Mutant City Blues – Initial Look

So, Simon Rogers over at Pelgrane Press did a nice thing: he sent me an early draft of Mutant City Blues, an upcoming GUMSHOE game. The idea (floated to him by the inestimable Fred Hicks, of Evil Hat fame) is for me to take a look at it, give it a try, and talk about it on my blog here.

Well, that was more than a month ago, and I’m just getting around to it now. I got distracted by the shinies of Dungeons & Dragons 4th Edition, and it just kept me from giving Mutant City Blues the attention it deserves.

Mea culpa.

Now I’ve finished a read-through, and I want to talk about my initial thoughts on the game. I plan to run a playtest in the next couple of weeks, though summer vacation time is upon us, and that means it’s a little harder to nail down enough players. I’m working on it, though.

Anyway.

Mutant City Blues is another GUMSHOE game, one that I think I’ll actually be able to get my players to try. Why not the other GUMSHOE games? Because they’re all horror games*, and horror doesn’t rank high on the list of styles my players enjoy**. Fair enough.

Mutant City Blues, though, is a superhero police procedural. If you’ve ever read the comic book Powers, or Alan Moore’s wonderful Top 10, you have a good starting basis for the world. Superpowers are more common than in Powers, and less common than in Top 10, but the feel and style are pretty similar. The setting also has hints of influence from sources like the Wild Cards novel series, Marvel Comics style mutant social issues, police procedurals in the vein of Michael Connelly or Ed McBain, and, of course, the ever-popular CSI and Law and Order TV series.

It’s a pretty rich background, and more space is devoted to it than any of the other GUMSHOE books to date. There are in-depth discussion of how super powers interact with the world of law enforcement, and with society in general, that help to give what could be a very flighty game a solid, grounded feel. In particular, the sections on how super-powered police officers fit in with the rest of the force really shine.

On the super power front, this game takes a very different approach from anything else I’ve seen. First of all, everyone has the same origin: a flu-like virus referred to as SME (Sudden Mutation Event). So, no magic rings, no alien babies saved from doomed planets, no radioactive arachnid incidents, etc. You get a bad cold as a mysterious virus rewrites your DNA, then you can tie people up with your hair.

You also don’t have free rein to pick your powers separately; they are arranged in a special diagram, showing the links between different powers, and the drawbacks generally associated with them. You get a certain number of points, pick one power you want from the chart, then have to spend more points as you move around the chart from that initial choice to take other powers. For extra points, you can skip over intervening powers, but every step costs points. Some of the powers are drawbacks; you can’t skip over them, but at least they don’t cost you any points. They show the types of problems normally associated with the kinds of powers you have.

So, let’s say I want to have super-speed and lightning-fast decision making. I can do that, but I wind up with a tendency to attention deficit disorder, because that drawback is between the two powers I want. I also am very unlikely to be able to command fish, which is way over on the other side of the chart, and it would cost a lot of points to move over there.

This may rankle some players. It sets arbitrary limits on what power groups you can reasonably have, and it can be a little difficult to figure out at first glance. The thing that I find interesting is that the system has been worked out, not so much to balance things, but to simulate the game-world idea that super powers tend to occur together, and that scientists are starting to understand which types are more commonly found together. It creates verisimilitude in the setting, and only incidentally balances the characters.

Very strangely for a superhero game, powers are not really balanced against each other, and this is deliberate. After all, in real life, people are not point-balanced, so why should RPG characters be?***

There’s also a sidebar that talks about what you should do if you don’t want to use the primary game-world conceits of grouped powers, a single origin, and little to no power balance, which is nice.

The largest section of the book (72 pages in the draft I have) is the listing of super powers and explanations of how they work. There’s a nice wide variety, and there are some that can be used as investigative skills, allowing you to find clues, as well as the more common powers that work like generals skills.

I haven’t talked about investigative skills and general skills, have I? Well, I mentioned how the GUMSHOE system works in this post, but maybe a little more detail is in order.

GUMSHOE is pretty focused and optimized for investigative games. It’s all about finding the clues and trying to interpret them.

Notice that I didn’t say “trying to find the clues.”

If there’s a clue available, and you’ve got the right skill to find it, you find it. Period. No rolling, no chance of failure. All you have to do is use the right skill.

That makes sense, right? I mean, the drama in CSI is not about whether or not Hodges is going to be able to identify the gritty white powder on the duct tape holding the victim’s mouth shut. The drama is about how Grissom interprets it and what he does about it.

Same thing here.

Finding clues takes investigative skills. These are pretty granular, with technical ones like Evidence Gathering and Fingerprinting, and interpersonal ones like Flattery and Flirting. You get a fair number of points to buy investigative skills; the number of points you get is based on the number of players in the game, and is balanced to make sure that you can cover all (or at least most) of the investigative skills no matter what size the group. So, you get more points if there are only two players than if there are six.

General skills are things that don’t get you clues. Things like Scuffling and Driving. These work more the way skills work in other games, with rolls and a chance of failure.

Super powers come in both flavours, which is where this little digression started.

So. 213 total pages. 72 pages of super powers. 61 pages of world background. 15 pages of tips for GMs and players. 19 pages for the introductory adventure. 2 pages for the table of contents. That leaves 44 pages of GUMSHOE rules, including character creation, system, lists and explanations for skills, and super powered combat. GUMSHOE is a pretty lean system.

And what do I think of it?

So far, I’m pretty intrigued. The setting and system really appeal to me, and I think I’ll have better luck floating a superhero police procedural game to (most of) my players than a horror game of any stripe. Now, I’ve got to send out the call for my testers and run the intro scenario.

I’ll let you know how it goes.

* As an aside, I think that the system fits very nicely with horror games. Horror games, in general, seem to mesh really well with mystery and investigation modes of play.

**My friend, Michael, just got back from Spain, and he’s a big Cthulhu fan, so I should be able to talk him into playing in a Trail of Cthulhu playtest.

***That’s actually a much deeper argument for another day, having to do with player perceptions of fairness and entitlement rather than anything that is intrinsic to an RPG in and of itself. But, as I say, for another day.

D&D 4E – Mine At Last!

Last Friday I got my copies of D&D 4E from Imagine Games.  On Saturday, I ran several sessions of the Worldwide Dungeons & Dragons Game Day adventure, Into the Shadowhaunt. On Sunday, I rested and finished reading the rules.

First off, I want to thank Pedro and Wendy at Imagine Games for letting me run the demos at their store and taking such good care of me while I was there. It was a blast.

I also really want to thank everyone who came out to play. You folks really made it a fun experience; I hope you enjoyed it, too.

The adventure was pretty good – a nice collection of four encounters that ran about two hours and included combat, traps, and puzzle solving. The support from Wizards of the Coast was awesome! The box we got contained five copies of the adventure, five sets of dice, five poster maps for the encounters, five sets of player minis, five sets of monster minis, five sets of pregen characters, twenty-five giveaway d20s, and five sets of trivia and other games to play. With only me running demos, and only time to get four in on Saturday, we sent everyone who played home with their character sheet, mini, a free d20, and sometimes a few of the monster minis, as well.

Kudos to Wizards for a great launch package!

The one question I had was if anyone out there managed to see the other Game Day adventure, which is supposedly called Against the White Dragon? It’s mentioned in Shadowhaunt, and I’m curious as to whether it was sent out this time, or if it’s being used on the next Game Day. Anyone know?

Now, I’ve read the rules and I’ve run the demos. What can I say about 4E?

  • Overall, I like it.
  • The books are very nice. The mix of satin and gloss finish on the covers works well, they’re colourful and attractive, they seem very sturdy, and the interior art is fantastic. In particular, I liked the spread that opens the Skills chapter of the PHB, which shows you what facing a trap can feel like in 4E. I got the collection with the slipcase, and that seems a little sturdier than the 3.5 collection slipcase, but that could be my imagination.
  • Also layout and design. I don’t like fancy layouts; I like clean, easy to read, easy to use layouts that still look attractive without detracting from the content. That’s what we’ve got here.
  • In general, editing is pretty good. Can’t think of any errors I spotted off-hand.
  • I really like the way the information is divided between books. Everything a player needs is in the PHB, including magic item stats. The MM is just monsters. All the tools the DM needs are in the DMG.
  • I still love the way monsters work. I love the way the rules support the flavour of different monsters without huge, multi-page stat blocks. I love the way pretty much every creature has some neat little trick to use in combat.
  • Expanding on that, the section in the DMG for customizing monsters is very clear, very simple, and very easy. No more spending an hour applying a template and extra hit dice to create a custom monster. I figure 10-15 minutes, tops.
  • As with, I suspect, everyone who reads the book, I was somewhat nonplussed by some of the choices of monsters to include and omit in the MM. The ones that specifically made my brow wrinkle will be different from others, most likely, but that’s the danger in a new MM, right? Everyone’s going to be asking, “Why this and not that?” So, I’m writing that one off to personal preference.
  • Skill challenges. They rock. It looks like they’ll take a little longer to set up than combat encounters, at least until I get used to them, but I like the way they’re structured, and I like the flavour they have. The samples included in the DMG show off the wide variety of things you can use them for.
  • There are different ways to disable traps, beyond just throwing a rogue at them. They make sense, and they add to the excitement of any encounter that features a trap.
  • Combat flows. When you get into it, it flows very well. And quickly. It’s fluid and exciting, and everyone has interesting things to do on their turn.
  • I was worried about the roles; now, I am less so. In the demos, I had people who played to their roles, and they were very effective. I had people who didn’t, and they were very effective. The one real benefit of roles is that when all the roles are filled, and everyone plays to his or her role, the party is a juggernaut.
  • Rituals. I like ’em. That’s just personal taste, there; the mechanic is so compelling that I go, “This is great!” I just like the flavour and idea of them.

So, that’s a lot of positive stuff, and I haven’t addressed all of my concerns. Let’s talk about the unaddressed concerns, and then the one thing I’m less happy with.

First concern: Is it going to feel like a video game? Yes and no. There are some things that have been learned from the MMORPGs and incorporated into the game design. The idea of powers, for example, and the way some powers work. I’ve decided I have no problem with the implementation, because it lets me colour the effect enough to make sure it fits the feel of my game. And really, I have no problem with things being taken from other sources. It makes sense to look at other successful games, see what’s working for them, and see if those things can be adapted to your game without losing the core of what your game is. This is, I think, what Wizards has done with 4E, and I think the game is better for it. And if you run across something that feels a little too WoW for you, it’s easy to change the flavour.

Second concern: Can I build a light-weapon-using, agile fighter, or a wizard who whacks people with a sword? Yes, but not the way I expected. If I want to build my swashbuckling fighter, I don’t use the fighter class. I use the rogue class. I wind up with the exact type of character I wanted, but the name of the class is different. As for the sword-and-spell-wielding wizard, the multi-class feats make that pretty simple, too. You can build against class role within the class if you want, but you may find too many cool things drawing you toward the class’s stated role. I found that I was better off considering the role of my concept first, then picking the appropriate class based on power source. It takes a bit of rethinking, but I’m happy with the flexibility.

Now, for the one somewhat negative thing about the new system. Not enough choices right off the bat. Oh, I realize that this feeling is a product of the wide variety of options available over the life-cycle of 3.5, and I know that it’s going to get addressed in supplements, but I still feel that way. I want more powers for each level of the classes. I want more feats, more weapons, more rituals, more magic items, etc.

But what I really want are more classes. This is where I think the game is weakest.

See, there are eight classes. Four of them use the martial power source, two of them use the divine, and two of them use the arcane. There are two defenders (martial or divine), two leaders (martial or divine), three strikers (two martial, one arcane), and one controller (arcane).

Ideally, what I would have liked to see is character class using each power source in each role, so that there would be a martial, divine, and arcane defender, leader, striker, and controller. Twelve classes. Failing that (and I know that would have added at least forty pages to the book), why not two of each role? There’s only one controller option right now, and three strikers. Why not two of each?

Well, these are rhetorical questions now, and I’m sure they were discussed at length during the design and development process. I’m not saying that the choices are wrong, just that I want more. Call me greedy.

Anyway, overall, 4E gets a big thumbs-up from me. I’m just going to hold off starting a campaign until a few more options are available.

Demo Discussions

Next Saturday is Worldwide Dungeons & Dragons Game Day, the official launch of Dungeons & Dragons 4th Edition. For the past two weekends, I’ve been spending my Saturdays at Imagine Games and Hobbies here in Winnipeg, running demos from Keep on the Shadowfell and answering what questions I can about the new system.

It’s been a lot of fun.

The more I run the new system, the more I like it. In the quick-start rules, anyway, it’s wonderfully clean and flows nicely. Situations are very easy to adjudicate, factoring in the various defenses and abilities. Low-level combat has a much more dynamic feeling than in 3.5, with lots of shifting for position and more movement overall. The lack of iterative attacks speeds things up immensely.

And the way monsters work is just beautiful.

The fact that kobolds have flavourful tactics and abilities that make them stand out from goblins, for example. Kobolds get to shift one square as a minor action instead of a move action. Good for bugging out of tight situations. They also get a +1 to attack rolls for every other kobold adjacent to the target. Great for mobbing folks. Together, it adds up to a fairly cowardly creature that will, nonetheless, swarm you like a ham on an anthill if they get the chance.

Goblins, on the other hand, get a free one-square shift every time someone misses them with a melee attack, giving them the feel of quick, agile little buggers who are constantly running around you to evade your attacks.

Minions also work nicely. They talk in detail about them here. You get to throw a whole fistful of monsters at the characters, have them be a real threat, but not overwhelm them. It was great last night to see the looks on the faces of the 3.5 players when I put 13 minis on the battlemap for one of the encounters.

Anyway.

Next Saturday I’m going to be back at Imagine for the last round of demos. This one is a little different, though; Wizards of the Coast sent out a big pack of free stuff for folks who come down to play. There’s a new adventure, new pregenerated characters, minis, dice, maps, the whole shebang. The adventure looks to be about a 2-hour run, so I figure start at 11:30, and see how many we can cram into one day. We’ve got enough stuff that I think everyone who comes to play will be able to take home their mini and a d20, at least. Maybe we can sweeten that a little.

The adventure, though short (four encounters), has a neat mix of things, and should give everyone a bit of a taste of the game. There are, in fact, two different fighters in the mix of pregens, with different builds that show the kind of variety you can get, which I found very interesting.

So, if you’re in Winnipeg next Saturday, come on down to Imagine Games and Hobbies, try the game, and take home some free stuff.

It’ll be fun. Promise.

Congratulations, Michael!

Again, I digress into the personal.

It’s my blog; I’ll write what I want.

My friend Michael completed his pilgrimage to Santiago de Compostela. This is a pilgrimage route that has been actively used since the middle ages, and he took it into his head to walk the bloody thing.

He took 31 days. Covered over 850 km.

Today, he arrived at the end and received his Compostela at the cathedral. Tomorrow at noon, he attends noon mass, which is apparently the official end of the pilgrimage.

If you like, you can read the details in his pilgrimage blog here, complete with all his trials, tribulations, and triumphs.

I am in awe of his achievement. I could never do it, and he’s older than me.

Way to go, buddy.

Look forward to welcoming you home.

Keep on the Shadowfell – After Play Musings

Last night I got together a few folks from my regular gaming group to run through the first few bits of Keep on the Shadowfell in preparation for running demos today. We had fun; the new system works nicely, the fights were pretty interesting, and people liked the things their characters could do. I’m going to do my best to avoid spoilers, but some might creep in, so be warned.

The group numbered three, and the characters were the halfling rogue, the dragonborn paladin, and the tiefling warlord. We ran through the initial encounter, got the party to the village, and had them head out on a mission. I skipped the next encounter in the adventure, because it was very similar to the first one, and I wanted a chance to try out something more varied – we only had time for two encounters. That meant I encouraged the party to follow up the dragon grave plot thread, and they complied.

So, how did things go?

  • You seem to fight more monsters per encounter in this system – the designers have been saying that all along, but it’s nice to actually see it in action. I like this; it’s always seemed somewhat less-than-heroic to me to have a gang of four adventurers mobbing a single humanoid creature. Having the party outnumbered – both encounters featured eight creatures – appealed to me, thematically. And it made the players feel that their characters were more threatened.
  • The fights seemed to last about twice the number of rounds as in 3.5. This is just an impression based on what I saw in those two encounters, but the first fight, when everyone was still trying to figure out what their powers could do, ran 11 rounds, and the second fight, when everyone started working together in a tight, effective group, ran 8. I like this, too; it gives more time for both the heroes and the monsters to do more interesting things. Nothing worse than having a creature with a ton of neat abilities go down before it can use even a quarter of them.
  • In real time, the fights lasted about as long as in 3.5, with a little more time spent on the first one as people were getting used to what they could do. I think that, with practice and familiarity getting folks past the learning curve, fights will probably run half to three-quarters as long as in 3.5. I like this, too, because it means you can fit more into an evening of play.
  • There is a learning curve on the powers and the system. Never doubt it. But it’s not as steep as it might have been. By the second fight, the players were looking at different ways their powers could interact, and how to tactically support each other with them. Still, it’s going to take some time to completely leave behind 3.5 assumptions; people were slow to start using their healing surges, for example, and opportunity attacks work a little differently, and a stack of powers can be hard to sort through, when you come in cold.
  • The monsters are fun to run. Every one, right down the kobold minions, had a little something interesting and special that they could do that made fighting them different from fighting other things. And the things they could do were not terribly complex or tough to keep track of; just little things like kobolds being able to shift five feet as a minor action rather than as a move action, or the guard drakes being able to do more damage if they’ve got an ally nearby. It changed the flavour of the encounters nicely.
  • The battlemaps with the adventure are very nice. I understand that some are recycled from other products, but they still make nice additions, and the fact that you get three double-sided ones in the adventure is particularly nice.
  • The tactics of battle seem at least as deep, rich, and varied as in 3.5, but they are different. The three flavours of action resources, the different kinds of movement, the ability to use powers to move your opponents or allies, the way combat modifiers work, the way different powers interact – it all lends itself to fun tactical play in combat, but you have different tools, and different effects than in 3.5. Again, there’s going to be a learning curve.
  • Tactically, the fights had more shifting and jockeying for advantageous position and less stick-and-hit than 3.5. Most of the moves were small, creating a sort of revolving, swirling kind of scrum where the paladin anchored the enemy, the warlord backed him up and supported him, and the rogue looked for the best spot to dole out the pain. This may change at higher levels or in different set-ups (both encounters had natural choke-points that the characters rushed to hold), but that’s the way it was in our test.
  • With the emphasis on character roles, there are some real shifts from 3.5 in the basic assumptions. The rogue was consistently doing the most damage, not the bigger, burlier dragonborn paladin, for example. Again, I’m a little concerned that the roles may be more restricting than I like on the various classes – can I build a fighter that concentrates more on dishing out damage than on soaking it up? Can I build a utility wizard, with more non-combat powers and less “blow stuff up” emphasis? Basically, can I build a class against role and still come up with a viable, playable character? I really hope so; if the roles are too restricted, I can see it producing a glut of core classes, each of which varies just a little, to allow players to create their ideal – very similar to the prestige class glut of 3.0/3.5. I don’t want to see that happen, mainly for aesthetic reasons. It appeals to my sense of elegant design to have fewer, more customizable classes than many very specific classes.
  • And, just as in any dice-based game, nothing can save you if you can’t roll for crap. This afflicted one of the players and two of the most threatening (on paper) monsters in the game last night, and brings home the old adage, “Systems come and systems go, but a crappy roll is a crappy roll.”

There were a lot of questions that came up during play that we couldn’t answer with the quick-start rules. Things like delaying or holding actions, the details of which dice get maximized in the case of a critical and which don’t, the cost of items, options for fighting defensively or all-out defense, etc. Of course, we all assume that this will be covered in the main rules, but the adventure did a good job of making us want the books now, now, NOW!

The acid test? One of the players is very new to gaming – she started in my Dresden Files RPG playtest, carried on in my Brockford House CoC one-shot, and now this 4th Edition teaser. She picked up the basics quickly, had fun, and wants to play again.

Seems like a positive sign to me.

Keep on the Shadowfell – First Impressions

I’ve read through Keep on the Shadowfell now, and I want to talk a little about it. I’m going to do my best to avoid any spoilers, so this should be safe for everyone to read.

Overall, I think it’s a pretty good introductory adventure. It seems to cover pretty much everything I wanted to see, though combat gets the spotlight.

Physically, it’s a nice package, reminiscent of The Shattered Gates of Slaughterguard – you get a cardboard cover/folio, with two booklets and three double-sided poster battle maps. One booklet has the quick-start rules for players and five pregenerated characters, while the other has quick-start rules for DMs and the adventure itself.

Interestingly, Fiery Dragon has released a free download of counters for all the characters and monsters in the adventure. You can get it here.

The paper of the booklets is a little flimsy, being light-weight glossy paper of the sort you find in magazines. After a single reading, both of my booklets are already looking rather worn.

So, what’s in the adventure?

  • Background and synopsis.
  • Three potential hooks, two with alternate takes, and all with quest rewards.
  • A fight to kick things off.
  • An overview of the village of Winterhaven, with lots of information and opportunity to interact with the inhabitants.
  • A few more fights, not directly tied to the Keep, but good practice and providing some clues and links.
  • More information and conversation in Winterhaven.
  • The Keep itself, with backstory, overview, maps, and nineteen encounters, counting one interlude back in Winterhaven. These encounters include:
    • 18 combats
    • 7 traps and other hazards
    • 2 potential interaction
    • 2 puzzles
  • Several bits of DM advice scattered throughout on pacing, playing NPCs improvising, and other important skills.

The encounters use a slightly modified format based on what we were seeing in adventures nearing the end of the 3.5 run. Each encounter gets its own two-page (sometimes three-page) spread, with the level, XP award, setup, read-aloud text (including special text for succeeding at certain skills, usually Perception), monster stat blocks, description of area features (including treasure and how to use the furniture to make an interesting fight), tactics, and a small map showing the layout and initial monster placement. It’s all very clear and easy to use.

The stat blocks are nice. The longest one in the game (a level 8 elite controller) takes up a little over half a column on a two-column page, and that covers everything. All the attacks, all the defenses, all the powers, all the rules, everything. I could print it out on a 3×5 index card with about a 6-point font, and fit it on one side. It would be a little small, but it would fit.

Every encounter has something interesting going on in it, whether it’s tactically, or terrain-based, or another hazard thrown into the mix, or whatever. The encounter areas are larger than we’re used to in 3.5, often encompassing multiple rooms, and there seems to be plenty of excuses to move around that area, as opposed to stick and hit. The mix of hazards into the combats looks to make for some particularly interesting fights.

Not only that, but the numbers and mixes of monsters makes things look far more interesting than in low-level 3.5 adventures. There are a few encounters where the monsters number over a dozen, usually mixed between 3 or 4 different kinds. It allows the DM to get into the fun of different tactics for the different types of creature.

There is one encounter that really shows off the interaction rules that I’ve been wanting to see for so long, and they look nice. They’re obviously pared down and simplified in this adventure, based on the excerpt that was posted online, but it still makes it nice and clear, and it looks like fun.

Same thing with the traps. One encounter is essentially a deathtrap room, and it’s no longer just sitting around waiting for the rogue to disable device. Everyone gets into the mix.

One of the things I was worried about was that the vaunted simplification for the DM would lead to a dumbing down of creatures, and I am pleased to say that this doesn’t seem to be the case. Things just get a lot more focused. For example, the main villain in the piece is a spellcaster. He doesn’t have a list of ten or fifteen spells that he can cast (but probably won’t have time to) – he’s got a list of 5 powers, including his basic melee and ranged attacks, that each have a specific flavour and effect that can be summed up in no more than three lines. Yet the fight will feel like battling a powerful spellcaster.

There are a few problems with the adventure, though:

  • The stats for some of the monsters make reference to the “grabbed” condition, but this is not explained in the quick-start rules.
  • A few of the labels on the encounter maps for the monsters use the wrong letter to indicates some of the monsters. This is only in about 3 situations, and it’s easy to correct.
  • It makes me even more anxious to get my hands on the actual books.

The first two problems are proof of my maxim as a technical writer and editor: “Everything always needs another editing pass.”

The last is just my own problem, and it should be relieved in the early days of June.

This adventure has gone a long way to assuaging some of my doubts about 4th Edition. I’m going to be running demos at Imagine Games and Hobbies here in Winnipeg over the next three Saturdays, so come on down and check it out for yourself.

D&D 4th Edition Demos

Check out this link.

So, yeah, I’m going to be doing D&D 4E demos at Imagine Games and Hobbies over the next three Saturdays. For the first two, I’m going to be running excerpts from Keep on the Shadowfell, the first 4th Edition adventure, which goes on sale Tuesday, May 20. The adventure comes with a quick-start rulebook and pregenerated characters, which is what I’m going to be using. Two demos a day, as long as I get players; first one starts at 1:00 pm, second one starts around 5:00 pm. On Worldwide D&D Day, Saturday, June 7, I’ll be at the store all day, running demos out of whatever launch package they send Pedro. If you’re in Winnipeg, and you’re interested in giving the game a try, come on down and play with me.

Okay, the plug’s done. Now I want to talk about what I know about 4E, and what I think about it.

First off, I want to stress that all the information I have is coming from that immense mixed blessing, The Internet. When I was down at Imagine today, I got to look at the sealed Keep on the Shadowfell, but that’s it. It’s not on sale until Tuesday, and I have no special access.

But there’s been a lot of stuff written about the new game coming, and I’ve been doing my level best to read it all. Sites that have been really valuable for insight:

  • Wizards of the Coast has been posting regular updates and teasers and art previews for some time now.
  • ENWorld, which was born in the rumblings before 3E, has once again become the place to check for news on the newest edition of D&D.
  • The Chatty DM, who stops by this site every now and then, has posted an extensive review of Keep on the Shadowfell.
  • Some months back, Ain’t It Cool News posted a three-part review from one of the playtesters, but I can’t seem to find it now.

Anyway.

The point I’m making is that I really don’t know any more than anyone else about the game, and less than many. So why am I talking about it?

Because my hopes are high. And they’re high for specific reasons.

Unfortunately, I also have some serious reservations. And again, they’re very specific.

Let’s talk about why I’m pumped, first, then we’ll talk about why I’m worried.

The changes I’ve been reading about in the stuff that’s been posted online has shown me that the new game seems to be hewing close to one of my personal design goals when I build games – just enough complexity to make the game fun, and no more. For every new system I add to a game, for every time I come up with an idea that means a die roll, I try to ask myself, “Does this add to the fun?” If the answer is no or, worse still, that it detracts from the fun, I toss the system and start again.

It took me a long time to learn that lesson, and now that I have, I cling to it with both hands and all of my heart. Make sure that every time a player picks up a die, it’s adding to the fun. Make sure that players are excited to roll a die, not just going through the motions.

You can’t always achieve that, of course. The world’s not perfect. You need some complexity to make the game able to simulate what you want it simulating. But the complexity should serve the game, not the simulation.

And this seems to be the view taken by the designers and developers of 4E. In a lot of the interviews, they talk about how the game moves faster, especially in combat, while the characters all have interesting choices to make every turn. Some of the pregenerated characters and monsters have been posted on the Wizards site, and it looks like they’ve been paring away excessive complexity to focus on the fun stuff. That’s my kind of design.

They also talk a lot about how much easier it is for DMs to design and run adventures. Now, I generally spend about 30 minutes prep time for every hour of play in campaigns I run. One of the designers talked in an interview about how he never spends more than 30-40 minutes putting together a full evening of gaming. They say it’s much easier to build encounters, to adjust monster stats, to set up skill challenges, to create treasure, all the mechanical stuff. That leaves more time to building story, description, NPC quirks, building props and hand-outs, and all the other fun stuff.

The designers also say that it’s far easier to run the game. Looking at the monster stat blocks that have hit the Web, I’m starting to believe it. The one that really swayed me was the Pit Fiend stat block they posted. Instead of a laundry-list of special abilities, most of which never get used in combat, there are a set of powers that look like they work well together and a set of tactics to show you how to use them.

I just finished running a high-level D&D 3.5 campaign. This is so much nicer than the high-level threats I had to keep track of there, without losing flavour.

I mentioned skill challenges a couple paragraphs back. The new game integrates a system for handling non-combat challenges that rely on the characters’ skills, but don’t come down to single die rolls or rely on only one skill. They talk about it here, and it sounds pretty good to me.

They’ve also done a lot to try and address that age-old bane of verisimilitude, the 20-minute adventuring day. You know: the party gets up, heads out, gets into two fights, and has to rest for another eight hours to heal and regain spells. Well, they’re doing a number of things to deal with that, and I hope it solves the problem.

So, that’s what’s got me hoping.

Now, here’s what’s got me scared.

First, Wizards has obviously taken a long, hard look at the MMORPG phenomenon, and wants to grab a chunk of that market to play 4E. They’re emphasizing party roles, handing out more video-game-style powers, reworking some sacred cows like random hit points, and so on.

There’s a reason I don’t play MMORPGs. Actually, there are several, but stay with me.

I like the way D&D has traditionally done some things, and I don’t like the way a lot of MMORPGs seem to do things. I don’t want to play a table-top version of World of Warcraft.

Let’s talk roles, first of all. D&D has always been a class-based system, so roles have been an intrinsic part of it since the beginning. What I’m worried about now is the emphasis on the roles, and whether that leaves room for a graceful, elegant fighter or a wizard who likes to mix it up with a sword. I want it to, but I’m not sure it does.

As for the powers, a lot of it is going to depend on the jazz that goes with it. We’ve seen powers where a Paladin hits a foe and heals an enemy – how is that explained? What’s the logic behind it? Can you justify it in the game world without resorting to MMORPG terms? I hope so.

Y’know, really what it comes down to is that I really want to like this game, but there have been some big promises made and I don’t know if it will live up to them. I like the things they say they’re changing, but will I like the way they change them? When Mongoose released the new RuneQuest, I was so pumped. I figured that if they could deliver on even half the things they were promising, they’d be golden.

I don’t even want to get into how disappointed I was with the game once we playtested it.

I just really don’t want that to happen again. I’m leery of getting my hopes up to high.

But I can’t help it. I’m just really looking forward to the release, to trying it out, and to playing it regularly. After all, I was a real nay-sayer when they announced 3E, but it won me over big-time. They did it once; I’m sure they can do it again.

Please?

Anyway, to get back to the point, demos at Imagine for the next three Saturdays. Come down and try the game out with me. It’ll be fun.

In the meantime, I’ve got this idea for a 4E campaign – The Phoenix Covenant. Maybe I’ll talk a little about it next time.

Brockford House Postmortem

Yeah, they all died.

**WARNING** This post is contains spoilers for The Brockford House, a scenario that I pulled out of the 4th Edition Call of Cthulhu rulebook.

To fill out the adventure, I created some investigation that the characters could do before heading to the house. This included a couple of notes in books about the superstitions of the area, emphasizing that it was considered bad luck to stay on certain islands overnight, and tracing that back to the legends of the native people of the area. It also included a number of news articles outlining the history of the man who had built the house some 25 years earlier, and the horrible fate that befell him and his family.

The investigators dug up these clues, and decided to go interview folks in the town and some surviving Penobscot tribesmen to see if they could get any more information. What they got led them to believe that there was some sort of evil monster(s) that only came out at night and would kill anyone outside on the specified islands, one of which was the site of the Brockford house.

So, they paid one of the locals to ferry them out to the island, with the plan to stay overnight and sort things out. They brought some things with them for protection: salt, bibles, silver pentacles, etc. Nothing that would actually have any effect on mythos creatures. Strangely, to my mind, no one tried to buy any extra weapons or explosives, despite the fact that at least one of the players kept complaining about the fact that his doctor character only had his scalpel to defend himself with. (The characters were all pregens.)

They explored the island, and found a spot where there were hand- and footholds carved in the side of the rock leading down to a little smugglers’ bay, but the tide was in, so they weren’t able to climb down to check it out. After scouting the exterior, they moved to the interior. They found the room where the sacrifices had been chained up, and spotted the weird deer heads on the walls, and even found the hidden books. They looked at these last briefly, but didn’t want to take the time (or risk the SAN) reading them.

In the basement, they found and smashed open the hidden trap door, and climbed down into the room with the altar. There, they discovered the stairs down into the caves, and proceeded downwards. Once down, they wiggled through the stalactites and stalagmites into the open area, then got cold feet because it was getting near sunset, so they went upstairs and barricaded themselves in one of the guest rooms.

That’s when they took the time to read the books, and became somewhat rattled.

Now, at this point, it was closing in on 1:00 AM in the real world, so I cut to the chase. Rather than roll the random chance to see if the Deep Ones came upstairs to investigate the broken trap door, I just decided that they would. With successful listen checks, the characters heard the boxes they had piled on top of the trap door getting pushed aside, so they decided to set up a barricade and firing position at the top of the stairs. Moving around the furniture let the Deep Ones know that their prey was on the top floor, so up they came.

There followed a nasty battle, as two of the characters tried to hold the barricade while the other two went for more furniture to pile at the top of the stairs. When that didn’t seem to be working well, they ran back to join their companions, in time to help the two badly-wounded characters back into their original room. One of the characters went mad at that point and threw herself out of the window to her death on the rocks below. Another had his head slapped off his shoulders by a Deep One’s claws. The last two, armed only with a sword cane and a scalpel, were quickly overwhelmed and died, leaving one more mystery for the owner of the house.

It wasn’t all one-sided, though. They did manage to put down four of the Deep Ones before they died.

Some observations on the game:

  • Bad rolls gathering information makes for a boring and discouraging game.
  • Too many avenues of investigation, and surprising (to me) decisions by the characters as to what to investigate, led to a much later start at the house, so I wasn’t able to stretch out the on-site stuff as much as I would have liked.
  • As a Cthulhu one-shot, everyone assumed they were doomed from the start. That may have led to the actual doom, as they figured nothing they could do would change that.

When it was over, one of the players made an interesting comment. He said, “It was a fun game, but I was never scared.”

I hadn’t realized that he expected to be, or thought he should be.

I mean, when you play D&D, and your character gets hit by a sword, you don’t expect the player to bleed, right? He just plays his character as if the character were bleeding.

By the same measure, I don’t expect players to be scared during horror games. Tense, yes. Worried for their characters, sure, if it’s not a one-shot. Cautious, you bet. Even creeped out a bit. But scared? Nope.

Their characters, on the other hand, should be played as if they were scared.

And that may be one of the reasons some people don’t like horror games. They like playing heroes, people who overcome their fear and triumph over adversity. It’s why Vampire: The Masquerade morphed into a superheroes-with-fangs game. In horror movies and literature and games, the genre expects a certain type of response from characters: desperate, gibbering, uncontrolled fear.

And if you don’t like playing that kind of character, then horror games aren’t going to cut it for you.

My two cents on the question.

Anyway, everyone had fun, despite the TPK. We’re going to try the Trail of Cthulhu rules in a couple of weeks.

The Thrill of Cthulhu

Tomorrow night, I’m running a Call of Cthulhu one-shot for a group of friends.

It’s going to be interesting; I’ve got four or five people coming to play, and only the tentative fifth player has any deep experience with the game. Two of the others have played a bit, one has played other games but never this one, and one is very new to gaming, her only experience being the Dresden Files RPG playtest. That means I really want to show off what Call of Cthulhu has to offer as a game.

Picking the scenario turned out to be tougher than I thought. I was planning on running The Haunting, which is sort of the default intro scenario that’s been published in (I’m pretty sure) every edition of the rules. Unfortunately, one of the players has just enough memory of it to make that not feasible. So, I was stuck looking through all my Call of Cthulhu books, trying to find something that would work. For it to be a good one-shot intro scenario, I felt it needed the following elements:

  • Research. If the characters don’t have the opportunity to look around libraries and newspaper morgues and interview people, it’s not an archetypal Cthulhu adventure.
  • Investigation. If the characters don’t have a strange place or event to nose around in, then what’s the adventure?
  • Danger. Come on, it’s a one-shot! There’s got to be a real chance of disaster.
  • Mythos elements. There’s got to be some mythos magic, and a mythos threat, to really show that this is Cthulhu, not just a random horror game.
  • One session. We’ve got to be able to wrap it up in a single evening.

So, I dug through all my old books, trying to find something that fit all the criteria, and came up with The House on Stratford Lane, from an old issue of The Unspeakable Oath. It didn’t quite fit all the criteria, not having much in the way of research and having a chance that no mythos threat materializes, but it was pretty good, and all the Pagan Publishing Cthulhu stuff is interesting and well-written.

Which gave me an idea; I should ask Scott Glancy, president of Pagan Publishing, for his suggestion of a scenario. See, I spend GenCon every year working the Pagan Publishing booth with Scott, so I know he knows about good Cthulhu adventures. Last year, I even got to playtest a scenario involving a WWI German airship, and something nasty brought back from an archaeological dig.

He gave me a number of good suggestions, and even pointed me to the relevant message threads on Yog-Sothoth.com, but the one that stuck out was The Brockford House. I had to dig out my old 4th Edition rulebook to find the scenario, but it had everything except the research. That’s the one I picked.

So, for the past few days, I’ve been building a research section for the game, and developing props for the game. Because, as any CoC player knows, it’s all about the handouts. And making neat props for games is just a lot of fun – having a newspaper clipping or page from an ancient tome that looks like a newspaper clipping or page from an ancient tome really increases player immersion in the experience and suspension of disbelief.

I’ve been aided in prop making by the good folks at the H.P. Lovecraft Historical Society, most specifically by their Prop and Font CD. I’ve been using it to put together newspaper clippings and some pages from… other sources.

Here’s a little tip about aging paper for games that I picked up back when I was studying drama at University: soak the paper in cold tea for about 15-20 minutes, then dry it flat. If you want a ragged, distressed sort of edge to the paper, tear it while it’s soaking wet – it gives you a much more worn, interesting looking edge to the page. Do this after writing or printing on it. That’s important.

A lot of you probably already knew that, but maybe it’ll be useful for someone.

Anyway, I’m all excited about the game tomorrow night. I think it’ll be fun. And after we play this one-shot, I’m going to test-drive the Trail of Cthulhu rules with the intro scneario provided.

I’ll let you know how things go.

The Bribe(TM)

So, what do you do if you want to make sure that your players produce a little bit of character background?

I want my players’ characters to be tied into the game world. I want them to have home towns, family, and reasons for doing what they do. It gives me handles for writing adventures that will appeal to them and hook them in, and it lets me give certain characters a little bit of the spotlight when needed by pulling in something from their backstory.

Some players will automatically write up a complete history for their character. Sometimes it’ll be multiple pages, with great detail, family trees, accounts of first love and best friends, and all the secret tragedies of their lives. They do this as a matter of course, in an attempt to solidify their characters before play begins. I tend to fall into this category.

Others come up with a name, then sit back with an exhausted sigh, glad all the heavy lifting’s done.

And, as gamers get older and develop outside lives and families and jobs and interests, some start out to be the first kind, but wind up being the second kind.

What to do?

The first thing I tried was to make three pages of character background mandatory: if you want to play in my game, you’ve got to write three pages of background for your character.

Bad idea.

See, I’m a word-whore. I’m a technical writer by profession. I’ll write a thousand words about what I had for breakfast. I toss off three-page backgrounds in my sleep. So, three pages is nothing to me.

Three pages is a lot to some people, though. And when I made it mandatory, I got people promising to get it to me and never delivering. I got players deciding not to play in my game, because they’d have to write the background. Worse, I got people deciding not to play in my game because their significant other didn’t want to play because of having to write the background.

Not the effect I was looking for, at all.

So, I decided to steal from Amber. Say what I will about Amber, there’s a ton of good ideas in the game.

In Amber, you can make contributions to the game in order to get extra points to build your characters. This is a rather stunning idea because:

  1. The contributions are OUTSIDE of play. Things like recording quotes, bringing snacks, creating stories and art, etc.
  2. The reward is MECHANICAL. You actually get stuff that helps your character in the game.
  3. It is VOLUNTARY. No one has to make a contribution.
  4. It is SEDUCTIVE. Almost everyone winds up making a contribution. Certainly everyone in the game I ran did.

And so I instituted The Bribe(TM)*.

I did not require background from my characters anymore, except for some very basic things demanded by the system (Race and class in D&D, the phases in SotC and DFRPG, etc.) Instead, I offer some game benefit for each page of background they give me, up to a maximum (usually three). They can give me more, but the benefits top out at the maximum.

Sometimes, I make special requests, such as having a short list of questions that must be answered in the background, or asking them to create a little bit of the world outside their character. In cases like this, I usually set the minimum amount of material at a half-page. Format doesn’t matter; full prose is fine, bullet lists are fine; hell, if they want to write it in a series of sonnets, I’m good with that.

So far, in the games where I’ve used this (most of the games I run, that is), everyone has gone for the full bribe. Even the people who hate writing up background.

To use the Bribe(TM) most effectively, I’ve found the following considerations useful:

  • Make the reward significant. If the reward is an extra bonus to an attribute, the players will go for it. If it’s a healing potion, they probably won’t. It’s got to be something that will make a difference throughout play.
  • Give them options. Give them a number of options of things that count towards the Bribe(TM). Let them pick from a list of rewards.
  • Make them choose. If you’ve got a list of rewards, limit the number of times they can take a given reward. I usually say that you can choose each item only once.
  • Not all rewards need to be equal. The first time I used this in a D&D game, the rewards were +2 to a single stat, an extra feat, and a masterwork item. The first two rewards are pretty tempting, but the third one is only useful until magic items start cropping up**. Still, everyone wound up with a masterwork item because, if you’ve written two pages of background, you might as well write a third, even if the reward isn’t as cool.
  • Be aware that you are changing the power of the starting characters. Adjust the challenges accordingly, or they’re just going to dance through the adventures. This will follow them throughout the game, so bear it in mind. Just toughen up the opposition a little.
  • Use the stuff they give you. Show them that it’s valued and appreciated, and incorporate it into the game. DO NOT use it to smack them down, but DO use it to personalize things. This is a tough balancing act, but pay attention to how your players react to things to find the sweet spot.
  • Set a deadline. Do not start play until you have all the Bribes(TM) delivered to you, or take away the rewards from the late folks. You can return the rewards later, once the Bribes(TM) are complete, but make sure that only people who complete the Bribe(TM) get the rewards. Otherwise, you wind up with the same discrepancy in material I started this whole mess with.

Give it a try with the next game you start. Hell, you don’t have to wait that long; easy enough to drop it into an ongoing campaign, and give the players the rewards to improve their characters.

Just a little something that I’ve found useful.

*I added the (TM) later, after I decided that it worked, the players liked it, and the other GMs in our group started using it. Standard question when talking about creating characters for a new game is, “What’s the Bribe(TM)?”

**This was not actually the case in that campaign, because of some house rules on weapons acquiring enchantment based on the heroic deeds they were used for, but anyway…