Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

Friday, November 19, 2010

More than just war games

I play other games besides 40k.  I'm a big role playing fan.  In fact, role playing was my first hobby, and I still game today.  It goes without saying that I got into role playing games with D&D, the red box set, and then 1E.  I remember 2E launching, dealing with the black death series, and then welcoming 3E with open arms.  I was still happy with 4E.  However, times change, and I have to expand my horizons.  With the recent changes to 4E's character builder software, it occurred to me that while I love the 4E game, I had become too dependent on software to play my game.

So now it's time to expand.  There are a large number of role playing games I've wanted to play.  Other fantasy based games, Rogue Trader and the other 40k RPGs, maybe some wild west or steampunk style role playing game.

That all being said, this weekend, I get to enjoy a 4E game where the group will most likely bemoan the character builder changes and ponder what to do next.

Friday, August 28, 2009

The difference between 1st through 3rd Edition, and 4th Edition D&D

Original D&D (1st through 3rd Edition) was designed for the way most people wanted to play. 4th Edition was designed for the way most people actually play.

Consider the Vancian magic system, or basically the way spells were handled in OD&D. It was fun! It added a real level of realism to the magical system. We could see how it worked, and it was filled with life.

It also played poorly in any traditional dungeon crawl setting. Consider every dungeon, with encounter after encounter. You end up facing dangerous foes, but you blow all your spells early. Low level spells are hindered by high saving throws and spell resistance, and high level spells are limited. Fail a high level spell, and it's done with. It's over, you can't use it again. The fighter? Sure, he can attack yet again and it will be just fine. He can just try again next round.

But we want to play with the Vancian magic system. And we want to use it dungeon crawling. The problem is that Vancian magic system was pulled from fiction. This doesn't mean Vancian magic is bad, just the way the rules work with it are poorly done. But that's the basic idea: Vancian magic is what we want, but not how we play. 3rd Edition was plagued with the 15-minute work day. Players would run a single encounter, and then rest until the next day. That is how Vancian magic works. That's how OD&D worked.

Why is this? Think of many of the popular fantasy stories out there. Think of Wheel of Time, or even better, Lord of the Rings! LotR is popular and what most people think of when they first think of fantasy. Now, how many combat encounters did the fellowship face on their journey during the first book? Not many. They had a "skill challenge" when trying for the pass. They had one at the entrance to Moria (along with a "skill challenge). They went through Moria (which was probably a "skill challenge" as well) and had 1, maybe 2 encounters (depending on how you look at it), and then they were out.

Not many encounters. In a traditional D&D game, they would have faced many more encounters than that. But the Vancian style magic is built more toward LotR style adventures.

4th Edition allows people to play the games they were playing in earlier editions with greater ease. And that's the issue. OD&D was designed for an intended way to play. 4E was designed around the way people played.

Now, I love 4E. I also love what Pathfinder did for 3rd Edition. I love the feel of earlier editions. I love the design of 4E. Unfortunately, Pathfinder didn't solve any of the problems that 4E set out to solve, and 4E didn't keep the same feel of OD&D that Pathfinder attempted to keep. They both went about it wrong. You can't look at 4E and dismiss it as pure rules. Doing so ignores what they did with the game: make it less cumbersome for the way most people play the game. And they succeeded! Paizo set out to republish the 3.5 rules so people wouldn't have to rely on finding old D&D 3.5 books. And they succeeded!

However, neither really try to combine the two above points: creating a game the is what most people want to play based around how they actually play. I'm not all talk, either. I'll be presenting some ideas soon that will demonstrate how to go about this. The goals will be simple:

  • 3/3.5/Pathfinder (whatever you want to call it) compatibility. You should be able to use all your books without any conversions (or very minimal conversions).
  • Adapt the system so that it let's players play the way they want (4E design).
  • Keep that OD&D feeling with a Vancian magic system.
  • Keep it simple.
  • Make it fun!

Friday, August 14, 2009

Dark Sun in 2010


I'll be honest, hearing Dark Sun is coming in 2010 makes me very happy. When 4E came out, Dark Sun was the one setting I was really hoping they would bring back. It fits with the feel 4E has going for it so well. My only complaint? Waiting until 2010 to get it, and even then, it won't be till the middle of the year.

Our goal with the setting was to cleave as close to the original boxed set as possible while still allowing as many D&D options as we could and making the setting ideal for 4th Edition play.

This is nice to hear as well. The original setting before any story elements were developed is the preferred setting of many. It's good to know that they aren't fast forwarding anything and working to keep it how everyone loved it.

Created by popular demand, this requested setting was saved specifically for now in 4th Edition, and will also feature new novels set in the world of Athas.


That is also very true. Fans have been proclaiming loudly for a while now that 2010 was the year of Dark Sun, and I'm glad WotC listened.

Tuesday, June 23, 2009

The Heildan Freeholders

The Heiladanites of Araya are a group I've always found interesting, yet were positioned out of the way of the central conflict (between Rinland and Cordrair). As a group, they are known as the Heildan Freeholders, or the 70 States. The name 70 States isn't accurate. Their are only 68 remaining states. Originally their were 70, but the missing two states were both absorbed into existing states after marriages. Still, the name 70 States is what the nation is commonly known by.

Each state is owned by a noble. Each noble runs the state as he or she sees fit. Laws are often different from one nation to the next, but most uphold certain core tenants. The Freeholders despise slavery. Every man works his own land, but pays tribute to his noble. Freedom to pass between states is assured. Trade between states remain open. Despite all this, some states adhere to these tenants to certain degrees. Trade is required to remain open, but taxes can be applied. Often times merchants plan different routes around certain states depending on the cargo they carry. Magic is also an issue in many states, though the majority do not care. Some states have restrictions, and a few outright ban it on pain of death. Religion is controlled in some areas, open in other areas, and unknown in others. While some lands are free with their distribution of land to commoners, other states control much of the land after commoners gave over their rights long ago for other benefits.

There are 3 general types of states. The Inner States, the Coastal States, and the Outer States. The Inner States are the smallest of the states, but usually the most wealthy. They surround the inner sea. This provides them with safe harbors, each trading, as well as access to the outer seas. The Inner States are by and far the wealthiest in terms of trade and political power. The Coastal States are generally slightly larger than the Inner States and rest along the shores to the oceans. They aren't directly linked to the inner sea, and for that, they don't have as easy access to the Inner States, but still do fairly well with access to foreign goods from across the oceans. The Coastal States are wealthy, do well in trade, but because of the supposed influence of foreign powers, do not do well politically. They make up for this with lots of information that they use to obtain what they need. Finally, the Outer States are those states that don't have any ports along the sea or ocean. They are often the border states. They have the largest armies and generally also are the largest nations in terms of size. They aren't as wealthy as the other nations, but are politically strong because of their military might.

Monday, June 22, 2009

Starting a New Campaign

Since the launch of 4E, I've been a player. I've wanted to DM. 4E has made a number of adjustments that make it very easy for a DM to create balanced encounters without all the additional work. At the same time, the large number of published adventures provide me with even more material to draw from. In some way, waiting until not to start fleshing out the campaign is a major boon. I have a lot of material to draw from in building this new campaign.

I want my campaign to exist in a world of my creation. I've run campaigns in published worlds in the past as well as other worlds of my own creation, and I've always found that my own worlds were more fun for me. Published worlds require a lot of knowledge. Sure, you can make up your own stuff, but then why bother using a published world? However, my old campaign world really needed to be updated. I wanted to incorporate the new races in 4E into my world. I wanted to blend my pantheon of gods to the gods listed in the handbooks. I also wanted to update my world in terms of history. I've run other campaigns in Araya, and I wanted to add in some of those campaigns stories into my campaign as new tales and history.

I also needed to update the bad guys. Orcs have long been my staple. I love running orcs as bad guys. In my world, orcs have a rich history, a lot of interesting things involving orcs. Mostly it involves their creation, their coming into being. Being what it is, my world can easily adjust to fitting in new races where I want them. Changing history is easy in a home made world. Not like anyone but myself is really going to know I changed things.

Of course, this leads in to how I want my campaign to run. I've always been an epic campaign type of guy. I prefer long story arcs with a far reaching goal, lots of travel, and lots of adventure in far off places. I like it when characters have a central hub, something that draws them back to square one, but I like the idea of questing far and wide with an epic quest to keep your attention. The problem is, it can get tiresome. Epic quests really do usually have a lot of different plot lines that are so interwoven, it can get confusing if you don't pay attention. While this can be fun, I've done it more than I'd like. This leads me to the goal of building up smaller adventure series. The players starts in one location, and adventure there. Over the course of several adventures, they build up to the fight with the main villain. Plot lines won't be as long as they could get over 30 levels, but they can still be twisted. The players also get a chance to fight a big bad sooner, rather than building up the tension over 30 levels. Of course, their is something to be said about that final confrontation with big bad a level 30, but do we need to know for 30 levels who that bid evil guy is?

This leads into how everything will connect. Sure, Vecna is evil. We know that. I'm sure our characters know that. Vecna as the big bad evil dude sure would be fun, but does knowing that at level 1 really help us appreciate anything more at the final battle? I think not. Rather, going 20+ levels fighting big bad guys and more evil plots to finally come to the realization of who the big guy at the top really is would make it far more interesting. After all, Vecna being evil is a given, but that's not why the players should want to face him in battle. Suddenly, all the trouble they've faced for 20+ levels has a face behind it. Of course, this really doesn't provide how everything could connect without putting up a sign saying "you are fighting worshippers of Vecna!". Actually, it's rather simple. Not everything needs to be done by worshippers of Vecna.

I should point out now that I don't intend to use Vecna. It's just eaiser to use Vecna as the name of the big bad evil guy. Everyone know who Vecna is, and if you don't, well, I don't imagine you'd have read this far.

Anyways, as I was saying, the low levels, first to fifth, let's say, is involved with clearing out the local area of bandits. But these aren't normal bandits, but Black Coats from Cordrair. And they aren't just bandits. Some upstart young officers decided to take this opportunity to steal from merchants passing through the area. What are the Black Coats doing here? Hey! They've re-opened a mine in the mountains. Of course, once they know they've been discovered, they have to follow through with their orders: to prevent anyone from knowing. So they attack the town. Of course, the players are involved with each of these steps. The attack on the town is thwarted by the characters, but not before damage is done to towns folk. Finally, the players confront the Black Coat leaders, and kill them. This is the setup. Okay, it might not last till level 5, but it's a good start. But why would the Black Coats be stealing from a mine in Rinland? This leads the players to ask questions, and holds several different ways for them to go. Of course, the easy answer is that maybe the mine was reopened because a Cordrarian lord across the border needed the metal for the weapons and armor he's been paid to have his blacksmiths make. Who would pay him? Why? Or maybe it isn't a mine, maybe it's an ancient burial chamber. What were they looking for? Why?

Of course, the goal here is to provide them with several different directions they can take, each with a clear path to new adventure. I really want to provide my players with choice in deciding which way to go. I also want them to feel as if they are choosing an adventure, rather than me placing one in their lap or simply saying "Fetch."

The other thing I need to prepare is the equipment. Back in the good ole' days, I could bring along the handbooks, some papers, pens and pencils, and some dice, and it was fine. Combat was done by description, and sometimes a crude map. These days, I'm spoiled with numerous other options: miniatures, maps, and even 3D paper print-outs of dungeons and houses. But I'm not complaining. I love using that stuff. I love looking at a clean adventure, I love seeing the miniatures out on the table with little paper houses and the players seeing exactly where everything is. Sure, description is still important, but this way I can focus on the exciting bits rather than remind people once again that their are yes, indeed, thirty kobolds, and not thirteen, and that they are positioned in a certain way. And no, you can't attack that guy you just wanted because I didn't imagine him being there. Well, you get the picture.

I should include some pictures of everything I have. But my son is awake, and I need to attend to him.

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