Post Tenebras Lux Report

Friday was the penultimate session of Post Tenebras Lux.

After what I felt was a fairly disappointing performance by me in the previous session, I decided to spend the session trying to say yes to the players, and generally trying to facilitate the game and story a little more, rather than focusing on the inner life and desires of the NPCs.

So, to that end, when the single combat of the evening came up*, I threw some thorn bushes on the map, and, when my players asked, I told them that any creature in a thorn bush space was restrained until they saved. They liked that, and wound up using it to take out one of the krenshars in nice little concerted tactical action.

I also decided that the final tribe they were seeking – the Blood Hawk tribe, halflings who raise a variety of predatory birds – were very willing to join the struggle, but were distrusted  by the other tribes. No one had to convince them of anything, but the party had to prove that they had a hope of pulling off the kind of military action they were advocating. The characters managed to prove that fairly easily, and then they had the halflings, along with their considerable wealth of intelligence gathered by spying, on their side.

We flashed forward a few days to the meeting, and the party had to persuade the tribes that they should unite to drive the gnolls and the Ghostlord (or whoever’s pretending to be the Ghostlord) out of the Thornwaste. Their success with fighting the gnolls, as displayed by the large collection of ears they had claimed, brought the Grass Dragons on board fairly easily, but the Stone Swimmer shaman continued to lobby for leaving the area.

In fact, he essentially usurped the chieftain’s position, telling the council that the Stone Swimmers were going to leave. The party managed to persuade most of his backers that doing so was cowardly, and kept the Stone Swimmer chieftain in power. When the shaman walked, he took only three of the warriors with him.

The next bit of wrangling involved trying to cobble together a plan of attack that had a chance of working, and played to the strengths and prejudices of the three tribes. I didn’t handle this as well, unthinkingly calling for a skill check to come up with the plan, which failed. They tried again with a different plan, and that succeeded. What I should have done is had the characters come up with the plan, and then use skill checks to get the tribes to adopt it.

Oh, well.

It ended up with the Blood Hawks planning to infiltrate the enemy camp before the attack, and then rise up behind the lines as the Stone Swimmers and Grass Dragons came in with a pincer attack at the main mass of gnolls.

Now, I wasn’t sure what kind of final session my players wanted – taking part in a big, climactic battle, or smaller-scale action with the Ghostlord, so I left it up to them. In-game, I had the Blood Hawks trot out their big secret: they had a scroll of linked portal and the sigils for the Ghostlord’s teleportation circle. They suggested that a small group of warriors be sent through the teleport circle right into the Lion Tower to deal with the Ghostlord and his power source.

I told the players out of game that the decision was up to them: either they went through the circle to the Lion Tower, or they led the armies and sent a commando squad through the circle. They opted to go themselves.

So, next session will see the barbarians of the Thornwaste going up against an army of gnolls, krenshar, witherlings, and a few oni, while the valiant New Heroes of Brindol strike right to the heart of the evil threatening the Elsir Vale.

And then the campaign is done.

*Four gnoll minions and four krenshars, 900 xp, a level 3 encounter for 6 characters. Back

I Don’t Trust the New Guy.

Or, The Problem of Betrayal in Small Character Sets

Before I get going, I’m gonna put up a big spoiler warning:

Spoilers!

I’m going to be revealing plot twists in the following:

  • NCIS: Los Angeles series premiere
  • Turn Coat by Jim Butcher
  • The Inspector Morse mysteries
  • Hyperion by Dan Simmons
  • Bones season 3
  • American Gods by Neil Gaiman

So, we good? Good.

I was watching the series premiere of NCIS: Los Angeles the other night*. In it, the team are trying to track down a kidnapped girl connected to a South American drug cartel. Her mother gets a phone call from the absent father, and calls him Luis. And instantly I decide that he’s in on the kidnapping, because of the hispanic name. And sure enough, he’s the bad guy.

This brought into focus something I’ve faced before in creating adventures, writing stories, reading, watching movies and TV… basically, any time I interact with a story. Stories contain, of necessity, a limited subset of real-world things. Specifically, the only characters in a well-constructed story are those that contribute in some meaningful way to the story. This means that, especially in mysteries, we pay extra attention to the introduction of each character, looking for how they fit into the story*. And it becomes hard to hide things in the background, the way things get overlooked in the real world. There just isn’t enough background noise to conceal things.

This can make it hard to sneak in a betrayal, especially if the audience (or the players) are expecting one. This generalizes to any mysterious identity, including the identity of a murderer, or the missing heir, or the superhero’s secret identity, or what-have-you. I’m going to focus on idea of betrayal in this little screed, because that’s what brought it to mind.

Case in point is Turn Coat, by Jim Butcher. Going in, we know that there’s a traitor on the White Council. So when there’s a new character introduced – a fussy little bureaucrat that happens to hate Harry Dresden – he really stands out as the potential traitor. And you know what? He is the traitor*.

What made him obvious? He was a new character who didn’t seem to have a purpose that wasn’t served by one of the established characters. It made him stand out as a sacrificial lamb, so to speak. He hated Harry – but so did Morgan. He was a staunch traditionalist – but so is the Merlin and Ancient Mai and several others. He showed up, they made a big deal out of how much of the White Council’s information got processed through him, he made himself annoying, and basically made the reader want him to be the bad guy.

Yeah, this is all meta-thinking, based on what we know about how stories work, but it’s thinking that happens, whether in a reader, an audience, or a gamer. We know how stories function, and we can’t turn that knowledge off. You can come down on players for meta-game thinking, but it won’t stop them from doing it – just from acting on it.

And when you’re building a story – whether it’s a novel, a script, or an adventure – you’ve got to be aware that your audience is very sophisticated and knowledgeable in the area of story. Everyone is.

Some authors play with this. In Dan Simmons’s Hyperion, for example, he tells you up front that one of the group is a traitor, and then has each group member tell his or her story in a Chaucerian style. As you go through the book, you examine each story minutely for the clues that might reveal the teller as the traitor. The traitor turns out to be the last person to speak, but in the meantime, you come to the conclusion that each of the previous characters could be the traitor. Until the blatant reveal at the end, there is good cause to suspect each of them.

So, this actually creates two sorts of things that happen when traitors are introduced. One is fixing the identity of the traitor, and the other is seeding clues as to that identity.

By fixing the identity, I mean deciding who’s going to be the traitor. In an ongoing series (TV, novels, games, etc.), it can be tough to surprise with a betrayal. Either you have to introduce a new character (as in Turn Coat), or you have to make an established character the traitor. Introducing a new character draws attention to the addition, and makes the character an immediate suspect. Had the traitor in Turn Coat been introduced a couple of novels previously, he would have been much less obvious. On the other hand, making an established character a traitor can be jarring and unbelievable, such as the third-season finale of the Bones TV series, when they revealed that Zack Addy was the Gormogon serial killer – well, his apprentice, anyway.

The problems with fixing the identity of a traitor can be alleviated or aggravated by the seeding of clues as to who the traitor is. If you don’t give enough clues, then the reveal can strain credulity, as in Bones. If you give too many, then the reveal is not a surprise, such as in Turn Coat. Finding the right balance of clues to make the reveal both believable and surprising is tough, especially from the omniscient seat of the author. What’s the right amount of clues? Tough to say.

My assumption through this posthas been that you want the audience to have a chance of figuring out who the traitor is, but you don’t want to make it too easy. Like a good crossword puzzle clue, you want the solution to be obvious once understood but still surprising when you first discover it. You’ve got to know your audience, and you’ve got to know what they are (and aren’t) going to pick up on. You take a look at the clues you could seed, and try to use the bare minimum. In a game, you have the advantage of watching player reactions, so you can adjust things as you go to provide more or less information. In other forms of story, you take your best guess, and adjust when revising.

The most beautiful example of this that I’ve ever encountered personally is in Neil Gaiman’s American Gods. You know all along that Wednesday’s up to something, and that Shadow is in over his head, but I didn’t twig to the actual shape of the con until about a paragraph before the reveal, simply because I never said the name Low-Key Lyesmith out loud. As soon as I realized that Loki was in the mix, I realized that Wednesday was playing both sides for his own ends. And then about a sentence and a half later, Gaiman spells it out. For that sentence and a half, though, I felt very clever. Then I knew that I’d been very successfully played. It was brilliant.

There is an alternative, though. If you’ve ever seen a Columbo episode, you’ve seen it. Technically, it’s called dramatic irony, when the audience knows more about what’s going on than the characters, but really its a sort of reverse reveal. Each Columbo episode started by showing you the (usually incredibly arcane) “perfect murder” perpetrated by the killer. The rest of the episode is a cat-and-mouse mental duel between the killer and the detective to find the flaw that will unravel the crime.

This approach shifts emphasis away from the surprise reveal to the interplay of character and investigation, and can be tough to pull off without becoming very formulaic. Still, it’s worthwhile considering as a device.

So, to sum up: adding betrayal (or another secret and reveal) to a story can be tough, because of the limited range of choices for identity, the difficulty of choosing the correct person for the villain, and the balancing act of seeding appropriate clues. Understanding the difficulties and keeping them in mind can help avoid the common pitfalls.

*Yeah, I like NCIS. You wanna make something out of it? Back

*Back in before-time, my friends and I used to watch the Inspector Morse mysteries. It got so that, whenever a new character was introduced, we’d race to see who could be the first to shout, “He/She did it!”* Back

*Unless, of course, the woman was a love interest for Morse. Then she was either a victim or the murderer. Back

*Well, he’s a traitor. I don’t know about the traitor. The world of the Dresdenverse is a twisty, deceiving place, and Jim Butcher is not above pulling a bait-and-switch on us. In fact, I hope he does. Back

Rough Magi(c)k(s)

Gonna talk about two different things, now. They’ve got similar titles, and both deal with Lovecraft; one’s a DVD and the other is a game supplement.

Rough Magik

This is a television pilot from the BBC that never got made. It’s available on DVD from Lurker Films, on Volume 2 of the H.P. Lovecraft Collection – Dreams of Cthulhu: The Rough Magik Initiative.

The set-up is simple: twenty years ago, a group of covert operatives in the UK ran into a cult that worshiped a strange, ancient god that slept and dreamed beneath the seas. I don’t recall them using the name Cthulhu in the episode, but the sculptures and themes make it very clear that that’s who they’re talking about. They called themselves the Night Scholars, and the cult was called the Dreamers. Through great sacrifice and skill, the Night Scholars pretty much wiped out the Dreamers, though most of the Night Scholars wound up dead, insane, or exiled.

Now, the cult is stirring again, and the powers-that-be in the British government find they need to reactivate the Night Scholars they had previously disavowed and driven away.

If that sounds like a great framework for a Delta Green campaign, you’re not alone in thinking so.

Now, as I said, the series never got made, but the DVD has a pretty detailed description of the episodes that would have been made. In fact, according to the list, the episode on the disk is, in fact, episode 2: An Age of Wonders. The plan was for 14 episodes, and the brief descriptions of each of them make me very, very sad that they were never produced.

I can understand why, though. This is powerful, disturbing stuff, both on a horror-story level and on a human level. The episode on the disk opens with a middle-class mother sacrificing her young children to Cthulhu. There are scenes of atrocities in the Falklands as part of the story. Some unfriendly things are said about what people are capable of.

They manage all of this on what seems a shoestring budget. They use the cheap option for night-time scenes that we all know and love from low-budget kung-fu and horror movies – film during daytime, and use a dark filter. The scenes of gore and dismemberment are done in quick cuts (so to speak) and uncertain lighting. Most of the true horror creeps in as you start to think about the implications of what you’ve just seen or heard, rather than from buckets of blood or rubber monsters jumping out at you.

There are four other shorts on the DVD:

  • Experiment 17, which does a great job of looking like a WWII German Army archive film of a paranormal experiment gone horribly, horribly wrong.
  • Experiment 18, which is a sort of sequel, and loses a lot by abandoning the stark, simplistic style of 17 in favour of trying to tell a longer, more complex story.
  • The Terrible Old Man, which is pretty good, but longer than the pay-off is worth, in my opinion.
  • From Beyond, which shows the futility of getting actors to speak the dialogue Lovecraft wrote for his characters.

There’s also a bunch of extra stuff that’s of interest to Lovecraft and/or horror movie aficionados.

As I said, I’m very sad that the series never made it past the pilot, but I’m very glad to have the pilot. You should get it and watch it, if you like Lovecraft.

Rough Magicks

This is a sourcebook for Trail of Cthulhu, from Pelgrane Press. First thing you need to do is check out this cover art. That, to me, is the essence of magic in the Cthulhu mythos. “Yay! My spell worked! My dark god has arrived and OH MY GOD IT’S EATING ME!!!”

The book is written by the illustrious and inventive Ken Hite, and offers an expansion on the magic system from the core Trail of Cthulhu rulebook. It’s short – 38 pages, including a new character sheet – and inexpensive – $9.95 for the hard copy. And it’s quite good.

The new system is pretty light, consisting of just adding a new ability (Magic), and saying basically “Use this instead of Stability when you do magic stuff.” It’s a little more complex than that, and the book does a decent job of spelling out just exactly how it all works, but there’s not that much more to it.

There is also the obligatory collection of new spells, some examples of how to use the Idiosyncratic Magic from the Bookhounds of London campaign framework, and an analysis of what magics Lovecraftian magic Lovecraftian.

The two parts of the book that I really love, though, are very short. One is a page-long sidebar called “Names to Conjure With,” which gives the Keeper a list of names of historical or fictitious magi to seed into histories or spells or scrolls or whatever. I love stuff like this, that lets me name drop and create a sense of a vast mystical world lying below the surface of the mundane one.

The other part runs two whole pages, and gives a variety of options (reminiscent of the section on Gods and Titans in the core book) for what magic actually is. My favourite has to be the idea of it being the corrupted bio-technological operating system written into the DNA and crystalline structure of the world by the Elder Things. Using magic means hacking the degenerate code fragments still in place.

Anyway, as I said, it’s a short book, so this is a short review. I like it. If you play Trail of Cthulhu, or even Call of Cthulhu, there’s a lot in this little package to take your game up a very weird notch or two.

The Future of My Gaming

The weekend before last, I ran three 4E D&D games on three nights in a row. I had fun at all three games, but it really wore me out, and got me thinking about what I want out of gaming currently and in the future.

I’ve been running nothng but D&D 4E for at least a year.

Now, I like the game, I enjoy running it, and I like all the games I’ve run. But I’m not running any of the other games I’m interested in, and I want to change that.

So, after mulling things over, and talking with a couple of my players, I sent out this announcement to all my players:

So, this weekend, I GMed three nights in a row – all D&D 4E – and I came to a realization.

I’m tired.

I like gaming, and I like GMing, and I like 4E, but I’ve been pretty immersed in them for some time, and I think I need to start scaling back. There are other things I’ve been neglecting for the D&D games, and I’d like to make some time for them again. I’m approaching a burn-out point, and I don’t want to reach it.

So. Here’s what’s gonna happen.

  • Post Tenebras Lux is going to wrap up after this adventure – I’m thinking 2-3 more sessions.
  • Development of The Phoenix Covenant is going on hold for a while.
  • The Hunter game is going to the top of the development queue, at least until we get a few sessions played and decide if we like it.
  • I’m going to start looking at other games for short mini-campaigns: runs aimed at 3-6 sessions, possibly using pregens, probably small groups of no more than four players. Things that are different from D&D. First up on this list is something from the Gumshoe line – Trail of Cthulhu, Mutant City Blues, or Esoterrorists. Maybe resurrect the Century Club. Dogs in the Vineyard? Maybe…
  • Storm Point will continue as per usual, unless someone in that game has other ideas.

And there you have it. I want to thank everyone for playing in my games, and I hope you’ll be interested in some of the new things I’m planning on trying. I enjoy gaming with you all.

Responses were very supportive, which just goes to show that I’ve got a great bunch of players.

But now I want to talk in a little more detail about what I’m planning for the next several months:

  1. Post Tenebras Lux. I want to wrap this up before the end of October. The adventure I’m currently running will make a decent stopping point. I’ve learned a lot about running 4E from this game, and have enjoyed it, but it’s served its purpose, and can be honourably retired.
  2. Storm Point. This going to continue; it’s my low-maintenance game, very beer-and-pretzels, and one of the only opportunities I have for seeing some of the people in this game. It’s going to be my only D&D game for the forseeable future.
  3. Hunter: The Vigil. This is first up on the slate for development. I’ve got to finish up a couple of things for some of the characters, and put the last touches on the initial adventure, then it’s ready to run. I want to get one or two sessions done before Christmas. The problem is that I designed and grafted on what I thought at the time was a simple system for supernatural player abilities – it’s turned out to be a lot more complex and difficult implementing from the GM end than I had anticipated.
  4. GUMSHOE. I’ve been wanting to try this system for some time, but just haven’t had a lot of luck scheduling it. Now, I’m going to run an adventure or two, either Trail of Cthulhu or Mutant City Blues. If nothing else, I owe the good folks at Pelgrane Press a play report for the generous act of sending me a preview of Mutant City Blues some time ago. I’d like to get this started before the new year, but after the first Hunter session.
  5. Spirit of the Century. I just love this game to death and want to run more of it. I also want a chance to play, so I’m going to look at resurrecting our pick-up league and getting it running again. Hopefully early in the new year.
  6. Dogs in the Vineyard. I want to give this game a try sometime, but don’t know when I’ll be able to fit it in. Probably not before January or February.
  7. Other Games. There are a lot of other games out there I want to try out – Mouseguard, Starblazer Adventures, Thousand Suns, Don’t Rest Your Head, Cold City… we’ll have to wait and see if and how those can fit in.

Those are my plans. I will, of course, keep people up to date on the various games I run, and occasionally spout off on some idea or concept that gets stuck in my brain.

I hope you stick with it. It should be fun.

Game Day Report

I just got home from running the Worldwide D&D Game Day session at Imagine Games.

It wasn’t a huge turnout; I had three players to start, and two more joined half-way through. Because of the numbers, and also the War Machine tournament that was running in the back of the store, we had neither the bodies nor the space to split into groups and do the build-the-adventure portion of the event, so I just ran the adventure I had prepared from their materials.

The basics I decided on were that first of all, livestock was going missing from a nearby village, then some livestock carcasses were found horrifically mutilated. This continued for a time, until people started disappearing, and lights had been seen in a nearby cave at the top of a waterfall. Then a pair of children disappeared on the night of the new moon, and the village elders sent some heroes over to the cave to straighten things out.

Yeah, it’s a kind of hokey set-up. It’s a one-shot.

Anyway, the idea was that the Doomdreamer was blending the worship of the Elder Elemental Eye with arcane experiments tapping into the Far Realm. He had set up a small shrine to tempt locals, using the Scarecrow Stalker, and seeded the offering pile with Scarabs. As he grew in power, he enlisted some Minotaurs and summoned a couple of Foulspawn, who liked hunting further afield and snatched the kids.

I made the encounters fairly tough:

  • Encounter 1: Scarecrow Stalker, Hoard Scarab Larva Swarm, 3 Minotaur Thugs (1,750 xp, a level 8 encounter for 5 characters)
  • Encounter 2: Doomdreamer, Foulspawn Mangler, Foulspawn Hulk, 2 Minotaur Thugs (2,200 xp, a level 9 encounter for 5 characters)

For the first encounter, though, I only had three players, so I dropped two of the Minotaur Thugs, reducing it to a 950 xp encounter, or a level 7 encounter for 5 characters. The group had some trouble with this encounter, mainly because they were lacking a striker (they played the fighter, the invoker, and the artificer), wound up in a bottleneck with the Minotaur hitting and retreating repeatedly. Not being able to dish out a huge amount of damage (and suffering from some truly disheartening dice rolls) made this a tougher fight than it looked like on paper.

Two other folks joined for the next encounter, so I didn’t have to trim down the encounter at all. It was an interesting fight, with the problem of getting down to the second level without getting spotted by the monsters down there.

There plan only sort-of worked.

The opening round had the heroes swinging down on ropes to attack (and some flopping painfully onto the rock), and then they all started shoving enemies down into the pit after afflicting them with ongoing damage of various flavours.

Despite this fight being significantly tougher than the previous one, having the party roles filled out, as well as the extra bodies to distribute the beatings being received, served to make it go more smoothly and successfully for the party. And, to be fair, the players all knew this was the last encounter, and most had saved their dailies for it.

So, they managed to slay the cultists, and looted enough cash to raise the kids from the dead. There was a party with ice cream and puppies. Yay!

Thanks once again to Pedro, Wendy, and Kieran, not to mention Leo and Maya, at Imagine Games for being such excellent hosts for these events. And thanks to the people who came out to play. I hope you had fun.

Worldwide Dungeons & Dragons Game Day – Dungeon Master’s Guide 2

Don’t forget that this Saturday is the latest Worldwide Dungeons & Dragons Game Day, to celebrate the release of the Dungeon Master’s Guide 2. As usual, I will be at Imagine Games to run the festivities.

This game day is a little different – it’s not just an adventure to play. It’s an adventure to build. Here’s how it works:

The support package has a rough outline, monster selection, and battle map for the scenario. The participants break into two groups, each putting together a two-encounter adventure over the course of an hour. After that, the leader of each group runs the adventure for the other group. And fun, presumably, is had by all.

How many participants do I need to do the whole schtick? I’d say at least seven, with at least one of those being willing to DM. That would give each group one DM and three players (with me participating), which should be good enough. There’s enough material to run with up to 12 participants – each group having five players and one DM.

And there are freebies. Each participant is going to get the mini of the character he or she played, as well as the character sheet (and these are some nice-looking character sheets). The DM is going to get a set of the monster minis used in the game and the battle map.

What happens if we don’t get enough participants to run it this way? We’ll figure something out. If one of the participants wants to try DMing, I’ll be more than happy to walk them through the adventure creation part and let them run the adventure. Otherwise, I’ll have an adventure that I’ve put together from the material Wizards have sent out, and I’ll run that for up to five players. Depending on time and demand, I may even run it twice. Or two different ones.

Either way, it looks like it should be a fun day of gaming. I look forward to seeing some of you folks there.

Dateline – Storm Point

Sunday was the most recent installment of the Storm Point game. We had a full house, less one, and I’d warned everyone that this sessions was going to be the defense of a fortified mine against a band of hobgoblins, part of the army marching on the town of Storm Point.

I decided that I was going to use the rough skeleton of the skill challenge created by Mike Mearls in his Ruling Skill Challenges column. I liked that it allowed a wide range of characters to contribute meaningfully to the defense of the mine, doing different things in different ways, so I filed off the serial numbers, put in my own required plot elements and big bad guys, and ran it.

It worked quite well.

Part of the challenge involves preparing for the battle, and it provides a nice set-up where the group just can’t get everything done that it needs to – there are too many options, and not enough time or resources. The players definitely felt that pressure, knowing that for everything they did to prepare the defenses, there was something not being done. And the things they chose to do had a real impact on the actual defense of the keep.

Now, the Warlord in the party came up with his own option, not using one of the ones provided in the skill challenge, deciding that he would, instead, train one of the defending units to be a command cadre, allowing him to pass orders and implement tactics more readily. I liked the idea, so I let him do that, giving him a +2 bonus to his rolls in the Tactical Command skill challenge during the defense.

The Cleric managed to get another unit on its feet with his Heal skill, so the boys were able to fully man both the battlements and the gates, while still keeping the trained command cadre intact. And the Fighter managed to fortify the gates a little better, the Swordmage sorted out some good healing potions, and the Ranger and Rogue made a scouting flight on their hippogriffs to assess the enemy forces.

Yeah. Those hippogriffs.

So, after that, I ran the challenge mostly by-the-book from the article, except that the archers weren’t mounted on hippogriffs, and I changed the leader to a shadar-kai rather than an oni. The undead attack was detected early on by the Cleric, and he and the Ranger and the Rogue on the parapets managed to drive them off fairly easily, and they used their healing potions to keep from losing the squad of defenders up there. The defense of both the walls and the gate were much easier without having to worry about air cavalry, and I wrapped things up with a big battle against the hobgoblin command (beefed up a bit to make it a good fight for the party) and the shadar-kai leader*.

The battle was tough, with a couple of the guys coming dangerously close to dropping, but the group has got very good at trading off healing and being targets, so they managed it without actually losing anyone, though I decided that they were going to lose one squad of defenders for every three rounds that the battle went on. It lasted five rounds, so they lost one squad.

Not bad.

The basic structure of the skill challenge was good, and it gave me a nice starting point to describe the battle and improvise when the characters wanted to try something not covered by it. Everyone felt that they were contributing to the success of the battle, and they had fun.

I’m planning on doing something similar for the next couple of sessions, which is the siege of Storm Point, and the end of this portion of the campaign arc.

I’m looking forward to it.

*4 hobgoblin soldiers, 1 hobgoblin archer, 1 hobgoblin warcaster, 1 hobgoblin commander, and 1 shadar-kai battle lord warrior*, 1,800 xp, a level 7 encounter for 6 characters. Back

*Found him in the Monster Builder, which I am starting to love. Back

One-Shot Dungeon Delve

This past Saturday night, I ran a one-shot for a fairly large group. The organizer, a friend from work, wanted to introduce his wife to the game, and to try out the new system, so I agreed to GM, supply pregenerated characters, and the adventures. His job was assembling a group. I told him that the basic assumption in 4E was that the party would consist of 5 characters, but that it was possible to run with more or fewer. I also said that less than four characters could make things more difficult, because then all the roles wouldn’t be filled, and there would be very little in the way of back-up.

He put together a group of seven players, most of whom had very little (or no) experience with 4E, which was fine. I used the D&D Character Builder (which I love to death) to generate quick characters – one for each class, and spread among the races. Everyone picked a character, and I ran them through  Coppernight Hold, the level 1 delve from Dungeon Delve. Everyone seemed to have a good time, and I think the game went fairly well. Some observations:

  • In retrospect, I think it would have been better to stick to the PHB1 races and classes, rather than going for the variety I did. While there was a benefit to having the broader choices – one of my friends finally got a chance to try out a Warden, for instance – I think that the range of choices was a little overwhelming to those who were less familiar with the whole thing.
  • As new supplements are released for 4E, I have noticed an increase in mechanical complexity with newly-introduced material. This is reasonable and to be expected, as the supplements can be viewed more as expert source material for those who have achieved some mastery of the game’s basics. However, for starting players, it makes the characters that use the new systems (beast mastery for Rangers, the Shaman’s spirit companion, and the Monk’s full discipline mechanic, for instance) more complex to play. We had both the Monk and the Shaman in play on Saturday, and they took a little time to start fitting together their abilities. I’m immensely glad no one chose the Psion.
  • Monks are very, very cool. I want to play a Monk.
  • Monks might be broken, currently. I’ll have to take a closer look, but the Monk in the game unleashed an absolutely devastating combo of powers with the wise use of an action point that made my eyebrows rise quite dramatically. Further investigation is warranted.
  • Seven players is a big group. Larger than I ideally like, but not completely overwhelming. The simplicity of the adventure and the frame of the one-shot made it easier to handle than a regular campaign, but combat rounds took a long time, especially as everyone was trying to get familiar with what their pregens could do.
  • The Character Builder Quick Character feature is great, but it produces some odd results sometimes. There was a real preponderance of multi-classing among the characters it generated, and some strange combos of class and race, and some less-than-intuitive selections of powers and feats. Now, the idea of the optimal build for each class will change from player to player, but I feel comfortable in saying that none of the characters was really optimized.
  • We started late (around 10:00 pm), and had a large group of novice players, so I cut out the middle encounter of the delve, and didn’t beef up the encounters we did play to match the number of players. That let us get through the delve in about three hours, which is not too bad.
  • It was very foggy as I drove home, and I thought I might die.

As I said, the game went well, and I think everyone had fun. We’re talking about doing it again, and I’m up for that.

Post Tenebras Lux Report

Friday was the latest installment of the Post Tenebras Lux campaign.

It’s been a long week, and I was kind of tired and unfocused that evening, and I didn’t have a very good game.

One of the things that I notice is that, when I’m tired and not completely into the game, I wind up making bad calls. Nothing huge, really, but missed opportunities for making the game more fun for everyone. You say you’d like an example? Well, sure. Here are a couple.

First of all, we had another combat with a patrol of gnolls*, which is fine. The party is trying to scout out the Ghostlord’s tower in the Thornwaste, which I’ve decided is sort of a savanna-like plain with hedgerows of brambles, and some deep gullies and mesas in places. As part of the scouting and avoiding detection, I let everyone make either a Perception or Stealth check, and used a sort of conglomerate of the scores to decide what happened. Now, the heavily armoured paladin really blew a Perception check, so I decided that the group and a gnoll patrol just sort of stumbled on each other at point blank range, and each party was equally surprised. I drew a few hedgerows on the map after the group had placed themselves, so that I could have the paladin basically coming around the end of a hedgerow face-to-face with the gnoll patrol*. I was using the thorns and brambles essentially as walls, obstacles in the combat. I described them as between eight and twelve feet tall, dense and impenetrable. And then one of the players asked if he could push an enemy into the brambles to hurt or trap it.

And I said no, because I was thinking of the hedges as walls.

That was the wrong answer – the fight could have become very cool, with people pushing each other into the clinging, piercing thorns, setting them on fire, and stuff like that. I realized it during the fight, though by the time I did, we had got deep enough into things that changing my mind would have made things worse, by invalidating the tactics the group had come up with to deal with the environment. I consciously tried to say yes to stuff after that, letting them climb up on top of the tangles and such, but I think I really missed an opportunity for some interesting stuff with that single no. I need to remember to say yes more often.

Second example came later, as they first encountered outriders of the Stone Swimmer Tribe – a tribe of goliaths who raise bulettes. The group wanted to talk the tribe into meeting with the Grass Dragon Tribe (enemies of theirs) in order to forge an alliance against the gnolls and the oni who may be behind the army. Now, the way I’ve been running these, as I mentioned last time, is that I’ve been listening to what the characters are saying to the NPCs, and giving them a roll against an appropriate skill when they say something that has a chance of swaying the listeners to the party’s point of view. With this particular tribe, the chieftain has had her position undermined by the tribal shaman, who thinks she’s being a coward for not making a direct attack against the gnolls, despite the overwhelming odds, so there was an extra layer of complexity, as the chieftain couldn’t come out in support of the meeting and alliance until she felt she had enough support among the warriors to stand up to the shaman.

So, what happened? One of the characters, playing the cleric, upon first meeting the Stone Swimmer scouts, launches into a very eloquent appeal to them to ally with the Grass Dragons. He manages in his speech to lay out the prospect in terms that gets the Stone Swimmers’ backs up – uniting with the Grass Dragons, the tribe not being strong enough to protect their own children, the way they need outsiders to come show them the errors of their ways, all that kind of thing. And all of this coming out of the mouth of an outlander worshipper of a foreign god, and a city boy, at that.

Now, what I should have done is used this opportunity to show the reactions of the goliaths in such a way as to provide guidance to the party as to what arguments would and would not be useful. After all, except for one of the warriors being the husband of the chieftain, they were all just extras in the scene, not decision-makers, so I could have offered instruction by having some of them react badly, citing the specific insults, and having a couple of the calmer heads settling the hot-heads down and saying that these questions need to be settled by the chieftain and shaman. Maybe even have a friendly one offer some sotto voce advice to avoid certain approaches.

What I did was have the entire Stone Swimmer party take umbrage and start to dismiss the group, until the paladin piped in with one sentence – after the cleric’s lengthy argument – calling the tribe’s courage and love of their children into question, which got them in to see the chieftain.

See, I made the mistake I railed against back here. I responded as if the goliaths were actually proud tribal warriors being insulted by an outlander. I did “what the goliaths would do,” not what I needed to do to move the story forward. In doing so, I devalued the cleric’s contribution to the process, and I almost threw a very large obstacle into my own plot.

Things worked out in the end, but not as cleanly or as interestingly as they might have. The cleric’s Insight skill became integral in figuring out the divisions within the tribe, and the trophies that the party had collected from the gnolls managed to set the tribe’s shaman back on his heels when they were dropped in front of him in response to one of his challenges.

So, the game was not a bust, but it wasn’t one of the best sessions I’ve run. If I had been a little more attentive and focused on the things I mention above, I think it could have been great, but it turned out pretty mediocre.

Have to try harder. But that’s always the lesson, isn’t it?

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*2 deathpledged gnolls, 6 gnoll minions, and 3 krenshars – 1,225 xp, a level 5 encounter for 6 characters. Back

*I can rhyme! Back

The Stars Are Pretty Good

So, last night I got together with some friends and we* tried out The Stars Are Right, from Steve Jackson Games. The game was originally released by Pegasus Spiele in German*, and SJG has translated it into English.

I picked the game up at GenCon this year, read the rules, and got thoroughly confused. The rules are not badly written, but there are a couple of layers of complexity involved that lead to some obfuscation of exactly how simple the basics of the game really are. I wanted to sit in on a demo, but timing never worked out. I did manage to watch a demo for about five minutes, which did a whole lot to clarify how things work.

The idea is that you are a cultist trying to summon the Great Old Ones, their servitors, and minions. Most of these are worth a certain number of victory points*, and you need to accumulate 10 victory points to win. To summon a creature, the stars need to be right, hence the name of the game.

The stars in question are double-sided tiles set in a 5×5 grid representing the night sky. You need to be able to find the constellations (i.e., the combinations of tiles in the correct relationships with each other) printed on the bottom of each card. If you can’t find the right arrangements of stars to summon anything in your hand, you need to rearrange the sky*, by discarding one of the cards in your hand and using the rearrangement icons it represents perform one (or more) of three possible actions:

  1. Push a row or column one space, sliding the end tile around to the beginning of that row or column.
  2. Flip a tile over so that it shows the stars on the opposite side.
  3. Swap the places of two tiles that are side by side.

If the stars are then right, you summon your creature, have the option to discard one card from your hand, and draw up to your maximum hand size. Next player’s turn.

As I mentioned above, there are a couple of layers of complexity to the game that, when spelled out in the rules can conceal these simple basics. For instance, most of the minions have a special power that is active either as long as you have a summoned minion in play, or kick in when you discard said minion from play. And all the other cards have a special feature that lets you trade one type of star-shifting action for either a different kind of action or multiples of the same action. You need to have the card summoned and in play to take advantage of this, but it can lead to long chains of swapping types of action to give you the shifts you need.

Oh, and there’s four “suits” of cards, each based around one of the Great Old Ones you can summon. Having greater and lesser servitors of those Old Ones summoned and in play can give you bonus constellations when summoning their specific Old One.

See? It gets a little complex and difficult to explain until you actually play it.

Add to that the very visual nature of the game and the demands it makes on your spacial awareness and imagination, and the game winds up feeling very different from most other games you play. There is a learning curve, here, and it’s a pretty steep one, based on my observations last night, but we all agreed that, given time and repeat plays, it could wind up being very fast. It’s mainly a matter of training your brain to work with the kinds of visual patterns the game uses.

The nature of the game produces one interesting artifact that came out during play last night: most of the players felt that it wasn’t worth their time to try and plan ahead based on the arrangement of stars, because it would change three more times before it got back to them. I’m not sure how much that thinking prevails with repeat play – maybe players learn to anticipate the possible conjunctions more – but it struck us as very difficult to make any predictions.

The game also provides very little interaction between players. There are one or two minion cards that let you steal from someone else and things like that, but mostly it’s just a race of individual achievement. That said, especially during this sort of learning period, there was a lot of table talk and anguished cries as someone messed up a star arrangement that someone else was really hoping would last until his turn.

All in all, the game was fun, and everyone agreed that they’d like to play again. Next time, I want in on it.

 
 

 
 

*And by “we,” I mean “they.” The game is listed as being for 2-4 players, and we had five, so I sat out and acted as coach and rules-looker-upper*. Back

*It’s a word if I say it’s a word. Back

*Also, in Germany. See how that works? Back

*Minions are worth 0 points, lesser servitors are worth 1 point each, greater servitors are worth 2 points each, and Great Old Ones are worth 4 points each. Back

*Technically, you rearrange the sky before summoning, but in play, you’re generally making a decision about whether you invoke or not based on whether or not you can summon something good with the current arrangement of stars. Back