Dateline – Storm Point

Been a while since we visited the fellows in Storm Point. The last session, the focus just wasn’t there. I spent an hour trying to get the group to make a single Stealth check before giving up and teaching them to play Fiasco instead ((Used the Lucky Strike playset, and everyone had a great time.)). The time before that, the game was the fifth one I was running in four days, and I wimped out to run the Gamma World game day adventure for them, instead ((A mistake. I was tired and stressed and short-tempered. I should have just canceled the game.)).

This meant that it had been about two months since the previous session, and the Silverfalls adventure had gone on far longer than I had planned. I wanted to wrap it up, which meant unleashing the beholder on them.

See, I’d been carrying around the beholder ultimate tyrant miniature for the previous several sessions, and taunting my players with it. They all know by now ((Or think they do, anyway.)) that I’d never throw something like that at them at their level. Well, I was planning to do just that, but using the stats of a bloodkiss beholder. This was just the only beholder miniature I had.

The release of the Beholders Collector Set fixed that problem, and the release of Monster Vault provided a stat block for a level 9 solo beholder, so that all just worked perfectly. I bumped the level of the beholder up to 10, to take into account the fact that I’ve got six players, and went to town.

I’d never used a beholder in a game before. Honestly, I think they’re kind of silly monsters. But they are iconic, and the ones in 4E are much simpler to run than in previous editions, so I was looking forward to how it played out. For the first round, I became very afraid that I had built a TPK – most of the characters had their encounter and daily powers stripped by the central eye, and the petrify eye had locked down the main tank. Things looked grim.

But they rallied ((Most of them, anyway. The guy playing the cleric spent pretty much the entire combat either petrified or immobilized after only a single petrify ray attack. Sorry, Mark.)), and came on strong. The whole fight was about as good as it could have been, with the party pretty much terrified that they were going to die, and horrific eye rays firing off like a disco laser show. The mechanism for having an eye-ray fire at the start of each character’s turn is a great way to make the beholder feel like a whirling ball of death.

They managed to put it down without losing anyone, though there were several close calls. And then they found the bones of the dwarven ancestor they had come to retrieve, and decided to call it a day.

I didn’t like that ending, though. It lacked the sense of achievement and heroism that I thought the lengthy adventure deserved. So, I had the ghosts of the dwarven warriors appear and ask to be bound to defend the home they had died for. The group used a skill challenge to throw together an impromptu binding ritual, and I described how the ghosts of all those who had died in Silverfalls came back to drive out the drow, troglodytes, minotaurs, and their mind flayer masters ((I had a mind flayer encounter prepped and ready to go if I needed it, but it would have been really nasty to throw it at them right after the beholder fight.)).

So, now Silverfalls is cleansed of the evil invaders and open to resettlement. And the gang are even more heroic than they thought they’d be.

I call it a win.

We’re talking about running a more extended Gamma World adventure next, so it may be a while before we come back to Storm Point. But I’ve got some plans for when we do.

Mutants! Mutants Everywhere!

I’m finally starting to dig myself out from under the backlog produced by two very full weeks of gaming. I’ve got a few things that I’m going to be writing about over the next several days, but I’m starting with my thoughts on Gamma World after finally getting to run it. Twice, as it turned out.

You may recall that I ran the Gamma World Game Day for Imagine Games. That was on Saturday. On Sunday, I decided I had too little energy to do the prep work necessary for the next Storm Point installment that evening, so I ran the Gamma World Game Day adventure again, for my Storm Point group. I think it was very useful to run the same adventure twice, with completely different people, and totally different mutants. It illuminated some interesting things about the game.

First off, everyone at the Game Day had a lot of fun, and enjoyed the game. At the Sunday game, it wasn’t as successful, primarily because I was pretty burnt out after running games on Thursday, Friday, and Saturday, and it left me distracted and testy ((As my players will attest. Sorry again, guys.)). Still, it wasn’t a complete wash – I think the game went fine, it just didn’t show itself off to best effect because of my mental state.

The Game Day crowd was a table of four, and I almost killed them all in the first encounter. And again in the last encounter ((For the record, the other group playing did wipe in the final encounter.)). The middle encounter turned out to be a cakewalk, even with the addition of some sentrybots from the other table ((This is how that happened. In the middle of the fight with the Klickies in the underground parking garage, the GM from the other table comes over with a handful of sentrybot standees and big grin. A couple of the players from that table are behind him. He says, “One of the players just teleported these sentrybots five miles in a random direction. I’ve decided they end up on your table.” My players kind of chuckled, and then I said, “Sounds good,” and started setting up the standees. I did it mainly to see the look on their faces. And it was worth it. And yes, I did make them fight the sentrybots and the Klickies at the same time.)). On the other hand, the Sunday game was a table of six, and they pretty much walked through the entire adventure, except for a few close calls in the final encounter.

Now, I’ve said before that the mortality rate in Gamma World is pretty daunting, and may be a barrier to longterm campaign play. What these two run-throughs of the same adventure taught me is that the mortality rate skews a fair bit based on a number of factors. I was surprised that it wasn’t the size of the group that seemed to have the greatest impact; it was the types of mutants.

The first encounter in the Game Day adventure includes a pretty powerful monster – a blood bird swarm. This is a level 4 soldier, with a damaging radioactive aura, in addition to some pretty nasty attacks ((To be fair, most of the monsters in Gamma World have some pretty nasty attacks. Genghis Tangh and his hoop barbarian are truly frightening when they get rolling.)), and it was responsible for doing the most damage to the Game Day group. On the other hand, they were no problem for the Sunday group. Why? Because two of the Sunday group had a Radioactive origin ((We wound up with a few doubles in the groups. At first, this surprised me, but then I realized it’s another example of the Birthday Problem with a smaller set of possible options.)), and were therefor immune to the damaging aura.

Given the random character generation method, and the random Alpha Mutations, this means that it can be trickier to judge an appropriate encounter absent the knowledge of the player characters. Not necessarily a bad thing, but something you need to be aware of if you’re designing your own adventures.

Another interesting thing I noticed in the game is that the players, even those who were skeptical about the card-based system and the rapidly changing powers and tech, really got into the whole random draw thing. It was like a mini-lottery every encounter, with all the anticipation, exaltation, and disappointment you could ask for. And the fact that rolling a 1 meant Alpha Flux, players who drew crappy mutations for the situation kept trying stuff on their turns, hoping for that 1. It made for a very dynamic, interesting game.

I still don’t think that the game is designed to make things easy for longterm campaign play, but I have a better feel for it now, and some basic ideas of how to go about tweaking it to make it work a little better for that. If I were going to run a full campaign – which I would never do ((This is an in-joke. My players get it.)) – here’s what I would change:

  1. Allow the player to pick at least one of his or her origins.
  2. Use an ability array instead of random rolls to complete the other abilities.
  3. Allow the player to pick his or her third trained skill.
  4. Give each character 10 extra hit points at 1st level.
  5. Change the Alpha Mutation mechanic in one of two ways:
    • Reduce the frequency of Alpha Mutation change, either to every extended rest or to only when there is Alpha Flux, OR
    • Build a themed deck of powers for each character.

The only other factor that might need to be addressed is the silliness factor, and that can be handled through play style and the choices players and GMs make for character types, monster types, and adventures.

So, in short, yay Gamma World. We’re probably going to revisit it in the Storm Point group as a bit of a vacation between Heroic and Paragon tiers. I’m looking forward to it.

Gamma World: First Impressions

So, like every other gaming fan-boy, I grabbed my copy of Gamma World on Friday night. Not only am I running the Gamma World Game Day on October 23 at Imagine Games and Hobbies, but the Storm Point campaign is looking at taking a short D&D hiatus to play a little Gamma World. I’ve spent some time over the weekend reading through the game and generating some characters, just to try things out, and I’ve got some initial thoughts on the game.

It looks like a lot of fun, but it is pretty fine-tuned for a very specific kind of play experience. The game is designed to be rather crazy, with strange mutations, bizarre landscapes and situations, weird tech, and high mortality rates among PCs. The mechanics are based on D&D 4e, with things tweaked a little bit for the new style of play. The healing rules, the level-based bonuses, and a few other things have been altered to reinforce the free-wheeling, beer-and-pretzels, absurd style of play that the game fosters.

Like pretty much all Gamma World editions, character creation is random ((Admittedly, it may be a little more random in this version than in some others.)), and you can wind up with some very strange characters to play. When you factor in the idea of Alpha Flux, and the changing mutations reflected in the Alpha Mutation cards, characters can – and do – change from one encounter to another. The random rolls can create some very strange origin combinations, and the Alpha Mutation deck adds another layer of weirdness as you try to figure out how your gravity-bending android suddenly has the power to read minds or grow tentacles ((The baseline explanation, of course, is provided by the explanation of the Big Mistake, with the mixing and merging of alternate universes still ongoing, re-editing the characters from time to time.)).

Most powers and weapons ((Especially Omega Tech items.)) do pretty impressive amounts of damage, and hit points are about on a par with 4e. This means that characters are not as durable as you might expect them to be, especially as healing is pretty thin on the ground. No more healing surges – instead, everyone can take a second wind action once per encounter and heal up to full after each encounter for free. Second wind has been beefed up, healing half your hit points, instead of a quarter, and it’s only a minor action. On the down side, there are fewer powers and items that I’ve seen that offer healing. This can lead to a pretty high mortality rate during play.

The game touts this as – well, if not actually a feature, per se, at least a design goal. Characters are pretty quick to generate, so dying means you’re out of play for maybe fifteen minutes as you whip up your new mutant to wander by and join the fun. Because so much of the game is focused on the experience of playing your character changing so often, this is less jarring than it might be in a more… serious, I guess… game.

I have to admit that I was a little leery about the use of cards and deckbuilding in the game. It struck me as injecting a lot of what I don’t like about CCGs into my RPG fix – you need to buy more and more cards for your character to be viable. After reading the game, I am less troubled by it. The game comes with enough cards that you won’t ever need to buy a booster pack. They are completely superfluous to play. Having said that, they do add some real coolness to the game, with neat new powers and toys to make the game even crazier than before. The guides to deckbuilding are very loose and, while they can let you tailor your mutations to fit a little more with your character concept, I can actually see a carefully constructed deck removing a lot of the weird, unexpected awesome that the cards can contribute. If you’re always pulling the same four Psi mutations and Xi items, you’ll never have the wild, giddy joy that comes of suddenly growing mandibles for no readily apparent reason and going to town with your newly discovered force pike ((In addition to this, Gabe over at Penny Arcade makes a very telling point: “If you decide that you would like to build your own decks to draw from then yes, you can go and purchase booster packs. You are not at a disadvantage if you don’t though because this is not a competitive game. In MTG you are pitting your deck against your opponents. If you don’t buy booster packs you don’t have a deck and that will making winning very difficult. In Gamma World you are playing with your friends and against the DM who does not get to draw any cards. The cards are just for fun and to help you kick the shit out of whatever the DM throws at you.” Thanks, Gabe!)).

So. As I said, the game is very focused on a certain kind of loose, rollicking, wahoo style of play by default. In doing some thinking, there are a couple of things that I think you could tweak with house rules to turn it into something better able to sustain long-term campaigns, or turn it into a more serious type of game.

Less Random Characters

If you’re not a fan of the very, very random character generation, it’s pretty easy to change it to allow for more designed characters. Allowing players to pick and choose their origins – even if you only let them choose one of their two origins – can go a long way toward letting people play the kind of character they want. And you can bypass the random roll of attributes for those not set by origins, allowing players to use an array, similar to in D&D. Easy.

Now, I found the random character generation I tried this weekend produced some interesting and very playable characters. The three I rolled up include a robot powered by a contained quantum singularity (Android/Gravity Manipulator), a colony of psychic Moebius Newts (Mind Breaker/Rat Swarm), and a Mi-Go (Plant/Cockroach). I think the random elements can really spark creativity, especially when you’re trying to reconcile two apparently contradictory origins.

This will also lead to a longer character creation time, so if you’re going to do this, you need to also address the next issue.

Lower Character Mortality ((I almost typed “Lower Character Morality,” which is a completely different kind of game.))

Allowing characters to take a third wind in combat might be all that’s required to balance this. That and maybe making some healing potion analogue readily available during play. If you’re looking for something more complex, you can revamp the damage of the various weapons and attacks so that they’re more in line with 4e values.

Stable Mutations

First off, everyone gets a couple of powers based on their origins that are consistent no matter what happens with the Alpha Mutations cards, so it’s not like everything about your character changes when you draw new mutations. But some of the weird things that happen with Alpha Mutation cards kind of strain credulity when they come up outta nowhere ((“What do you mean, now I’m aquatic? When the hell have we been near any water? This is a desert!”)). Allowing characters to build their own Alpha Mutation deck is one answer – they can pick options that fit their character concepts a little better, and focus on certain types of powers. Another option is to give each character a permanent card (or two, or more, if they’re of sufficient level) that they don’t have to discard after use. You can then decide if they get to pick the card or if it’s random. You can even do a combination – they get three random cards, and have to pick one to keep.

Those are just some thoughts after reading the game. Having looked at some of the buzz online, though, I’m going to encourage the Storm Point geeks to play it as written, at least for our first game.

I’ll let you know how it goes.

Dateline – Storm Point

Last Sunday was the latest installment of the Storm Point campaign, and it wound up being a bit of a frustrating throw-back for me. This was all my fault: first of all, I was late to the game, so we were kind of rushed. Secondly, I put together a pretty big fight, which I knew would take a fair bit of time, and the late start, along with the big fight, made things drag at a couple of points.

Now, I mentioned in previous posts that I was trying to use smaller combat encounters, to get through more in a single session. I deliberately used a larger one this time because I realized that, although the group had just hit 9th level, I still had not given out the bulk of the treasure for 8th level. Rather than just exacerbate that problem, I put all the treasure in a big pile and gave it some tough guardians.

The game-reason I came up with for the encounter is that, though Silverfalls had been taken by invaders centuries ago, and looted at that time, there were still periodic scavenging parties going through the many, many mansions, tunnels, and buildings. This one party had accumulated a pretty good haul, and were gathering it at a staging point to carry it down deeper into the dwarven ruins.

So, the party is not all that stealthy. The bad guys figured out pretty quickly that there were interlopers, and set up a bit of an ambush. Our heroes found the pile of booty, guarded by a gang of troglodytes and a single drow. Once they were engaged, a few more drow popped out of the scummy pool of water where they had been hiding, and a drider dropped out of the shadows to join the fun ((7 troglodyte maulers, 1 drow cleric of Lolth, 3 drow adventurers, 1 drider fanglord – 3725 xp, an 11th-level encounter for 6 characters.)).

I could tell early in the game that the fight was going to stretch longer than I had anticipated, so I ignored some of the more complex ((And, unfortunately, more interesting.)) abilities of some of the combatants – the drows’ darkfire, for instance. Still, it went on longer than I really wanted it to.

But we got through it, and now the gang is looking at pressing into the Lower City, still searching for the bones of Thrun’s ancestor, which should lie where he fell defending the evacuees.

And what could go wrong with that, right?

WorldWide D&D Game Day: Red Box

This coming Saturday, September 11, is the next WorldWide Dungeons & Dragons Game Day, celebrating the release of the new Red Box starter set. We’ve got four DMs available to run the game at Imagine Games and Hobbies, starting at 1:00. This is a perfect Game Day for anyone who’s interested in D&D, but who has no experience with the game to come by and give it a try. It should also be fun for more experienced players, who will get to try out the new character builds from the Red Box set.

So, come on down and play with us.

Dateline – Storm Point

Yesterday we had the latest installment of the Storm Point campaign. I’ve been working on fitting more into each session of play with this game, because I was unsatisfied with the way it was turning into the fight-a-week club, too similar to the D&D Encounters format. There have been a few specific challenges to that strategy, though:

  • Fights have been too tough. This is sort of a feedback loop: I want a challenge for the characters, so I build a tough encounter, but that means that we only get through one encounter in a session, so I want to make sure that encounter is memorable and challenging, so I build a tough encounter…
  • The actual setting of the adventure is not optimal for highlighting things like NPC interaction and roleplaying encounters. They’re in a ruined dwarven city, looking to repatriate the bones of one of the character’s ancestors, so the place is pretty empty, except for the foul creatures that drove the dwarves out in the first place.
  • Focus is tough in this group. In previous posts, it may have seemed like I was bemoaning this fact and blaming the players, but that’s not the true story. The real story is that we have all been friends for years, but as time has gone on, we see each other less and less outside of the game. So a large part of the enjoyment that we all have in the game is the socializing, and I’m as guilty of it as anyone else. And this is not necessarily a bad thing.

This session, I worked to address the first two points, and wound up doing some work on the third one, as well.

After the interesting combat last session on the crumbling stairs over the lava, the party had found its way down to two different ways into the dwarf city: worked mines and natural caverns. I explained that both would probably lead to the city, but that the mines might be easier to navigate, though more heavily patrolled. The caverns might have less-organized monsters, but would be tougher to find their way through. The group chose the mines.

I built almost identical skill challenges for each path, shifting the DCs as I felt appropriate. The idea was that they needed 12 successes to get through the mines before 3 failures. Every time they made four successes without a failure, they found some raw amethyst in the mine, giving them some interest in the actual skill challenge. Every time they rolled a failure, they would run into a patrol of bad guys. If they had any successes with the Stealth skill, they would have a chance to evade or surprise the patrol; otherwise, they’d have to fight. Twelve successes would see them into the upper city of Silverfalls, while three failures would mean that they had wandered into the caverns and had to get through that skill challenge next.

They made it through the skill challenge with two failures, giving them two combats, and letting them find one cache of amethysts. I threw in an extra cache of amethysts for completing the skill challenge, and because I had pushed the players pretty hard on the final combat.

See, the combats were less of a challenge than I usually make. The group is 8th level – 9th level, after this session – and the first combat was a level 7 encounter, while the second one was level 8. The third, if they had triggered it, was level 10. Usually, I make the encounters a couple of levels higher than the party to make sure it’s a good challenge. The party can handle it, but it means we get through one encounter per session, and the players usually want to take an extended rest after about two encounters, meaning they’re not getting any of the rewards for passing milestones.

We made it through both combats and completed the skill challenge this session, and I was very pleased. We started the last combat about an hour before the time we normally look at stopping for the evening, so I told the group that I was going to be a bit of a dick about running this combat to keep things moving, and that they should be thinking about what their characters are going to be doing before their turn comes up, and that that I was going to limit their waffling time.

In truth, I had to make some noises about hurrying up during the first couple of players’ turns, and they decided I was serious. We got through that combat in about an hour, rather than the two I was fearing it would take. These guys can focus when they want to.

So, we got them to the upper city of Silverfalls. Along the way, they fought drow and troglodytes – and a few demons – and found on the corpses little chits of stone carved with Deep Speech symbols that lead the party to believe that there are aberrations pulling the strings.

I count this session as a huge success for the game, based on the following facts:

  • Effectively three encounters completed.
  • Got through the tougher combat in about an hour.
  • Interest from the players in the non-combat stuff, including some discussion of the history of Silverfalls.
  • Laid some groundwork for possible roleplaying encounters with some of the monsters.
  • Less-challenging opponents allowed the characters to shine, doing some very cool stuff, including a nice teleport bait-and-switch by the fighter and the swordmage, and a very wuxia-style attack by the monk that wound up putting down the boss monster in the first round (assist by the ranger softening the target with a couple arrows).

So, thanks and congratulations to my players. I think this kind of adventure structure is going to make our games more fun.

Oh, and yes. I wasn’t just taunting you with the beholder mini. Fair warning to Milo “GM Weaksauce” Tarn.

WorldWide D&D Game Day: Dark Sun

Just a quick reminder to folks in Winnipeg that I will be running the Dark Sun game day tomorrow at Imagine Games and Hobbies starting at 1:00. And when I say “I will be running,” what I mean is that I, along with D&D Encounters DMs Barry, Kevin, and Rob, will be there to put four tables through what looks like an interesting and challenging adventure.

So, come on out and play with us.

Dateline – Storm Point

Sunday was the latest installment of the Storm Point campaign. It was an encounter that I had been planning for quite some time, eagerly anticipating building an impressive structure for the fight, and having a lot of fun with it.

The plan was for a fight reminiscent of the Bridge of Khazad-dum scene from Fellowship of the Rings, with a desperate battle on a set of precarious stairways, platforms, and bridges, over a pool of lava. I had intended to build the encounter area using the Sewers of Malifaux Terraclips from WorldWorks. Unfortunately, they weren’t available at GenCon as I (and, I think, they) had hoped, so I was forced to fall back on my Dungeon Tiles. These work just fine, but they lack the 3D elevation stuff I was really hoping for. Now, I also have a bunch of .pdfs from Fat Dragon Games, which are very nice, but I have found that I just suck at building the paper terrain, so…

Anyway, I went with the Dungeon Tiles.

What I wanted in this encounter was to have the party very constrained in their movement, but have the monsters less so. I looked through the books for some good flying monsters and monsters with good ranged attacks, but nothing really fit what I had decided this part of the Silverfalls ruins would contain. Then I remembered the phase spiders.

Phase spiders worked perfectly. The popped in for a surprise attack when the party had made their way out of the entryway and onto the stairs, and they kept up a nice hit-and-run attack pattern that drove the players nuts. I put in a couple of spider webs on the platforms, too, both to hamper movement and to give the spiders some place nasty to teleport characters without just dropping them in the lava (which would give a save, which would prevent the teleport, etc.).

I messed up the way they phase spiders’ defensive teleport thingy worked for the first few rounds, though. The new version of the Monster Builder, while it uses the new monster format which I like, is still pretty buggy, omitting some minor elements from the stat blocks. Little things, like when a power recharges, or the climb and teleport speeds, or what triggers a triggered action… you know. That last one caused a few problems, because I had overlooked it when printing out the stats for the game, and got it wrong the first couple of times. But we straightened it out.

The combat itself was everything I could have hoped for. Characters were getting teleported all around the area, spiders were popping in and out, a couple characters were dropped unconscious from the venom, they were jumping over the lava from platform to platform, knocking spiders over the edge, everything very cinematic and exciting.

They managed to dispatch the spiders, and make their way to the exits, where they opted to head through the entry to the mines, rather than the entry to the caverns. I’d planned some fun stuff for each, and they’re going to run into that next session.

Dateline – Storm Point

We ran the most recent session of Storm Point this past Sunday. Things were a little bit more distracted than usual, because the Fringe Festival is going on in Winnipeg right now, and sometimes it seemed like the entire city was walking by the store windows. And some of the passers-by were very distracting, indeed.

After the last session’s marathon grindfest with the two vrocks, I had revamped the next encounter to be a fair bit easier for the party, but I still wanted it to be an interesting challenge. I kept the monster composition – it was the three minotaur warriors and the minotaur cabalist that had fled the field during the last fight* – but decided to have them make a fighting withdrawal through a narrow corridor with lots of little niches to hide in. I also gave the warriors crossbows, so they could take shelter behind the rocks and such and snipe at the party as they came down the corridor.

I think it would have worked pretty well, with a bit of a chase through the tunnels under enemy fire, but the initiative order totally pooched that idea. The entire party rolled well, and the monsters rolled crap, so the party was able to rush the first held position and engage one of the minotaur warriors in melee. I had the others fall back firing, but really, that first little closing moment was enough to take a lot of the advantage away from the minotaurs.

It was still an interesting fight, and it was neat to watch the players’ reactions when they realized that their enemies were making a fighting withdrawal. It really made them want to chase them.

What with the distractions, we wound up taking longer on this encounter than I had expected, so we wrapped up a little early, but everyone seemed to enjoy themselves.

I used DM’s Tracker on my iPad for most of the combat*, and I’m liking it more and more. The only real problem I see with it is that it’s an iPhone app, and I’d love an iPad version that took advantage of the larger screen. I see on the developer’s forum that an iPad version is in the works, so I’m awaiting it with some anticipation.

I was also inspired to dig out my Dungeon Tiles for this session, after seeing this new product coming. Seeing as I’m planning a “Bridge of Khazad-dum” -style combat in the abandoned dwarven city of Silverfalls, I immediately started salivating. Gonna have to check these out at GenCon. Strange thing with using the Dungeon Tiles: one of my players looked at them and commented on all the work I was putting into the game as I layed them out. Considering it was a lot less work than my normal method – drawing the scene out on battle tiles with markers – it struck me as odd. But it definitely added something to the game. I think I’m going to have to use them more.

This is going to be our last Storm Point game for a few weeks, because GenCon is coming up fast, and I’m heading down again. I’m curious to see if I wind up doing a little more frequent blog updates using the iPad, and maybe even Twittering about what’s going on. For that to work really well, though, I’m going to need to get a micro-sim from a US provider and a pay-as-you-go account for a week. Have to see what I can put together.

 
 
 

*2300 xp, a level 8 encounter for 6 characters. Back

*Somehow, it didn’t get turned off when I loaded it into the car and drove  back to the city this weekend. And the cell data functionality was active. Man, that sucks the power quickly! Back

Dateline – Storm Point

Last night was the latest Storm Point session. Due to some real-life concerns, we had to make sure that the game wrapped up early, which at first disappointed me a little, because the encounter I had planned was a tough one, and I didn’t want it glossed over.

In retrospect, I’m very glad that the session ended early, because I made the encounter waaaay too difficult. Somehow, even though I keep the character sheets for the players between sessions, I got into my head that the characters were 9th level, instead of 8th. So, I whipped up an encounter that included a few level 13 critters*.

Four levels above the party, that’s doable, I find, though it can take some time. But five levels above, and there’s a real tendency of the game to start to drag, as the characters are hitting less and less often, and the players get frustrated, and so forth. I’ve noticed that I have a real tendency to want to ramp up the challenge for characters, which I’m trying to curb.

My rationale for making the fights tough is that then the characters really feel like they’ve accomplished something when they win. The downside of this is that, without a balance of easy (or at least less challenging) encounters, the players don’t get to see how good they’ve become, and how they can walk all over some monsters that they used to have to run from.

So, last night’s battle was too tough, especially for the time frame we were dealing with. I started worrying about it right at the start of the session, so instead of having the vrocks swoop in on the party once they were inextricably engaged with the minotaurs, I decided to strike first with the vrocks, and unleash the minotaurs on any of the party that landed their hippogriffs to try and make for the tunnel.

If I hadn’t done that, I think the fight would have gone very badly for our heroes.

They were (most of them) having real problems hitting the vrocks, and wisely stayed out of range of the minotaurs on the ground. Every time one of the vrocks hit a party member, it was doing almost a quarter of their hit points damage. Most of the group ganged up on one vrock to take it down, while the ranger – who didn’t seem to have nearly the trouble hitting as everyone else, and was rolling out 20-30 points of damage a round – managed to take the other one down by himself.

In the fight, I had the minotaurs rush out for a round or two when one of the characters wound up on the ground, and then I pulled them back into the tunnel. I’ll save them for another encounter.

Before the next game, I need to redo my encounter plans – give the party some easier fights to help the pace of the game and decrease the frustration that everyone was feeling by the end of this one.

Well, everyone but the ranger.

*3 minotaur warriors, 1 minotaur cabalist, 2 vrock demons, for a total of 3,900 xp, a level 11 encounter for 6 characters. Back