly came up with his lord, the Lord of Spice. The description he provided was part culinary master, part international importer, and part serious drug lord. Strangely appropriate description for the Lord of Spice, I thought.

Of course, I have yet to see how this bit of collaborative gameplay will turn out. Everybody seems relatively excited about it so far, but only time will tell if the meeting of the Lords of Waterdeep turns out to be a positive contribution to my D&D game or not.

Thursday, November 15, 2012

Dungeon Mastering: What about the Details?

Every role-playing game provides rules for specifying different details. At its most intricate level, there are a vast quantity of role-playing details that could be tracked, from every item a character has in his or her pockets to the precise number of pounds a character can heft. What you track says a lot about what you want your game to focus on. Some people are surprised at what can be abstracted. Some people are amazed when I tell them that as both a player and DM I do not bother tracking treasure. The truth is that there are a lot of details that can be tracked or disregarded and how you address those types of details says a lot about the type of game you want to play.

Distances and Combat

One thing that comes to mind is the idea of distance as it relates to battle. Consider Dungeons & Dragons, Fourth Edition, where every distance is given in squares. This is relevant because combat is expected to be conducted on a battle map where each square is 5 feet by 5 feet. How far a creature can move, a weapon can be thrown, or a spell can be cast is extremely important on the tactical combat grid.

Contrast it with games like 13th Age or Warhammer Fantasy RolePlay (3rd Edition). In 13th Age, ranged weapons have very abstract notions of range, such as "Nearby Targets Only." Warhammer FRP takes a similar stance, dividing range into Close, Medium, Long, and Extreme. Neither of these games go to great lengths to specifically declare how far these distances are. As the 13th Age rulebook states, "Usually you move fast enough to get where you want to go in a battle." This is a sharp contrast to Dungeons & Dragons, a game that has always given explicit speeds for creatures and distances for ranged weapons. What games like 13th Age or Warhammer FRP do worry about, though, is whether two creatures are engaged with one another or not.

This is a heated combat in Warhammer FRP. I swear.
The different focus changes the way combat feels. In D&D 4E, combat involves a lot of counting of squares. Distance matters and positioning is important. To a certain extent, D&D 4E combat is like Final Fantasy Tactics: The War of the Lions or XCOM: Enemy Unknown. In games like Warhammer or 13th Age, the move to abstract distances changes the focus more on actions and less on how far somebody can move. Where people are in combat matters and has technical effects, but it is nowhere near as important as in a tactical game like 4E. Both systems have their place in the tabletop RPG world. What is important is that the game group decide which approach would be more appealing for them.

Money, Equipment, and Encumbrance

The D&D Equipment List, circa 1993.
(notice the lack of barrels of pickled fish)
As a player and Dungeon Master, I never realized how little I cared about tracking money, equipment, and other personal property until I spent some time running d20 Modern. d20 Modern gave every character a "Wealth bonus" that was a general representation of their overall wealth. Players did not track each individual dollar but instead had a sense that this character was middle-class, poor, or disturbingly wealthy. If a character wanted to buy an item, they made a corresponding wealth check to see if they had the means to purchase it. Purchasing especially expensive items could lower the character's wealth bonus while earning significant amounts of money could raise the wealth bonus.

As a (young) player who had grown up tracking wealth down to the copper piece, the idea that it could be abstracted was fascinating. For some reason, this had never come up before. This idea sat in my thought-space throughout the near-decade that I managed to avoid playing any tabletop RPGs. When I finally came back to D&D, my approach had changed considerably. Seeing the "adventurer's kit" appear in the equipment list seemed enough for me to decide that the odds and ends of equipment, like wealth, were generally not worth the time to track. We just assumed that unless it seemed interesting otherwise, the characters had the typical equipment that they needed. Who cares if your character has five torches or two, thirty arrows or sixty. What matters is whether you run out. From my experience, running out of equipment, be it rations or crossbow bolts, is something better decided by the table (both players and Dungeon Master) when it's interesting in the context of the narrative. I felt the same about encumbrance rules. If I did not intend to bother tracking the details of what players had, why would I care about the details of how much it weighed?

Right. Encumbrance rules are optional.
Of course, that is my perspective on equipment. There are many players for whom equipment and wealth, like any other details, are important elements of the game worth tracking. I have met a number of people that really enjoy that aspect of the game. How much you have, how much you can carry, and how much it matters can be an important (and interesting) element of gameplay that may potentially shape the direction of the campaign. Getting that huge pile of gold out of the dragon's lair is important; knowing how many trips with how many mules is an important part of the game. At least for some players, that is. The important point about equipment, gold, and encumbrance, as with distances in combat, is making sure everybody at the table cares about the same kinds of things.

Other Details

There are a lots of details to focus on in a tabletop role-playing game. Everything from mapping a dungeon to counting experience points is something that a game group may, or may not, consider important. Being able to recognize that different players are interested in different things is important in putting together and maintaining a game group. Hopefully, by realizing that almost every aspect of the game is a potentially unnecessary detail that is up for discussion, groups will more readily come together and stay together.

Tuesday, October 16, 2012

Borrowing Role-Playing Ideas: G.I. Joe

A lot of Dungeons & Dragons supplements talk about borrowing adventure or story ideas from other sources. Even other role-playing games make a point of suggesting that a Game Master, whether experienced or not, take a cue from other sources of fiction. Television, movies, books, and comics can be a great source of inspiration for elements within a good Dungeons & Dragons campaign.
Luskan, City of Vice (circa 1479 DR)
My Neverwinter campaign recently found its way to Luskan, City of Vice. Although there are legitimate reasons they came to Luskan, the real intention was for one of the characters, a boy ninja from Luskan, to have an important reunion from his past. The development actually started early on in the campaign, while they were still trying to stop the machinations of the Lost Heir of Neverwinter, but a trip to Luskan was the opportunity I needed to bring the boy ninja face-to-face with his childhood nemesis. I thought I would go over how this storyline developed and how I tore thematic elements from other sources.

Adversaries from the Past

The 1980s cartoon/toy commercial G.I. Joe had a pair of ninjas, Snake Eyes and Storm Shadow. The rivalry between these two characters throughout the different G.I. Joe continuities changes, but it is always based on the idea that they have shared history. Snake Eyes and Storm Shadow were ninjas trained by the same person, the Hard Master. [Note: No, seriously. The Hard Master.] Years later, after the mysterious death of their master, Snake Eyes firmly believed that Storm Shadow had killed their master and the two found themselves on opposite sides of the Cobra-Joe conflict. The peculiar space between brother and nemesis was something I felt could make a great contribution to my Dungeons & Dragons game.

The iconic 1980s story of brother against brother.
Despite the popularity of childhood nemeses in ninja-themed literature, comic book ninjas are not the only place that the story of two "brothers" that end up on opposite sides in some conflict. It even appears historically: the US Civil War has always iconically been known as the war that set brother against brother. But, whether it be Civil War soldiers or ninjas, the idea of family conflict spread out across a greater battle is interesting and worth inserting into a role-playing game scenario. It is the kind of things a game like Fiasco was made for but that does not mean it cannot be an excellent contribution to a game like Dungeons & Dragons.

Development of the Ninja Brothers

Ninjas! Never be afraid to add
a popular meme to your D&D.
When I started the Neverwinter campaign, one of the players decided relatively quickly that he wanted to be a boy ninja. Somehow, Luskan got worked into the narrative. Pretty soon, we had a story about a kid from a checkered past getting picked up by an old master in Luskan and trained in the way of the Ninja. [Note: At the time, I did not know of the significant Shou presence in Luskan. This worked out surprisingly well for me in the long run.] I decided, relatively easily, why the boy ninja would leave Luskan: his master had been murdered and boy ninja had been caught at the scene. With no other recourse, he fled south to Neverwinter and eventually Waterdeep.

Most of this backstory had been contributed by the player with a few details worked out with my help. Once the campaign started, I decided to start inserting little things to see where the story could go. Early on, I asked the player whether or not he had been trained alone or if there was another young ninja student with him. At that point, the "ninja brother" was born. He had no name or identity other than "ninja brother." Of course, like every story of ninja brothers, this one would likely end in bitter rivalry. Every now and then I would remind my player about his ninja brother but I did not push the idea, letting it slowly simmer.

The Neverwinter campaign actually began with Erik Scott de Bie's Dungeons & Dragons: Encounters adventure Lost Crown of Neverwinter. During Session 6: Arrival in Blacklake, the party finds The House of a Thousand Faces, an inn and bar where they hope to find signs of the Lost Heir. They run into Charl, a name-worthy halfling thug of the Dead Rats in Neverwinter. During this encounter, I had Charl identify our ninja boy as the Reaver of Luskan. This was something I threw in, not quite sure how I wanted it to resolve. Would it be that ninja boy was this reputed Reaver of Luskan? It seemed just as likely that ninja boy was mistaken for his ninja brother; most residents of Luskan and Neverwinter would not expect that there were two kid ninjas. Two ninjas would be ridiculous.

Let me recap this story, so far: An ancient ninja master trains two young boys. After a few years, the ninja master is murdered and one of the students escapes. That ninja boy is accused of the murder. The other student, nowhere to be seen at the time of the murder, resurfaces later and gets involved with the wrong kind of crowd.
Eben07's Ninja Dan and Justin. Not the ninja brothers you expected?
My player's ninja boy character would routinely ask Dead Rats that he came across about the Reaver of Luskan, trying to figure out what it was all about. All he kept hearing was that this strange fellow was a brutal murderer, carrying out assassinations for King Toytere of the Dead Rats. As our ninja boy had already conceived that his character spent time as an assassin when he was still a member of the Dead Rats, this did not seem inconsistent with his own character view. No significant development occurred throughout the rest of the Lost Crown of Neverwinter, but ninja boy's player still felt like this was something that continued to need investigating.

Return to the Homeland

When the party found its way to Luskan, ninja boy showed some concern about being in Luskan. He had found a local alchemist in Neverwinter who provided him with a magical ointment that prevented people from passively noticing who he was. [Note: For the Doctor Who fans out there, I did give one of the characters a short-term perception filter.] The party got into a brief conflict with Dead Rats that ended in the realization that Toytere had some sort of lofty plans and that he was working with mysterious partners.

After about a day into the Luskan venture, the party was approached by Mitsurugi Yoshikage, Shou sword master. After proving their worth, he took them to the leadership of the Shou in Luskan. This is where our ninja boy discovered that his ninja brother had been the actual murderer of their master and that he now worked as an assassin for Toytere. They demanded that ninja boy find and defeat his brother in order to restore honor to their master, the suspiciously named Ryujin. With that set, the epic Snake Eyes/Storm Shadow (or, more appropriately, Ninja Dan/Justin) conflict had been set in motion in the streets of Luskan.

Only time will tell how this conflict will be resolved.



Tuesday, October 9, 2012

Dungeon Mastering: Giving Players Control

Although I have been playing Dungeons & Dragons for decades, it was not until very recently that fundamental changes to my style of play began to appear. About a year and a half ago, I joined a game run by a friend of mine. It was set in Eberron and involved a group of characters that would eventually become known as the Hatheril Sheriff's Department. What was important about this game was that the DM did something one session that began to change the way I looked at playing Dungeons & Dragons.

Eberron. Where every race has an identity crisis.
During one session, the party came to a small village as they were heading across the Talenta Plains. The told us that a vast dragon flew overhead, high in the sky. We all thought about this for a moment and the DM suddenly asked each of us if we had seen a dragon before. It was a question with no right answer but it gave all of us an opportunity to think about whether or not our character had seen a dragon before. [Note: Talking to him later, he admitted that although generally no answer was a wrong answer, there would be some responses that would have needed grooming. For example, "Of course my character has seen a dragon! He shared an apartment in Sharn with a dragon for three years!"] The idea that the DM gave players a little bit of control over the narrative was a really great feeling for me as a player.

I have tried to find ways to give that kind of narrative control to players. As I continue to run multiple games, I find new and different ways to subtly (or not-so-subtly) give players the ability to drive the direction in which the story goes. There are different ways to shift narrative control to the players. Some of them are relatively simple while others can quickly become quite complicated. I thought I would discuss a very simple one here: developing character (back)story with players. For a take on collaborative dungeon design, consider reading this article at Dungeon'sMaster.com.

Collaboratively Developing the Character's Story

Today's Forecast: Partially cloudy with a
95% chance of Blazing Inferno.
Having players develop the history and relationships of a character can be an important way to allow players to contribute to the narrative. A lot of groups probably already do it on a basic level by having players write a bit of backstory that the DM integrates into the adventure. That kind of process can even be done as a group. When a new player in my Waterdeep campaign showed up with a character that was the "Chief" Meteorologist of Waterdeep, we spent some time talking about why he left the Meteorologist's Guild to take up a life of adventuring. Between sessions, several of my players were together and came up with the idea of another meteorologist in the guild, a sort of nemesis for our Chief Meteorologist. This nemesis was another meteorologist within the Guild who had lofty ambitions to do more than just predict the weather. Soon enough, this character (who would eventually become a gnome) was named: Chet Doppler.

Although he has yet to appear and threaten the heroes of Waterdeep, Chet Doppler is potential villain that the group helped create. By giving my players control of significant portions of the narrative, I have made my work as a Dungeon Master easier and allowed the players to invest in more than just their own character. Every player that helped contribute to the development of Chet Doppler knows that this is a potential threat lurking on the horizon. When he finally appears to menace Waterdeep, it will be something familiar yet also new. Most importantly, it is something that the players contributed as much (if not more) to as the Dungeon Master.

Giving Power to the Player

There are many other ways to give narrative control to the players. Collaboratively developing backstory, history, and potential enemies and allies is just one thing that shifts the game from being just the Dungeon Master's game to everybody's game. Although this style of more collaborative play may not appeal to every player or group, it can help get everybody more involved with the story of a campaign in a greater way than they may have been normally. For Dungeons & Dragons campaigns that focus on character and story, this can make it a lot more fun for everybody at the table.

Tuesday, October 2, 2012

The Council of Spiders, Part 6

One of the weird issues I have with Dungeons & Dragons in later editions (3.0+) was that although there were no mechanical limits on race-class combinations, there still existed mechanical features that dis-incentivized certain combinations. In Fourth Edition, it became even more prevalent as races had fixed attribute bonuses. Since a Dwarf could never get an Intelligence bonus, a Dwarf wizard would never be as good as a Human wizard or a Tiefling wizard. Similarly, a Drow would normally never make as good a fighter as a Dwarf or a Goliath. Because of the design that went into it, maximizing hit rates became exceedingly important so having a higher primary ability score was exceedingly important.

This became extremely obvious in the current season of Dungeons & Dragons: Encounters, where every pre-made character had its race changed to Drow. Now, the slayer fighter is less effective than he had been when he was a Dwarf. The wizard is less effective than when he was a Human. As a person who has been bending the Character Builder to his will for as long as I have, this really bothered me. Unfortunately, House Xorlarrin, one of the three houses involved with the adventure, is supposed to focus on arcane spell-casting. I tried to find ways I could get arcane spell-casters to match up well with a Drow without simply breaking the build requirements. Pelloth is my attempt at doing just that.
Pelloth, graduate of Sorcere.
He does have a wizard-like feel to him.
The powers exhibited by the Gloom Pact Binder seemed to fit in with the arcane Drow ideal. Pelloth manipulates the shadows, darkness, and gloom as taught to him at Sorcere. The cold hand of darkness envelops all who stand before him in his quest to construct the Demon Weave. Furthermore, as the primary ability scores for the Gloom Pact Binder are Dexterity and Charisma, it fit perfectly well with the Drow ability scores.

With Pelloth, players at Dungeons & Dragons: Encounters don't have to feel like being a part of House Xorlarrin means you have to be slightly less effective than the rest of the party. Hopefully, I can figure out other clever ways to match up arcane power with the Drow attribute set.

Monday, October 1, 2012

The Council of Spiders, Part 5

The current D&D: Encounters season, Council of Spiders, is more than half over. However, it has reached the point in the story where things have begun to get more suspicious and entangled. Characters may have already begun forming suspicions about how the other characters intend to backstab them at the worst possible time. That is, assuming they have not done so already.

To continue in my journey of supplementing the D&D: Encounters collection of pre-made characters, I am providing another Drow to join the ranks. This Drow, however, is a bit different than most of the rest. This Drow, a male of House Melarn, has a very different purpose and goals than most of the members of his house.
Sorin, Elderboy of House Melarn and Drow Vampire
His goal is nothing short of the toppling of House Melarn.
The inspiration for this character came from one of the players in my weekly D&D Encounters group. He had actually read quite a bit of the new D&D book, Menzoberranzan: City of Intrigue. He suggested a character to me that was not a member of any of the three groups set forth in the Encounters season. Instead, he chose a member of Jaezred Chaulssin who was masquerading as a member of another house. To that end, he often acted suspiciously when certain events would occur as his character actively tried to upset the plans of Lolth and House Melarn. Imagine his surprise when the assassin in session 5 was also a member of Jaezred Chaulssin...

I liked the idea of somebody within House Melarn secretly intending to upset the plans of House Melarn and the Spider Queen. With the story proceeding as it goes, it would not be especially difficult to drive a wedge between the houses. So, an Elderboy from House Melarn with a big chip on his shoulder became the basis for this character. From there, imbuing him with the power of the vampire just seemed to make sense. I thought of this idea, n Elderboy who had discovered power that made him better than the priestesses that had beaten him for so many decades, and it just made sense.

Hopefully, this character will give people a new take on the Council of Spiders. Unlike the other four characters I made, I made Sorin a level 2 character so he would fit along with the rest of the party.

Friday, September 28, 2012

Useful Accessories: The Monster Card

When I started designing my own monsters for Dungeons & Dragons, I would write them up in the standard monster block format. The Fourth Edition monster block is one of the best presentations of monster "crunch" I had seen in my history of playing Dungeons & Dragons. It gave the Dungeon Master everything mechanically necessary to run the monster in and out of combat. With the introduction of the revised stat block in Monster Manual 3, which arranged abilities by action type, it became an even easier experience.

Despite the 4E monster block being the best presentation I had seen for monster information, I still found it less than optimal. I would often "lose" powers as a Dungeon Master, forgetting that certain creatures did certain things. Granted, some of that would be alleviated if only I prepared better, but I felt that the monster block becomes less useful the more complicated the monster is. Since layout and design has become one of my things, I thought I would take a stab at it.
Because who doesn't love a bugbear! I think
I shall refer to them as hugbears!
Designing the Card

When I started, I compared the information in the monster block and compared it to what was on the character card. Some of the information was not necessary to retain, such as the extensive skill list, healing surges, or anything that is player specific. This freed up space on the front of the card. Of course, for some monsters, I began to realize that it freed up too much space. Monsters without any special quirks or traits end up with quite a bit of empty space. In contrast, monsters with lots of traits have to fit them into a tight space.
I realize that an Ogre does not have a lot going on,
but this presentation just feels vacant.
After some consideration, I realized that it would be a good idea to shrink the card from 8.5x5.5 to something more manageable. I originally hoped to go with 3x5 size because a lot of good D&D work is done on 3x5 cards. Unfortunately, it was just too small for what I wanted to do. I went to the next natural card size, 4x6, and tried to see if it worked. As it ends up, the power blocks I use on character cards are 2.5 inches wide which meant that they fit pretty well on a 6 inch card without a lot of extra fuss.
Simple layout, easy to read. So simple that
even an orc could use it!
Of course, monsters with only a few powers fit just fine. In some cases, I found myself making up new powers just to fill space on the card. For example, the Bugbear Thug seemed a bit bare as written so I threw in an encounter power that allowed him to get combat advantage against an isolated foe. Generally, monsters have two or three powers so it leaves a lot of space to marvel at whatever art I have selected.
Solo monsters have a lot going on.
Organizing the powers posed a question. This probably only came up because the first card I did was for the Iaijutsu Master. I had initially considered organizing powers by when they could be used (Katana sheathed or Katana drawn). However, after experimenting around, I decided to keep the organization akin to the monster block format. Powers were separated by what type of action they required (Standard, Move, Minor) or if they were a triggered action.

Recharge powers work well in this format. Just ask Duulgrin!
In the end, the layout proved to be pretty simple and not all that different than the layout of the typical D&D monster stat block. The one feature I really liked was the presence of check blocks for encounter powers and recharge powers. As a Dungeon Master, I often forger to properly track that. Truthfully, this is another one of those cases where I just do something badly and I have created a fancy way to compensate for it but, either way, it works out better.

Field Testing the Monster Card

My first use of the newly created monster cards was on a weekend in which I had both my Neverwinter campaign and my Waterdeep campaign, back-to-back. I created Duulgrin the Warchief and chose a few simple monsters to back him up as part of his gang. I had monster cards for each of the enemies the Neverwinter party would face. One warchief, one bugbear thug, and three orc raiders fought the player characters and I tracked it all using three laminated 4x6 cards.

From my perspective, the card was easier to reference than printed monster blocks or referencing a digital device, the methods I had used previously. I feel that as I have more, different types of monsters in battle, the monster card becomes more useful as they are easily identifiable from one another, unlike a monster block. Flipping through two or three sheets of paper can be a bit confusing at times so having it laid out in a fancy 4x6 format was nice. That being said, I would not say that the advantage of using the monster card surpassed the time, effort, and resources required in creating the card for a single battle.
Monstrous gangers ready for action!
Of course, my opinion changed the next day when the Waterdeep adventuring group ran into a group of monstrous thugs employed by the Xanathar. Using the same three monster cards, I was able to quickly throw together an encounter and I had cards at the ready. Granted, re-using material is not a new concept. What I liked was the idea of having a larger set of cards and being able to pull out particular monsters as necessary. I can imagine having a deck of some 50 to 100 cards and choosing monsters much more "on the fly" then would be possible in the current format.

Honestly, the whole deck of monsters reminds me a bit of some old DM'ing tricks I remember reading about back in the 1980s. Keeping a set of 3x5 cards with NPCs, pre-set encounters, and so forth was a tip I remember getting out of some Dungeon Masters guide or another. Some companies, like Paizo, have even tried that sort of thing with various decks of cards and things.

Monster Cards for the Future

As somebody who runs multiple Dungeons & Dragons games, I like the idea of slowly building up a deck of monster cards. Being able to quickly throw together a battle with monster tracking tools that I can continue to use and re-use is convenient. As a DM who has re-used monsters two or three times, having these kind of accessories around just makes sense.

The biggest problem I see with doing this is the inevitable problem of Fourth Edition scaling. After a few levels, a 4th or 5th level monster will not be particularly useful anymore. I suppose, in that regard, I have to complain about Fourth Edition power scaling. There are ways around it but it really is too bad that it's something that needs to be dealt with at all.