Building a Demo

Okay, if you’ve read my blog in the past couple of weeks, you probably know that I’m running a couple of D&D 4E demos at Imagine Games on November 29 and December 13. If you’re in Winnipeg and want to try out the 4th Edition of Dungeons & Dragons, come on down and play. Games start at 1:00 p.m. There’s limited seating, so show up early if you want to guarantee a spot.

Anyway, I’m working this week on putting together the demo, and figured that I’d talk about the method I use. It’s the method I’ve used in other demos in the past, and it works fairly well, so I’m not changing it this time around. Here’s how I go about building a demo.

There are four things you need to put together in order to have a solid demo:

  • Venue
  • Adventure
  • Characters
  • Play Aids

 Venue

For me, venue is the easies thing. I run my demos at Imagine Games, the local game and hobby store run by my friends, Pedro and Wendy. How do I set up the venue? I say to Pedro, “Hey. Want me to run a demo on Saturday?” Easy.

If you don’t have such a handy venue available, you may have to scramble a little. Having said that, most game stores are generally pretty open to having someone come in and run a demo – it’s free advertising for them, it generates some traffic, and it helps build the hobby. You may have to convince the manager that you’re the kind of person he or she wants to run a demo, so remember to be friendly and polite.

If you don’t have a local store available or willing to support you in this, check out the local libraries and community centres. They often have function rooms that you can use, sometimes free, sometimes for a nominal fee.

Wherever you wind up running your demo, keep in mind that, unless it’s your own personal venue, you’re a guest there. Find out what rules your host has, and make sure everyone follows them. That makes it more likely that you’ll get to come back. Remember: friendly and polite.

Adventure

Once you’ve got your space, you’ve got to figure out what you’re going to run. This is going to involve a number of factors you need to consider; it’s not like putting together the adventure for your regular group. You have to keep in mind:

  • Time. How much time have you got to run? If you’ve got a whole afternoon, you can put together a much longer adventure than if you have a two-hour slot. This may be set by the venue, or it may be set by the number of participants you’re expecting.
  • Participants. How many people are you going to have at the demo? If you want to limit the number of seats, you have to make sure that people know that seating is limited. Be realistic about your ability to manage the group size, and keep in mind that more players means the adventure will take longer to run, because it will take longer to cycle through each of them. If you’ve got a large number of people interested, but a game that works best with smaller numbers, consider running multiple shorter slots instead of one longer one. Run two two-hour sessions instead of one four-hour session. You don’t need a new adventure for this; just repeat.
  • Purpose. What are you trying to accomplish with your demo? If you’re trying to attract new players, you will want to run something simple and basic. If you’re trying to showcase a new release, you’ll want to make sure you use two or three of the coolest things from that release in the adventure. If you’re trying to appeal to more accomplished gamers, you need to run something a little less straightforward. Figure out what your primary goal is, and keep it in mind.

So, I’m going to have all afternoon for my demo. It’s D&D 4E, which is tailored for 5 players out of the box, but it’s pretty easy to adjust up and down on the fly, especially if I prepare the adventure knowing I might have to do that. Turn out for some demos at Imagine has been overwhelming, and for other demos it’s been underwhelming, so I think I’m going to build two two-hour adventures that can be crammed together into a larger four-hour adventure. That gives me the flexibility to stop after two hours if there’s another group of people who want in, or if two hours is all a group wants to play, while letting me stretch out the session to four hours if I only get one group of folks who want to play all afternoon.

I’m aiming the game at people who are new to 4E, if not D&D or RPGs in general, so I want something with a basic format to it, but a couple of twists along the way. Specifically for 4E, I want to show off the way character powers work, how interesting the monsters are, and skill challenges. I’ve previously done demo adventures based around a goblin raid on a caravan; I think I’ll start with that premise and see where it leads me.

Now, you don’t have to build an adventure. Using a published one is fine, and lots of companies even provide demo adventures in their products or on their websites. In fact, I still have the Into the Shadowhaunt demo kit Wizards sent out for the launch of 4E. Why am I building an adventure? Couple of reasons. For one thing, I find it pretty easy and quick to do in 4E. For another, most of the other adventures have a little too much exposure for my taste – I want to offer something fresh to the participants, and not have someone who has, for example, read the Kobold Hall adventure in the DMG bored because that’s the adventure I’m running.

Characters

 You need pregenerated characters for a demo. The time needed to create characters with the participants as part of the demo is just too great – it’ll overshadow the actual adventure. The only time to have character generation as part of the demo is either a multi-session continuing demo (I used to do a four-session Learn Dungeons & Dragons demo, and character creation was the entire first session) or if the character creation system something important to the actual play of the game and you want to show it off (games like Spirit of the Century, Dogs in the Vineyard, and 3:16, for example).

Keep the complexity of the characters in synch with your primary audience. If this is an intro game, keep them simple. If you’re trying to show off a new feature from a supplement, make sure it’s highlighted.

My demo is aimed at people new to 4E, so I’m going to go with first-level characters, and I’m going to use options only from the core rule books. I was planning on doing up a set of characters with the DDI Character Builder beta, but there are some issues with it on Vista that are still being resolved, so instead I think I’m just going to use the characters from Keep on the Shadowfell.

Play Aids

This last bit is kind of weird. You wouldn’t think so, but having the right play aids can do more for your demo than pretty much anything else. If you choose wrong, things slow down, participants get frustrated and bored, and you can wind up with a great adventure that no one actually enjoys.

The key I’ve found to play aids is to think about them in two flavours. One is something that makes the game flow easier, and one is something that makes the game more cool. And never forget that the aids need to help you, too; not just the players.

So, for making the game flow easier, the two big things are character sheets and the adventure text. Make sure both are readable, both are easy to understand, and both have all the details they need. Do the math ahead of time when you can, so that players don’t need to figure out their bonuses every time they roll the dice, and you don’t have to fumble around with the monsters the same way. If you are going to have multiple versions of some parts of the adventure, like adjusting encounters for different numbers of players, do the work ahead of time so it doesn’t bog you down at the table. You’re going to be busy enough running and teaching the game without trying to rebuild encounters on the hoof.

Also, if you have any quick rules handouts, bring them along. Wizards did a great two-page sheet for the D&D Experience this past spring that I’m going to print out, for example. Make sure you have a copy for each of your players.

Here’s a little tip about printed material: if they’re going to be used by multiple groups, make them sturdy. Either print them out on cardstock, or spring for some clear page protectors and a box of dry erase markers. It’ll save you time and heartache between groups.

Aside from the printed materials, make sure you’ve got enough dice and writing implements for everyone. Don’t expect your audience to bring what they need – anticipate what’s needed, and provide it.

As for play aids that make the game more cool, you can go as nuts as you have time for, here. At a minimum, I’m going to be bringing a miniature suitable for each PC, and suitable minis for the monsters. I’m also going to lay out the encounters using my Dungeon Tiles, possibly with a home-made battlemap for the final encounter that I put together in Dundjinni. That, plus my DM Screen and combat tracker pad – both of which fall into both categories of play aids.

Put everything – adventure, characters, play aids – together into something you can carry easily. Check it all, and make sure you haven’t forgot anything. Specifically, make sure you haven’t forgot your dice; trust me when I say that it can happen, and it sucks.

That’s the way I put together a demo. Of course, building a demo and running a demo are two different things. Next post I’ll talk about how I run the demos.

Dungeons & Dragons Insider – So Far, So Good

Before I get rolling in my assessment of DDI, I want to remind folks in Winnipeg that I will be running D&D 4E demos at Imagine Games on Saturday, November 29, and Saturday, December 13. Games will start at 1:00. Sessions are limited to 6 players, so get there early if you want to guarantee a seat at the table. I’ll provide minis, pregenerated characters, and dice, so all you need to bring is yourself.

There. End plug. Let’s talk about Dungeons & Dragons Insider.

I, like a lot of people, was a little bit leery of the new digital initiative over at Wizards. The idea of having to shell out a subscription fee for electronic access to more D&D content struck me, initially, as pretty distasteful.

When I thought about it for a bit, though, I decided it wasn’t that bad. I was already shelling out 20 bucks a month buying Dungeon and Dragon magazines from the local game shop. Spending that on electronic versions was a bit much, but when you tack on the extras, it started to look a little more reasonable. Of course, this was before any pricing was announced. Currently, if you subscribe for a year, you get the two magazines at $4.95 a month, which is pretty decent.

Now, the price is going to go up as more and more tools come online for the system. I’m okay with that, as long as the tools they build are useful and functional, and the price stays in step with what I feel they’re worth.

Anyway, I subscribed.

I’m not totally sold on the whole thing, though; I think they’re off to a pretty good start, but I’m withholding final judgement. Here’s my thinking on the various components so far.

  • Dragon Magazine. Dragon’s doing a really good job of providing extra options for characters. That’s been my one reservation (well, my main reservation, anyway) about 4E – it’s early in the product life span, so there’s just not as many options available. Dragon’s helping to ease that concern, and the look at playtest files for things like the Artificer, Barbarian, and Bard classes gives me a better idea of the kind of depth of support and development Wizards has planned. Overall, thumbs way up.
  • Dungeon Magazine. This I’m not as enthusiastic about. The articles are pretty good, but I find that the adventures are a little less than thrilling. Sure, it’s early days yet, but the folks at Wizards just don’t seem to be taking any chances with their adventures. Pretty much everything is a dungeon crawl, with a few encounters on the way to the dungeon crawl, and maybe a few encounters on the way back from the dungeon crawl. While I find the adventures very useful for seeing the way encounters can be put together, and they can be stripmined for new monsters and traps, I just find them very bland. Safe, I guess, in that they are aimed at the very basics of the game. In comparison with what Paizo’s doing in the Pathfinder line, they really come out second best. Most specifically, the Scales of War Adventure Path just doesn’t compare to the Pathfinder Adventure Paths in terms of variety of activity and interesting options. Ah, well, as I say, it’s early days. I’m willing to give them a while to start stretching themselves.
  • D&D Compendium. I haven’t really used this much, though I can see it being useful. It just hasn’t come up so far. I think it’s a good idea in theory, but I really can’t say more about it than that.
  • Encounter Builder. I can see this becoming more useful to me as I learn the game more. Right now, I find it more helpful to page through the books looking for the right mix of monsters, because I don’t know what all of them do, yet. Still, it’s very handy for figuring out the XP budget for each encounter, and telling you whether it’s an easy, average, or hard encounter for your target party. I like it, but haven’t used it extensively.
  • Ability Generator. This is okay, but I’m assuming that it’s going to be superseded by the Character Builder. As a stand-alone thing, I don’t much see the point.
  • Monster Builder. Building monsters in 4E is a lot quicker than in other editions (and I know what I’m talking about: I built 30 3E monsters for the Penumbra Fantasy Bestiary). This little tool makes it even easier. The one catch is that it doesn’t seem to do Elite or Solo monsters, which is disappointing. Having said that, it does all the heavy lifting, math-wise, for normal monsters, and the explanation in the DMG of how to improve them to Elite or Solo is pretty straightforward. It’s good, but not perfect. Also, I’ve yet to be able to get the formatted stat block view to work. Still, it shows great promise.
  • Character Builder. This is currently in closed beta testing, and only goes up to 3rd level. But I have to say that it’s pretty sweet. There are some weird things about it and a glitch or two, but this is a beta, and that’s to be expected. I’m not going to talk about the problems here, because I have every confidence that they’ll be corrected before release (the one-day turnaround time on the Vista x64 issue fix shows how serious they are about fixing things). What I will say is that I’m going to be using this tool to create all the pregen characters for my 4E demos, and it’s going to take me about a quarter of the time of using one of the form-fillable character sheets out there. When this is finalized, it’s going to be worth the price of admission all on its own, I think.
  • Upcoming Features. The three other things they’re talking about adding to the DDI offering are the Character Visualizer, the Dungeon Builder, and the D&D Game Table. I’m not all that interested in the D&D Game Table – my game schedule is full enough, without trying to cram in virtual sessions. The Character Visualizer seems like a neat toy, but I’ve been unimpressed with the quality of the art that I’ve seen in the previews. I’m guessing it will be better in the release, but it’s still not something that really draws me, though I’ll probably spend some time playing with it. The Dungeon Builder seems to be the item that I’d use most, especially if it has the option of printing out battle maps, but I don’t see that on the list of features. We’ll have to wait and see.

So, there it is. In general, I like where DDI is headed, though I have a few reservations. I’d like to see a broader variety of adventures in Dungeon, and I’m anxious for the extra features they’re developing. I’m tentatively sold on it. We’ll have to see how well it lives up to its promise.

The Thing About Skill Challenges

Mike Mearls is writing a two-part article for Dragon Magazine about skill challenges. If you have a subscription to Dungeons & Dragons Insider, you can read the first part here. Now, he’s just laying the groundwork for a discussion of running skill challenges, but it’s pretty good stuff, so far, talking about when a skill challenge is appropriate, and when it isn’t, and how to put in a good mix of skills so everyone in the party can contribute. I’m looking forward to the next installment.

Having said that, I’ve got some thoughts of my own on skill challenges, based on running a couple of published ones, and creating and running a couple of my own.

When I first read the 4E DMG, I thought skill challenges were a great idea. They provided a way to implement game mechanics into what had formerly been mechanic-less scenes in adventures, and a way to calculate experience awards for these scenes. Great, right?

Well, yes and no.

See, if you turn every scene that was previously resolved by role-playing into a scene with dice mechanics, you can lose a lot of flavour and spontaneity and interaction. It becomes a different kind of combat in the minds of many of the players. On the other hand, having clear mechanics for some interactions can be a real boon for some players and characters, especially those who have trained up the interpersonal skills.

My own view on skill challenges is that they’re a good thing, but you have to use them appropriately. I’ve found that having a skill challenge in place to see if the characters accomplish something doesn’t work too well: if failing prevents them from accomplishing something important to the adventure, it can derail the entire thing, but if failing doesn’t have a penalty, it’s not interesting, so why devote all the time to the skill challenge?

My solution to this has been to put skill challenges in place to add complexity to the narrative of the adventure. For example, in my Storm Point campaign, the first session started with a skill challenge to track down a group of goblins rumoured to have a map to a previously-undiscovered ruin. Now, the characters were going to find the goblins no matter what, but I wanted to see how they might decide to go about it. They used their Nature and Perception skills to try and track the goblins down, but didn’t get too much good information that way. When they started interviewing the farmers in the surrounding area (using Streetwise and Diplomacy), they found out about a halfling who traded with the goblins, and then leaned on him (Intimidate) to get him to tell them where he met the goblins to trade.

The success of the challenge let the players surprise the goblins, which allowed them to run roughshod over the little beggars. If they had failed, the goblins would have been ready for them, and laid a trap. But the way the characters went about locating the goblins added some complexity to their story: they now have a rivalry with a halfling criminal, and have let the people in and around Storm Point know that they’re out looking for ruins and the wealth they contain.

By allowing the characters to run free with this skill challenge, I got to let them set the pace and flavour of the their search. Sure, I made some notes about how different skills might be used and the results thereof, and I created an NPC that could be slotted in as an information source, but I really let the players dictate the direction of the inquiries, and the method of the search. It told me a lot about how they viewed this new game world, and what they saw as their place in it.

The other thing I used skill challenges for was to introduce complications into what could otherwise be a long, boring part of the game. For example, the characters, after obtaining the goblins’ map and locating the chasm marked on it, had to climb down into the rift to find the ruins. Instead of just calling for Athletics rolls to see if they make the climb, I turned it into a skill challenge. They used Athletics and Acrobatics, of course, but also Dungeoneering, Endurance, Nature, and a few other skills. Instead of setting a pass/fail condition for the challenge as a whole, every time they failed, I threw a complication at them: a rock slide, an attack by a cavern choker, what have you. This turned a fairly boring set of rolls into a more exciting challenge, with each failure meaning some sort of obstacle to overcome.

What I don’t do anymore is use skill challenges to replace role-playing. In the first Scales of War game, there is a skill challenge (granted, it’s optional) where you try to convince the town council to hire you to fetch back the kidnapped townspeople. It’s listed pretty much whole-cloth from the DMG’s example of negotiating with nobility. I think everyone in on this one found it to be artificial and rather stilted, especially as we were using the pre-errata rules, where it was run pretty much like a combat*.

No, I find that it’s one thing to let people roll for their characters’ skills during a role-played encounter, and quite another to turn the whole thing into a succession of dice rolls. Granted, some of that feeling of “combat by other means” resulted from my inexperience using the rules, but the nature and the structure of the skill challenge seemed lacking. Far better, in my opinion, to role-play it, and call for rolls when necessary.

The other thing I really disliked about it was the automatic failure skill – basically a landmine in the challenge that blows up on you if you try the wrong thing. I hate this. Skill challenges, in my opinion, should be opportunities for players to try things that their characters are good at, not creep carefully through the encounter, going with choices that they know are safe. They should be trying different, exciting things to get the encounter moving.

Anyway, those are my thoughts on the structure and use of skill challenges. Right now, I’ve got the notes for a skill challenge that should make up an entire adventure, as the characters take on a crime boss in Storm Point. Each success gives them an encounter based on what they’re trying to do, and each failure gives them an encounter where they’re at a disadvantage. Success and failure both lead to a final showdown, but the odds will be swayed one way or the other depending on whether the challenge was a success or failure.

I’ll let you know how it works out.

 

*If you are unaware of the errata, I suggest you check it out. It gets rid of the initiative roll, and the combat round sequence of skill challenges, making them more free-flow and intuitive.

Dateline – Storm Point

First off, I’m going to be running some D&D 4E demos at Imagine Games & Hobbies again. These will take place on Saturday, November 29, and Saturday, December 13. If you’re in Winnipeg, and want to try out D&D 4E in a friendly, non-threatening environment, come on down and bounce some dice with us. I’ll post more details here as I hammer them out with the store.

Anyway, on to the main topic.

I ran the second session of my new Storm Point campaign this past Sunday. Again, it went quite well. We were one man short, so one of the other players took over running his character for the session. These are the rules we hashed out at the start of this campaign, mainly to make my life as GM easier:

  1. I keep a copy of all character sheets.
  2. We run as long as four out of six players show up.
  3. The characters of absent players get played by someone who is present.
  4. No one ever plays more than two characters.
  5. No one ever has to double-up on characters twice in a row.
  6. All six characters get equal shares of the XP.

This set of rules prevents a couple of things that we ran into in the 3.5 campaign, when we would leave out the characters of absent players. First, I don’t have to try to adjust the encounters on the fly based on who shows up. Second, we don’t wind up with an XP gap between characters.

So, we had the full party when they got to the main adventure site. I threw a combat at them as they made camp for the night, a group of representatives from the Empire Reborn trying to take their map to the ruins by force. This was more of a challenging fight than they’d had up to that point, because the foes were of a more appropriate level, and were intelligent and unsurprised. They got worried a couple of times during the combat, which was good.

After that, there was a skill challenge to wend their way down through the treacherous chasm to the actual ruins of an Arkhosian outpost. Each failure they rolled produced some sort of setback: a rockslide, an attack by a cavern choker, etc. Also, each round of the challenge, they had to make an Endurance check or lose a healing surge from fatigue, random battering, bad air, etc.

Waiting for them at the bottom of the chasm was the toughest fight so far: a Level 3 encounter with a nest of kruthiks. Four hatchlings, two adults, and a hive lord. This was a close fight, with the cleric actually dropping at one point, and everyone rather battered and torn at the end, but they prevailed.

Again, everyone had fun, it seemed, and the various encounters worked well and were exciting. I’m gonna close this post with a quote from the player of Thrun the Anvil, dwarven fighter, who also ran Milo Tarn, human swordmage, in this session:

Lessons I learned:

– Thrun needs to pay more attention to protecting the healer.

– Thrun needs to stay closer to the pack in combat. I think what I *should* have done was to maneuver to force the critter he was fighting into the group via tide of iron instead of hanging out over by the pillar, just the two of us.

– I’d like to get/ask for/make a power card for Thrun’s challenge.

– Fighter’s challenge + enemies with reach = win. Thrun just hammered the crap clean out of that poor choker.

– Gaining healing triggers should be a priority for Thrun as I advance him through levels. Because of this, it’s also probably going to work better if I don’t burn the feat at second level to get him the craghammer and instead take a feat that extends his survivability either by mitigation (heavy armor or the like), or by endurance.

– Greenflame blade can be an awesome mook eraser.

– Aegis on one target at range + booming blade on a different, adjacent target = nice control.

– Aegis on one target at range + booming blade on a different, adjacent target = a big dent in my HP.

– Being hit by status effects sucks.

– For each additional status effect you are hit with, the suck amplifies as a product of cubes into the ultrasuck range.

Looking forward to the next game.

Back for More – Storm Point

So, after the devastating and anti-climactic TPK two weeks ago, my Sunday group, affectionately known as the Geek Game, decided that they wanted to play 4th Edition D&D for the next campaign. I agreed – hell, I encouraged it. I’ve been itching to run more 4E stuff, and I’ve been wanting to try out building adventures and campaigns in the new system.

I got some opinions from folks about what kind of game they wanted. The consensus was to leave behind the adventure paths and play in a game that, while it may have some throughlines of story, is more episodic, with the adventures being a little more self-contained. They also voted not to use Forgotten Realms, which is the only full setting currently published.

Again, I was okay with that. I came up with the idea of the fishing/mining town of Storm Point, that was on the frontier of the human empire a century ago, and barely noticed when the empire fell. I wanted a frontier, Deadwood kind of feel to the place, with little contact with the larger world and no external authority. I decided that representatives from some powerful neighbouring city-states and kingdoms had recently started paying attention to Storm Point because of the fact that it sits in the middle of the remains of three much older empires, and the ruins and treasure they contain. Most locals don’t care too much about that, but outsiders have started showing up, wanting to do some looting, and wanting the support of the town to do so.

I put together a couple of pages of notes into a campaign handout, told them what books they could use for their characters, and they got to creating them. We wound up with:

  • Ssudai T’kar, a dragonborn rogue (Ahem! Commando!)
  • Thrun the Anvil, a dwarf fighter
  • Soren Greensword, a human warlord
  • Faran Brae, an elf cleric
  • Galvanys i’Araukamegil, an eladrin ranger
  • Milo Tarn, a human swordmage

I also let them vote on what their first adventure would be, based on the writeups in the campaign handout, and they decided to go after some ruins from one of the older empires. I sat down with the DMG and the MM, and had the notes I needed for the adventure done in about an hour. I spent another hour to an hour and a half typing up the notes and statblocks I needed to run the game.

And I was done.

Two and a half hours to put together an adventure designed to take a party of six from first level to second level. I had time to create a map of the campaign area, and a prop map for the adventure.

I’m liking that a lot.

Anyway, last night we ran for the first time. We got started a little late, and there was some general hullabaloo that slowed us down some, but we got through two encounters, and everyone had a good time.

The first encounter was a mix of a skill challenge and combat, with the characters completing a skill challenge to locate a band of goblins with a map to an undiscovered ruin complex, and then taking the map away from them. They did some scouting of the nearby area, and figured out the general area the goblins would have to be, then talked to the farmers in the area to find out if there was any sign of goblins. They found out that one of the ne’er-do-wells in the town’s halfling community had been seen apparently trading with the goblins, so they went to his boat and put the fear of several gods into him until he told them where to find the goblins. After that, it was a simple matter of sneaking up on the goblin camp, pushing several of them into the fire, and putting the rest to the sword.

The second encounter was straight combat, with a pack of hyenas attacking them on the way to the place marked on the map.

Overall, I’d have to say it went very well. Everyone seemed to have fun, and they liked discovering the different ways their characters could work together, uncovering the synergy of the different powers. And they seem pretty anxious for the next game, two weeks from now.

I have to admit that I am, too.

Anti-Climax – The TPK

Last night, I killed the entire party.

It was a 3.5 Eberron game, and we were playing through the Age of Worms Adventure Path from Dungeon Magazine. We have been for a couple of weeks more than three years. We try to get together every second Sunday, but we’re all people with busy real lives, and it doesn’t always work out, so the sessions are a little irregular.

It’s also a verys social, beer-and-pretzels game, with a lot of non-game directed table talk, and a tendency to drift off topic. In the three to four hours we meet each time, we get through one, maybe two encounters.

So, after three years, the group was almost finished with Spire of Long Shadows, which is the seventh of twelve adventures. They had only the Harbinger (an advanced spellweaver lich) and the Kyuss Knights (very tough combat monster undead) to face, in two separate encounters.

They picked the room with the Harbinger, and died.

A big part of it was the the thing was ready for them, with a high Spot and Listen check, so it heard the people in the hallway and had a couple of rounds to buff and prepare. The good guys got a face full of empowered level 17 chain lightning when they opened the door.

And then the monster beat them all on initiative.

Well, the prismatic spray kicked the dwarven cleric/fighter and the half-orc barbarian right out of the world with the violet ray. Bam. Two of the heaviest hitters gone in the first round. Everyone did their best, but it wasn’t all that much of a contest after that, although the rogue did almost take it down (within 20 points, Erik) before succumbing to the frost bite of the cold fire shield. The warforged juggernaut sucked up waaaaay too much damage the next turn, thanks to the thing being able to cast three scorching rays in one round, and that left the wizard and the druid.

At this point, the Harbinger turned invisible and healed itself up to about 80 HP. The druid summoned some girallons to try and find it and deal with it, while the wizard made a mad dash for the bodies of their comrades, in a bid to dimension door them out. One attack of opportunity from the invisible monster, and it was down to the druid and his monkeys. When the Harbinger sealed the way out with a wall of force and used a power word stun, the fight was essentially over.

Everyone sort of sat around and went, “Well. That sucked.”

And it did. A TPK is no one’s idea of a good time. Not even the GM. Sure, I could have pulled some punches, and fudged some rolls, but that minimizes the excitement and challenge, I think.

The turning point was that prismatic spray. I’ve never really liked save-or-die effects, from a play perspective, because it takes people out of combat and prevents them from having fun. Prismatic spray has two or three such effects. The plane shift that got our heavy hitters basically turned them into spectators for the rest of the combat. So, not only did it suck for their characters, it pretty much sucked for the players, too.

So, the characters failed in their quest. Kyuss awakens, and ushers in the Age of Worms, spreading death and destruction across Khorvaire, waking the other Rakshasa Rajahs, and dooming the world, despite Dragotha’s interference. Which would have been cool if the characters had died a little less anticlimactically.

Oh, well.

I want to say thanks to my players:

  • Chris, who played an elf druid with the biggest, baddest doggy in the whole, wide world.
  • Erik, who played an Extreme! explorer and rogue, for the sheer zest he put into shouting “Extreme!
  • Pedro, who played an inexplicably scottish dwarf fighter/cleric, and incidentally gave us the place to play.
  • Dan, who played a ranger who grew up to become a wizard. Mainly for the imaginary chicks.
  • Paul, who played a warforged juggernaut who really liked to break things. And wander around underwater fighting squid.
  • Mark, who joined the game later on as a far-too-civil half-orc barbarian with a great name.

It’s been fun. Also deeply offensive on many levels, but still fun.

Now, on to our 4th Edition game.

What’s the Story? – RPG as Narrative

I’m gonna get a little philosophical in the following post, so be warned. There’s some musing ahead.

I play a lot of RPGs. Right now, I’m playing in three different games, and running three more, not counting the computer RPGs that I indulge in as time permits. I also read a lot of books – got four of them on the go at the moment. And I write a fair bit. Writing is my day job (technical writing), and I’m currently trying to finish writing a novel.

This means that I think a lot about stories.

I’m thinking now specifically about stories in RPGs, because I just finished writing up the character diary for one of my characters. This is something I decided to take on because my character is a bookish, scholarly sort who would keep a diary. My GM in that group has asked me to post it on the game’s forum site, so that it can serve as a recap for the players, and I’m cool with that. It’s fun to write, fun to explore the development of the character out of game time, and fun to let his voice mature through the entries. I’ve done similar things with other characters, but this is the first time I’ve decided to keep a game diary from the get-go, and to make it public. Well, public among the others in the group.

But it’s got me thinking about narrative structure and convention within RPGs, and whether we are, in fact, generating stories when we play.

(Now, when I say “story,” I’m using the word in a very particular way. I’m referring to something that would appear in a novel, short-story collection, movie, or television. That’s a pretty formal and narrow definition, I know, but that’s really part of the point I’m trying to make.)

Yeah, I know, the current trend is to view RPGs as collaborative improvisational storytelling, but are we really telling stories?

I’ve been noticing that, as I write up my diary entries from my notes during play, that I have to do a fair bit of fleshing out of things that didn’t actually happen in play, or smoothing over and conflating things that did happen in play. And even then, it’s hard to call my finished product a story. Even when taken together, the entries from an entire adventure don’t really make up a story. Here’s why:

  • Stories have a beginning, a middle, and an end. RPGs certainly have a beginning, and a whole lot of middle, but the ending is very often not a clean, defined thing. Sometimes, games fade out as interest wanes, sometimes they are abandoned when something new comes along, sometimes they’re ditched after a TPK. Sometimes they make it to a defined ending point, but even those often leave many loose ends and follow-ups. And the middles sort of go on forever, which is really part of my next point.
  • Stories have focus. They tell a tale, and show you what’s important to the narrative progress. RPGs may have that sort of thing set up in their structure, but focus tends to go out the window once the players get involved. Because people pick up on different things, are interested in different things, and think about things in different ways, they don’t always spot the plotline right off the bat, and tend to wander around a bit trying to find it. Even when they do find it, they rarely want to focus specifically on it – their characters all have other interests as well as the main storyline.
  • Stories are (generally) controlled by the teller. This is what give stories their structure and focus. One voice, one vision, one direction*. In RPGs, the control is split among all the participants, players and GM alike, and each has a different agenda. Each player views his or her character as the main character in the story, and views the story to be about them. Plus the others, but mainly them. This is what weakens** focus and structure in RPGs.

When I look at my completed diary entries, or talk to people about what happened in a game, it doesn’t come out very storylike. The diary entries feel like diary entries, in that they are a strung-together account of events. They may have a little more focus and direction than real-world diary entries, but not a whole lot. Talking about games is the same way – outlining everything that happens in a game doesn’t provide a clear, focused narrative, because of all the little things that clutter it up. If we want to talk about the experience in a meaningful and interesting way, we tend to string together anecdotes from the game to highlight moments that had an impact on us.

Let’s look at the standard D&D*** game. If you tell the “story” of the game, it goes something like:

Goblins were attacking the town, so we went out into the woods, and fought some goblins. Then we fought some goblins with wolves. Then we camped overnight, and a bear attacked us. In the morning we followed the goblin trail to the caves. Along the way, we fought goblins twice more. One of the groups had a shaman. At the caves, we fought goblins with wolves in the first room, then goblin archers behind stacks of haybales in the second room. In the third room there was a pit trap, and we fought some more goblins. Finally, we got to the leader, and he was a bugbear, so we fought him and won. Then we went to collect our reward.

As a narrative, it’s not all that interesting. You fought a lot of goblins and things, and saved the town. There. I just boiled it down to a single sentence. Even if you have a group of very skilled roleplayers who are totally immersed in their characters, it’s not going to really add all that much to the story except some filler scenes to separate the fights.

I wouldn’t buy a book that told that story.****

And have you ever tried to tell a game story to a non-gamer? Don’t even bother. Their eyes glaze over pretty quick, even if they understand what you’re talking about. Even with gamers, what interest there is comes from comparison and identification with their own gaming experience. And a lot of gamers you tell your game story to are just nodding and smiling until you’re done flapping your gums so that they can tell you a real cool gaming story from their own lives.

Now, the argument could be made that I’m oversimplifying and that some RPGs are rich in story. I don’t think so, but I’m fine with being told I’m wrong. What we call story in RPGs is primarily background – the stuff in behind the stories. Or the infamous metaplot, which is closer to what I think of as story, but that I don’t think really comes on stage properly in the average game.

You could also say, “It’s the GM. My GM makes great stories.” And you may be right, but I don’t think so. It’s not that your GM isn’t great, but your GM is making campaigns and adventures, which are story skeletons that get fleshed out by play, and it’s the play that keeps the RPG experience from being story.

I’ve done it myself, creating a campaign that ran for just about eight years, with a storyline running through it, and a beginning, middle, and end, but I have to admit, after the fact, that it wasn’t a story in the way I’m talking about here. It was a collection of events, with a common theme and a sense of linkage to lead from one to the other, and a resolution that tied up most of the loose ends and put a lid on things. But it wasn’t really a story.

So, by my definitions, as outlined above, I’ve pretty much proved***** that what happens in RPGs is not story in the strictest sense. What is it then?

It’s a game.

Now, that may sound obvious or ridiculous, but I think it’s an important distinction. It’s a game, with rules that simulate events in which we participate. It produces a series of linked, simulated events that occur because of our interaction with the rules. These series of events can be adapted and restructured to produce a story, if we put in the effort to weed out the extraneous and add the missing. By applying the structure, focus, and control I mentioned above.

It’s fine that RPGs don’t produce stories as I’ve defined them. In fact, it’s a good thing. The bits that keep RPGs from being the same as novels are the interaction and surprise that emerges from play. Those are great things to have. Control of narration in the hands of the participants is a whole lot of fun. As a GM, not having to flesh out every detail of a plot, and relying on my players to supply the exciting parts is fun. As a player, knowing that I can steal a moment or two in the spotlight, and watch each of my friends do the same is fun.

What about the repetition? Well, that’s fun, too, because in the simulationist rules of the game, it produces varied and interesting results. What does that mean? It means combats are exciting. Introducing a random chance element into play is exciting. It doesn’t look exciting when it’s written down on the page, but man, when you’re rolling and praying for that natural 20, you are excited.

It just doesn’t make for such an interesting story.

So, enjoy the game for what it is. And enjoy stories for what they are. The two are not the same, though, so think about that the next time you read a book or play a game. Look at the differences between the two. It can tell you a lot about the nature of narrative and play.

And, in closing, lest you think I’m picking on games, it happens elsewhere, too. The musical Cats, for example, is a wonderful show, with good music, good lyrics (yay for T.S. Eliot!), good dancing, and great look to it. I love it.

But it ain’t got a story, neither.

 

*Now, admittedly, this isn’t always the case, but I’m playing it up as a rule to heighten the contrast of my argument. So all you postmodernists out there just bear with me.

**I say “weakens,” but it’s not necessarily a negative. I could also have said “increases the freedom and spontanaeity,” but I am, once again, trying to make a point.

***If there is such a thing. This may be the same sort of philosophical construct as the square root of -1, which doesn’t exist as a number but makes some important high-level math work.

****To be fair, I have bought books that tell that story. And I’ve enjoyed them. I just wouldn’t call them good stories.

*****And if I haven’t, sshhh. I’m bored now, and moving on to the next section.

Actually Playing 4E

I know! Two posts in two days!

So, despite my resolve to wait until there were more options out there before starting a 4th Edition D&D game, I broke down and started a 4th Edition D&D game.

Those who know me are not surprised.

I wanted to get some practice running the game, get familiar with the rules and things, while I prepare the campaign I’m going to launch some time next year. This would give me a chance to build some proficiency with the new system, and get my head around what sorts of things a campaign needs that can be best modeled by the new rules.

Now, because I was coming in green, I wanted to use a pregenerated campaign, and Wizards of the Coast graciously provided their Scales of War adventure path. That made it easy. So, I sent out invites to eight gamers I know, hoping for four or five acceptances.

I got seven.

And then one of them asked if they could bring a friend. Back up to eight players.

Well, I decided, I wanted to see how much faster these rules were in play. This would give them a damned good stretching.

So how’s it going? First, some observations about the adventures.

  • They are (so far; we’re at #3 right now) fairly well-written. There are some nice encounters, and some interesting decisions to make.
  • There’s plenty of dungeon crawling going on. Too much? That’ll vary depending on your group, but it’s pushing the limits of my tolerance.
  • There are interesting little links, mainly using skill challenges, that break up the dungeon crawl monotony.
  • Starting especially in the second adventure, there’s plenty of opportunity for improvised little side adventures and extended roleplaying. Not so much in the first, which tends to drop you in the middle of the action and then give you a time-sensitive mission.
  • The editing on the second adventure is really sub-par, with missing labels being one of the more annoying aspects.

Now, as to playing the adventures:

  • After character generation, we had a tiefling warlock, a tiefling rogue, a dragonborn fighter, a dragonborn paladin, a human cleric, a human wizard, a half-elf ranger, and a half-elf fighter.
  • There are issues with running this large a group in any system. These were exacerbated in this game because none of us were overly familiar with the rules. Things dragged, no one got enough DM face time, and little timing misjudgements I made snowballed into huge problems.
  • Two players bowed out after the second session, saying that the group was just too large. They were right.
  • Six is much more manageable.
  • Leaving your rogue out front with no back-up in hostile territory will do bad things to the rogue.
  • Skill challenges have a lot of potential, but some practice is needed to run them as something more than a non-physical combat. Also, having skills that automatically grant failures seems designed to punish players for trying to stick to what their characters are good at. Skill challenges should encourage players to take risks, not devolve into a guessing game to see where the booby-trapped skills are.
  • Combat encounters still take a fair bit of time to run. Now, part of that is lack of experience with the system, and part of that is the fact that monsters have significantly more hit points on average, which makes the combats run a larger number of rounds.
  • The new system actively rewards you for co-operating in your party and playing to your strengths. After some shaky combats, the players started to see how to make their characters work together to support each other. The last fight of the last session was a complete slaughter of the monsters.
  • Adding Campaign Coins to the game has been fun.
  • Doing up customized cards for powers and magic items can greatly speed play. You can check out some templates here. Personally, I use the Power and Item Cards by JFJohnny5. Thanks, Johnny!
  • I got some Alea Tools magnetic markers to track bloodied, marked, and cursed conditions, but they were too attractive to each other, and wound up being more trouble than they were worth. Apparently, if you have a magnetically receptive play surface, they don’t push and pull your figures around nearly as much. I’ll have to see what I can find, but for now, I’m looking for a different way to handle this. Any suggestions are welcome.
  • Speaking of marked, I like what this condition is trying to do, which is make enemies attack someone who is very much a threat to them, but I can’t help but wonder if there isn’t a less fiddly way of handling it. It can be a bit of a challenge to keep track of whom has been marked by who.
  • There has been some comment that combat seems very repetitive, because characters use the same powers over and over again. I find this confusing to me, because in 3.5, characters just used the same attacks over and over again, and the people complaining didn’t find that repetitive. Maybe this is an artifact of the low level limited number of powers; we’ll have to see how things change as the game progresses.

So, what’s the verdict? Among my players, it’s that 4E is a good system. It’s not the second coming, it won’t end world hunger, or bring about peace in the Middle East, but it works for what it sets out to do. Mostly, anyway. It’s easily as good as 3.5, and if there are places where it doesn’t quite measure up, there are also places where it outshines the former system significantly.

And my opinion? Well, let me put it this way. The adventure path I’m using is written for five characters. When I found out I was going to have eight, I went through and beefed up the encounters to be appropriate for that number of characters. The guidelines in the DMG on how to do this are very, very clear. The process is very simple. It took me under an hour to update over a dozen encounters, and that includes a couple where I had to increase the level of the monsters, rather than just add extras. When two players dropped out, it was even faster to adjust for that. And I’ve been getting faster with each adventure. This means I’m spending my prep time fleshing out background, making props and cards for treasure, updating power cards for the players, and reading the next adventure.

This, I like. This is what sells me on 4E.

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.