Sunday, February 26, 2012

The Original Title of this Post was "Short Update." Ha!

The weekends just seem to fly by anymore. It feels like I got a ton of work finished but now that I look back it seems like almost nothing. I've been working on getting my campaign setting written down into a user friendly format so my players can go to it as a resource just like any other rulebook. I've managed to get through the introduction and a few of the race descriptions and rules. Here is a brief excerpt from the section on Lepidons, a race that replaces lizard folk in the world of Korr. They are still lizard folk, but built as a character race instead of a monster race.

Physical Description: Lepidons stand 6 to 7 feet tall and weigh 200 to 250 pounds although their slightly hunched posture makes them appear shorter. Their scale covered bodies span a range of colors similar to chromatic dragons and some breeds even feature short spikes, colorful fins or spotted color patterns. They occasionally run into problems while traveling outside of their rainforest homes, as most furniture is not made to accommodate their 4 foot tails. Female lepidons are more slender and smaller than their male counterparts, but just as deadly.
       
While lepidons have fairly simple lifestyles, they love colorful and gaudy clothing and gear. Much of their wardrobe is accessorized with large colorful feathers, animal skins and bulky gold jewelry. In lepidon culture a victorious warrior is entitled to the spoils of war and successful soldiers are often covered in the baubles of their vanquished foes.
 
Race Relations: Many races are uncomfortable around lepidons, viewing them as savages and only slightly more tolerable than some intelligent monsters. On the other hand those who are fortunate enough to befriend a member of this honor-bound race have gained an ally for life. Lepidons have a hard time relating to others outside of their society. Their straightforward attitude and blunt honesty are often interpreted as aggression or insults. This becomes more problematic as they view the social mannerisms of more civilized cultures to be frivolous and deceptive without much real substance.

In more exciting news, my blog was featured in a post on The DM's Screen by Mark, the EvilDM! When it comes to describing a setting Mark is no mere writer, he is an artist and words are his paint. I openly admit that descriptive scenes are probably the weakest link in my GM chain, so it is nice to see some true inspiration. To illustrate what I mean here is an example from a recent adventure I authored. In it, the party ventured deep into the Prindepth Catacombs, a long forgotten tomb located beneath the looted remains of a master illusionist's workshop.

Passing through the narrow corridor you step into a spacious, well lit burial chamber. The room is lined with stone coffins, mostly open, with skeletal remains within. Near the room's center is a stone throne - a pile of bones lay in a heap at it's base wearing little more than rags and a dented suit of armor.

While it's not bad, I would rate it as okay at best. I have written way better stuff in the past but for the most part that's par for the course.

On the other hand, here is a brief excerpt from Mark's continuing story: A Matter of the Heart.

Within the chill gloom of a seldom travelled corridor, stands an archway of hand-chiselled granite, dimly illuminated by the glow of wall-mounted torches.  At odds with the rest of its surroundings, the archway, and everything contained beyond its portcullised door, had been in existence long before the castle surrounding it had been erected, so many generations ago.

Boom! With a few descriptive sentences Mark's simple hallway is easily ten times more interesting than my ancient burial chamber! This is a great example of descriptive storytelling and I suggest anyone with an interest in GMing to take a look at Mark's work over at The DM's Screen. 

Oh, and on a final note, the domain names are all set up! Now you can go to www.warbeargames.com! Pretty exciting stuff.

 

A Weekend Haul!

It doesn't happen often, but occasionally things seem to fall together in perfect harmony. Among my friends it is usually followed by a phrase from a certain popular television show: Everything's coming up Milhouse!


This Friday was definitely a Milhouse moment. After work I had to stop by the post office to pick up a package that missed delivery the day before. Upon opening it, I discovered it to be the Ultimate Magic guide from Paizo. My wife ordered it as a surprise gift for me, hooray! Pleased with my new tome, I picked her up from work and took her to our favorite Indian restaurant in West Philly. I swear I could eat that stuff every day of the week.

After leaving the eatery, we decided to seek out a local game shop in the hopes of finding a new board game to try and to buy a tub of brown wash. Since our last visit the store had changed locations - but after a little searching we managed to find it. It wasn't the largest or most well stocked store but it did have a thriving room full of MTG players. None of the games on hand jumped out at me, although my wife was extremely interested in the card game Kittens in a Blender. Which I must say I might pick up after reading the reviews.

Moving on from the games, I wandered over to the wall of Reaper miniatures. Perusing the selection I noticed a large cardboard box sitting on the floor and inside of it? Classic minis! While excited, I restrained myself to only a few. I've already unboxed them and taken a few photos. Here's the haul...

Ral Partha Anti-Hero 1987


Ral Partha Dwarves 1995 (reissues from 1976-79)


AD&D/Ral Partha Sligs 1990


RAFM Warrior Ghoul (date unknown)


RAFM The Ghost 1995

I'm a bit of a fanatic. I love painting and using miniatures in-game. There's nothing like pulling out a new figure and plopping it on the grid. The look on players faces when they say 'What is THAT!?" never loses it's charm. I can't wait to get these guys primed and ready to go! Unfortunately I still have about 30 figures in front of them already primed and with adventure writing, work and lets not forget real life, it may be a while before these guys even see a brush.

Friday, February 24, 2012

Got My Own Domain!

Well, soon anyway. I signed up for my own domain name. Unfortunately the domain I wanted wasn't available but I got two others that are close! Just need to wait until tomorrow for it to clear and then I'll put it up!

Tuesday, February 21, 2012

Get Out of that Book! Player vs Character Knowledge.

I have decided to skip on posting our campaign history in favor of writing a more comprehensive background and adding it as it's own page. After reading my post from last night I have realized that it's just too much text to cram in here.

The topic for today will be player vs. character knowledge; a difficult and sometimes unavoidable problem. Just to make sure we're all on the same page, lets get a better understanding of what I'm talking about.

With most rpg's, the players in the group control one or more characters- choosing their appearance, race, occupation, mannerisms, abilities and so on. Every player has their own vision of what a 'cool' character is. Some imagine themselves as an expert assassin, hiding in shadows and striking only when the enemy is most vulnerable. Others may see their characters as savage barbarians, stalwart knights, bumbling wizards or elven archers - the possibilities are endless! As brand new adventurers in a hostile fantasy world, these characters have yet to experience the wonders and horrors that await them. Dark crypts hide shambling skeletons and living shadows. Crumbling wizard towers await, crammed full of animated furniture, emotionless golems and let us not forget the mightiest of the mighty - immense dragons soaring through the skies, raining death and fire upon all in their path.

These are all things that players love about role playing games. They wait eagerly in anticipation of these new and alien experiences, yet that is exactly where the problem lies.

You see, while at level one Gorgmaul the Dim has never seen a dragon or skeleton warrior, his player Paul the Accountant has seen plenty of movies, played other games and read all of the monster books cover to cover. Paul knows that skeletons are weak against bludgeoning weapons and that they can see even in pitch blackness; the fact that Paul knows this could lead to a potential problem because Gorgmaul would have no knowledge of skeletons this early in his career.

Whats a GM to do? Do you forbid the players from reading sensitive material? Do you swap a monsters stats for those of another? Maybe just let them roll with it following the time tested theory that ,'It's a fantasy world, I'm sure they heard about it somewhere...'

Here's my take on a few of these ideas as well as a few gems of my own.

1. Let Them Read the Books!
They are going to do it anyway. It's not a matter of them being cheaters or dishonest. It's just human (gamer?) nature to want to look at monster manuals. The pictures, stats and descriptions are too cool to keep away from avid players. To be honest I find that making the monster books available helps the game, as players get excited or even scared when a formidable enemy appears.

On the other side of that coin, the monster books always stay in my possession during the game. It's one thing to have a passing knowledge of a creatures abilities, but to have a point for point write up of the enemy is just unfair to the GM and to the other players at the table.

2. Let Them Validate Their Knowledge.
A player who can role play a valid and creative reason that they may know something deserves to know it. After all, it is a role playing game. If your great uncle Torvald the Bold once crossed the barren wastes in search of the Amulet of Gilmar, only to be blinded by 'the great iron basidracocus' and tells the story at every Feast Day, I would be willing to let you know a bit about the creature. Of course 'I heard it in a tavern.' or 'I read it in a book.' won't earn you anything but a stern gaze.

Players are also encouraged to use skills such as knowledge and even craft or profession if it would provide the proper insight. Skills are a great way for players to use knowledge they may or may not know outside of the game world.

3. The Bait and Switch.
I use this technique VERY SPARINGLY and I urge other GM's to do the same. Switching stats or monster abilities is a cheap and dirty way to throw players off balance and turn their knowledge into a weapon against them. You can only swap so many creature stats before your gamers feel like you are toying with them. While players shouldn't use outside knowledge to gain an upper hand, neither should game masters use their powers to abuse the very mechanics of the game. Many players pride themselves on learning about enemies, items and objects. Changing the fundamentals of them makes all the effort on the players behalf worthless.

I find the bait and switch technique works best for unique and boss characters. This past Christmas we had an encounter with a demonic Santa lookalike, who kidnapped children in his giant bag and summoned evil snowmen to fight alongside him. The Evil Santa was basically a re-skinned bearded devil with a magical spiked candy cane (aptly named CandyPain) rather than a glaive. He was a wild success, but only because the character was memorable and fit the bill. On the other hand, having players encounter a dragon with the stats of a wyvern would only cheapen the effect or worse -leave them unprepared- when they finally meet the real thing.

4. A Fish Out of Water
Nothing throws a wrench in the works like messing with the status quo. I'm not referring to the bait and switch again either. What I'm saying is: Use your imagination! There are plenty of ways to keep your players on their feet without messing with built in game mechanics. As a Gm, you are the narrator of an epic tale and it is up to you to set the stage in unique and interesting ways.

Even the most mundane monsters have the potential to shine if presented in the right way. I've had armored skeletons whose chests were glowing with unnatural light. Assured of their evil, the party assaulted them full-blast only to discover that some mad necromancer had filled their chest cavities with vials of alchemist fire...kaboom! Paul the Accountant never counted on that! Or how about a mobile guard tower full of gnoll archers thanks to a wily animate object spell? Even a lowly goblin could eradicate a party with an appropriately powerful bomb strapped to his back. It is completely possible to alter and change a creature without having to change its internal mechanics. It might take a bit more effort, but the payoff is well worth it.

5. When in Doubt: Rule 0.
Normally a last ditch effort when a player doesn't want to cooperate, a GM should never have a problem using the power of rule 0. Just tell the player 'Your character doesn't know that, try something else.' If they refuse to cooperate, you have all the tools you need to fix the problem right at your fingertips!

Say your party discovers they are going to encounter a troll - a creature none of them knows anything about - yet one creative player stocks up on vials of acid anyway. He claims that he has heard stories that they can regenerate and has deduced (arguing his 17 Int score) that acid would prevent it. Don't argue, get creative.

When the players reach the troll lair they find it already dead and the place being looted by a group of not so nice adventurers! Protective of their loot and generally nasty to begin with, the troll slayers engage your party in combat. Who is to say that an enemy bard or wizard doesn't cast shout at the party? It may do minimal damage, but all those shattered acid vials won't feel too good, let alone the condition the other equipment will be left in.

I'm not suggesting that GM's out there bully their players, but I am suggesting that you not let yourself be pushed around or rule jockeyed so that PCs get an unfair advantage. Use every weapon in your arsenal, but only if you have to. Remember, this is a game to create epic tales and memorable experiences, not fight against your players because they know more than their characters should.

In closing, I guess my final advice on the topic would be to use your best judgment. If something smells fishy, it probably is.