Now That’s Comedy!

Dungeons & Dragons 5th Edition Review | gamegrene.com

Well, it’s finally out. This is the review you’ve been waiting for, the one you expected as well as the one you secretly hoped you’d never read. They’ve finally released D&D 5th Edition! Of course, a lot’s changed about the publishing industry and the way we read books since 4e came out, so it’s probably no surprise to see 5e now. In fact I wouldn’t be surprised if we started getting new editions every few years, since it’s all just a download away, on your computer, Kindle, console or iPhone.

Get Awesome!

Awesome! The Storytelling Game is now available as a PDF or Open Office file.  There’s also character sheets.

Download it and give it a whirl!

Mucho thanks to Mike DeSanto, who took the original blog post and turned it into a nifty brochure.  Truly Awesome indeed!

It’s Raining RPG Soup!

So what are you waiting for? Grab your bowl!

Stargazer’s World » Dungeonslayers: The deed is done!

This marvellous tome is based on the 3rd Edition of the original German Dungeonslayers rulebook and already includes the latest errata. The PDF document which can be downloaded for free contains all the rules you need to play Dungeonslayers including the introductory adventure “Lord of the rats”!

I haven’t had a chance to do more than glance at it yet, but it looks interesting. Seriously, the care and professionalism of the free RPGs available continues to ramp up. This is the stuff that makes me excited to be part of this hobby, not news about Hasbro’s latest quarterly reports and lawyerly parsing of either licenses or rules.

So many games, so little time!

We Belong Dead: Monsters That Should Never Be

GROGNARDIA: My Least Favorite Monsters beat me to it, but here’s a list of my 10 monsters that I never want to use or see in a campaign:

  1. Ear Seekers.  Despite my abiding affection for things like the Rust Monster, Ear Seekers cross the line between challenging the player and punishing smart play.  Even if the dungeon is stocked by a mad arch-mage intentionally seeking to thwart explorers, this kind of thing is just a reason not to play.  Whether to risk listening at the door is not the kind of decision that a GM wants to emphasize.
  2. Drow. I tried to read R.A. Salvatore’s Drizzt trilogy, I really did.
  3. Krenshar. A big cat that can peel the skin of its face back, so that… what?  I’m not getting it, either in evolutionary or mad wizard design terms.
  4. Troglodytes.  Why did cavemen become some wierd lizard creature?  And why aren’t lizard men and reptilian kobolds enough?
  5. Tarentella. (a spider that has a bite that not only causes the victim to dance, but makes onlookers save vs. dancing)  Even I have a limit to the pun-inspired game features I can take.
  6. Girallon.  To be honest, I’ve never actually seen or heard of these used, but adding an extra pair of arms to a gorilla and calling it a new monster was not anybody’s finest day.
  7. Deathbringer.  Now they’re not even trying.
  8. Gem Dragons.  Scraped right past the bottom of the barrel there.
  9. Jermlaines.  What purpose do these serve that kobolds don’t do better?
  10. Forest Sloth.  So…it’s a sloth.  With lightning fast reflexes, that can move along the ground or climb through the trees faster than a human can run.  Why exactly is it a sloth, again?  So that when the GM just says the name instead of describing what the characters see, they can get fooled for a moment into thinking they’re facing something slow?

My thanks to Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter, without whose Monster Manual II this list would have had to stop at number 5.

Monsters I Have Loved

Following the lead of Monsters and Manuals: Top 10 Monsters, here are my Top Ten D&D Monsters, in no particular order:

  1. Gelatinous Cube:  I love these guys.  They’re creepy as all get-out, particularly when they’ve got a partially digested skeleton or something suspended in them, they’re not so dangerous as to be unfair and they’re the perfect accoutrement for that oubliette….
  2. Purple Worm:  It’s a worm big enough to swallow you whole.  It can come at you through the dungeon wall. And it’s purple.  What’s not to love?
  3. Umber Hulk: I just like the look of them, back in AD&D 1e.  Mandibles are scary.  The 3rd edition version just looks like a bug missing some legs. I can take or leave the Confusing gaze.
  4. Cockatrice: Stoning is an awesome ability, but I’m not a huge fan of gaze weapons, so I like this guy better than the basilisk.  Did I ever tell you about the time I used Telekinesis to hurl a black pudding at a cockatrice?
  5. Troll:  One troll on the wall, on the wall, one troll on the wall,
    if one of those trolls should happen to fall, Two trolls on the wall on the wall….
  6. Green Slime: it’s a horrible way to go, and a really useful weapon against other monsters.
  7. Golem: they come in a wide variety, and they can stand there century after century waiting to bash in the head of the next adventurer to come through the door.
  8. Liche:  I never actually used these that often, but the fear of them was so strong that I once had an orc with a couple of faintly glowing gems held in front of its eyes bluff a party into retreating by advancing on them from the down the dark corridor.  For the rest of the campaign, players would tease each other by making a holding gems in front of their eyes gesture and saying “Run away! Run away!  I’m a liche!”
  9. Balrog: for some reason Balrogs, and not dragons, were the ultimate bad-ass monster in D&D to me.
  10. Dinosaurs: Breathes there the man with soul so dead
    Who never to himself hath said,
    “I’m fighting a dinosaur! With a Sword! Coooooool!”

Sure, Why Not?

Memes will kill us all and replace us with robots (or let me tell you about my characters) « tenletter

This meme was stolen from here.Step 1: List 10 of your characters.
Step 2: Answer these questions!

  1. Nike -(D&D home-brew)  Cleric of the Spirit of Feet and Legs.  Killed when a party-member decided the protective padding around the Bone-to-Mud Bomb we were trying to get to the Evil Temple of Bone had better uses, and left it loose in her backpack, which was subsequently hit by a blow from an Invisible Stalker.
  2. Berken the Bold. – (D&D, then home-brew) The earliest character I can remember running, started as a Wizard in D&D 0e (the white box), but was carried over into my step-brother’s home-brew based around Melee (before there was even The Fantasy Trip).  His specialty was Lightning Bolt and clever uses of Illusion.  Eventually became a demi-god when he got boring to play.
  3. Terra-Man -(Champions) Like Aquaman, but he can “swim” through the ground!  A big, Brick with a heart of gold, not stupid as much as a very linear thinker.  Pratchett fans would see a lot of similarity to Carrot Ironfoundersson, though Terra-Man came first.
  4. Bubba Bo-Bob – (D&D home-brew) The most inept D&D character I ever ran, with stats so low that it triggered the GM’s house rule that he could roll on the GM’s special racial shapeshifter chart…where he found he was a Were-Lyrebird.   He had 1 hit point at first level, and 2 at second level. I think he transformed once in his career, to escape a sinking ship.  Skeletonized by a swarm of voracious pirhana-like rats, and abandoned by his companions, who decided they weren’t going to waste the party’s regeneration ring on him.
  5. Helena Justina d’Medici – (Star Frontiers, then Savage Worlds, in a Warhammer 40K setting). Consigliere to the grandson of the powerful d’Medici merchant clan, currently an outlaw on the run with her immediate kin, after the clan was declared Heretics by Inquisitor Tyrel.  A cool-headed lightning calculator with nerves of steel and an encyclopedic knowledge of the law.
  6. Bel – (D&D 3e Paladin).  My attempt to play a genuinely full-out Lawful Good (but not Lawful Stupid) Paladin, inspired in part by Paksenarrion.  Her greatest triumph was in realizing that some pirates who were expecting to ambush her and her men on an island had probably left their ship inadequately guarded; when that proved to be the case, she took their ship, sailed it off and hid it, and then returned and negotiated their surrender, all without actually killing anybody.
  7. Hugh Cardiff – (home-brew) A Kentucky Rifleman who was dimensionally displaced into a fantasy setting (the same world as Berken the Bold) and became an adventurer there.  He was the first PC to ever get all the way through the GM’s infamous Deathmaze Dungeon (that campaign’s equivalent of the Tomb of Horrors).
  8. Fred, the Platinum Dragon Techno. (home-brew after brushing up against Arduin) I ran a bunch of Arduin Grimoire back in the day, which had a class called Technos (people who used technology instead of magic, and got more advanced items as they leveled up).  My step-brother liked that, and incorporated it into his world.  Then there was the Vending Machine of Polymorph that Fred the Techno ran into….  Fred’s ambition was to run an Inn, which he eventually did.  He was inspired by an NPC Innkeeper in my Arduin campaign who served as a source of resurrections and the like when Arduin kicked the PCs asses too hard.
  9. Jimbo – (Champions) Shapeshifting alien blob/robotic interstallar probe whose memory was erased and became a super-hero in an alternate America where the Nazis won WWII.  The campaign didn’t last (or I didn’t last in the campaign, I forget which), but I liked the concept and reused it several times.
  10. Kree – (D&D home-brew) Probably the best character I ever rolled up in my friend Mac’s strict 3d6 in order D&D home-brew, a fighter with 18 STR, 17 CHA, and nothing else below average.  She even got to 4th level (which is a lot in that campaign) before semi-retiring.

Questions:

  1. Bubba Bo-Bob invites Terra-Man and Fred to dinner at their house. What happens?
    Terra-Man and Fred show up, only to find that Bubba expected them to bring the food.  They all go out for pizza instead.
  2. Jimbo tries to get Helena to go to a strip club. How?
    He points out that it’s something the family might be interested in investing in, and besides, he saw her ne’er-do-well nephew (Doug’s character) go in there, where he’s no doubt getting into all kinds of trouble.
  3. You need to stay at a friend’s house for the night. Who do you choose, Nike or Bel?
    Bel, since while neither would be likely to refuse, I wouldn’t have to listen to Nike praising Feet and Legs all night.
  4. Terra-Man falls in love with Bel, Fred is jealous. What happens?
    Probably nothing.  Fred is too polite, Terra-Man too oblivious, and Bel too good.
  5. Bubba Bo-Bob jumps you in a dark alleyway. Who comes to your rescue, Kree, Berken or Hugh Cardiff?
    Leaving aside that I can probably kick Bubba’s ass, Kree and Berken are equally likely to want to help, but Kree is less busy.
  6. Nike decides to start a cooking show. Fifteen minutes later, what is happening?
    She is trying to explain to the rest of the inhabitants of her medieval setting what a “cooking show” is, and why they’d want to watch it.
  7. Terra-Man has to marry either Fred, Bubba Bo-Bob or Jimbo. Whom do they choose?
    I guess Jimbo could appear to be female.
  8. Hugh kidnaps Berken and demands something from Helena d’Medici for Berken’s release. What is it?
    An Eldar Rifle?  There’s not much that Helena is in a position to give that Hugh would be interested in, even if he could somehow capture and hold Berken.
  9. Everyone gangs up on Terra-Man, does Terra-Man have a chance in hell?
    Terra-Man might not even notice, if it weren’t for Berken.  It would turn into the classic Brick vs. Energy Projector fight, but my money would be on Terra-Man, just because what Champions thinks of as powerful isn’t really on the same scale as even home-brew epic level D&D.
  10. Everyone is invited to Berken and Kree’s wedding, except for Fred. How do they react?
    Are you kidding? Fred is hosting the wedding.
  11. Why is Six afraid of Seven?
    Because 7 8 9.  Ha ha ha.  Bel might be afraid of Fred, even though he’s probably the most harmless of the lot, because of what his technology would represent if it got into the wrong hands.
  12. Nike arrives late for Berken and Kree’s wedding. What happens and why were they late?
    Nike would be mortified, since her schtick is the ability to run as fast as a cheetah without ever tiring, but she probably had the excuse that she had to stop and help somebody in trouble, or perhaps was stuck in a dungeon, teleported there courtesy of B.A.F.E.E. (Better Adventurers For the Eradication of Evil… an actual NPC organization in Mac’s game).
  13. Helena d’Medici and Jimbo get roaring drunk and end up in your house. What happens?
    Jimbo forms a couch, and Helena goes to sleep on him, while muttering darkly about what she’s going to do to that nephew who slipped her a Mickey.
  14. Jimbo murders Berken’s best friend. What does Berken do to get back at them?
    Since Jimbo’s also a Champions character, Berken might not be able to take him out directly, so he’ll probably resort to the old Gem of Imprisonment trick.
  15. Bel and Nike are in mortal danger, only one of them can survive. Does Bel save herself or Nike?
    Bel saves Nike, without a moment of hesitation.
  16. Berken and Terra-Man go camping. For some reason they forget to bring any food. What do they do?
    Terra-Man volunteers to use his ability to talk to burrowing creatures to get them to fetch food, but Berken decides that rather than subsisting on roots and grubs, he’ll use his flying carpet to get something from the nearest town.

For the questions in the original form, suitable for copying into your own blog, look below

Continue reading “Sure, Why Not?”

Scribefire

While I’m on the topic of useful software for RPGS (though more for RPG bloggers than GMs and players), I find Scribefire really useful.  It’s a Firefox plugin that lets you quickly highlight something on a web page or blog post and write and publish a blog post to your own blog quoting it.  I used to use Diigo for that, but it’s too many extra steps.  (Diigo is a web service that lets you highlight and annotate other people’s web-pages in a way that persists for you when you return to them, and it’s really quite neat as a research tool–but overkill for just posting in response to something you just read, and you have to delete a bunch of the boilerplate it inserts every time.)

There’s a bunch of other functionality in Scribefire (like when you are actually looking at your blog’s homepage it gives you a toolbar to quickly write posts, upload images, etc.) that I haven’t really explored, but for the basic function of swooping a highlight on somebody’s post, composing a reply and publishing it I couldn’t be more satisfied.

Neat Minis

I use LEGOs for minis, when we use minis, but these GAFDOZ and Hydra minis would be perfect for Elves & Espers.  I’m too cheap to buy them, but I find them inspiring to look at.

gafdoz000comet-2

Hat tip: Hero Press

Near vs. Far Thinking in RPGs

    • The latest Science has a psych article saying we think of distant stuff more abstractly, and vice versa.  “The brain is hierarchically organized with higher points in the cortical hierarchy representing increasingly more abstract aspects of stimuli”; activating a region makes nearby activations more likely.  This has stunning implications for our biases about the future.

      All of these bring each other more to mind: here, now, me, us; trend-deviating likely real local events; concrete, context-dependent, unstructured, detailed, goal-irrelevant incidental features; feasible safe acts; secondary local concerns; socially close folks with unstable traits.

      Conversely, all these bring each other more to mind: there, then, them; trend-following unlikely hypothetical global events; abstract, schematic, context-freer, core, coarse, goal-related features; desirable risk-taking acts, central global symbolic concerns, confident predictions, polarized evaluations, socially distant people with stable traits.

Robin Hanson wasn’t thinking about roleplaying games when he wrote this, of course, but if he and the Science article are right about how minds work–and I think they are–then it has implications for how we play these games.  For one thing, it means that providing detail and concreteness isn’t just a matter of atmosphere and aesthetics, it literally changes the way we think about events in the game.

Take an example near and dear to my heart, the act of searching in-game:

Near

The GM determines there is a desk with three side drawers and a middle drawer, and taped to the underside of the middle drawer is a key.  The desk otherwise contains papers from old cases, none of them relevant, a gun in the top right-hand drawer and a bottle of rye in the bottom right hand drawer.
Player
: I search the desk.
GM
: How?
Player
: I look in all the drawers.
GM: You find a gun in the top right hand drawer, a bottle of Rye in the bottom right hand drawer, and a bunch of papers.  They seem to be old case files.
Player
: I flip through them and see if any seem relevant.
GM
: Based on a casual flip through, none seem particularly interesting.
Because the player didn’t specify any action that would have uncovered the key, it’s not discovered.

or

GM: How?
Player: I look in all the drawers, then I take them out one by one.  I check the bottoms, and I look for false bottoms, and I check the holes, reaching around if necessary.
GM: That will take about fifteen minutes.
Player: I’ve got time.
GM: Ok, taped to the bottom of the middle drawer you find a key.  You also find a gun in the top right-hand drawer, and a bottle of rye in the bottom right-hand drawer.  There’s also a bunch of papers, that seem to be old case files, none particularly relevant.

Not as Near

GM determines the same set-up as before.
Player
: I search the desk, looking in all the drawers.
Because the player didn’t specify actions that would uncover the key, the GM rolls the Player’s Search skill as a “save”, and gets a success.
GM: You find a gun, and a bottle of rye, plus some old case files.  On an impulse, you check under the drawers, and find a key taped to the bottom of the middle drawer.

Even Less Near

Same set up as before.
Player: I search the desk.
GM rolls vs the character’s Search Skill, and succeeds.
GM: You find a key taped to the bottom of the middle drawer, a gun in the top right-hand drawer, a bottle of rye in the bottom right-hand drawer, and some old case files.
If he had rolled a failure, the Player would still have found the gun, the files, and the booze, but not the key.

Far

The GM determines that the desk contains a gun, and a hidden key.  He doesn’t bother to think about where.
Player: I search the desk.
GM rolls, and the character fails.
GM
: You find a the gun, but nothing else of interest.

Even Farther

The GM determines that the desk contains a gun, and a key.  He doesn’t bother to think about what the desk looks like, where the items are or whether they’re hidden.
Player
: I search the desk.
GM rolls, and the character fails.
GM: You find nothing.

Really Far

The GM doesn’t bother to determine anything about the desk.
Player
: I search the desk.
GM rolls, and the character succeeds.
GM: You’ve got 1 success.  You need 2 more before you get 1 failure.

Just Plain Wrong

The GM determines the details as in the near cases.
Player: I look in all the drawers, then I take them out one by one.  I check the bottoms, and I look for false bottoms, and I check the holes, reaching around if necessary.
GM rolls, and the character fails.
GM: You find nothing.

Also Wrong

The GM doesn’t determine any details, but does determine the desk contains a gun and a key.
Player
: I look in all the drawers, then I take them out one by one.  I check the bottoms, and I look for false bottoms, and I check the holes, reaching around if necessary.
GM rolls, and the character fails.
GM: You find nothing.

The thing about Near vs. Far is that it’s (probably) not a continuum, where you gradually lose detail and concreteness as you dial up the abstraction: at some point there is a modal shift in the kind of cognition you do.  I think that wherever possible, you want to keep things in the game world as Near as possible, so that the players remain grounded in the situation. This lets them reason about the game world, and not just about the rules.  It also provides more specific details to make the story more vivid, because it’s more like what we do when we’re faced with such situations in the real world.  Using Far abstractions is like having a scene cut to a placard that says “They search the room” and then cut back to show what they discovered.   If the GM doesn’t provide enough details that they could reason concretely (even if he backstops them with abstract game mechanics), then the players just move through a sort of fog of abstraction.  Everything their characters do seems to them to be more distant in space and time, and they’re more likely to group things mentally into larger, coarser categories, which can make it harder to keep their interest and attention since more stuff will be regarded as “the same old same old.”

Providing enough detail to make Near thinking possible in an RPG is more work for a GM, but I think it’s really important work, and pays off in making the experience much richer for everyone concerned.  When budgeting your effort in preparation, try to spend it on the details that the players will actually interact with to make the setting more concrete, and less on figuring out the broad strokes of distant event and times that shaped the game world.  A list of ten things that they can find in the desk beats 10,000 words on the lost empires of the Hyperborean Age.

Legends in Their Own Minds

My friend and sometime co-GM Russell has launched his own RPG blog: Legends In Their Own Minds. Check it out!