Thursday, April 26, 2012

Reddit Dinner Party

We FINALLY were able to play again last Saturday!

As I previously noted, I was inspired by (read: completely stole from) this thread on Reddit, wherein people submitted descriptions of dinner party goers.

Let's back up just a little bit though, before we get to the chaos that was the dinner party.  A reminder of where we we're at (I should have reminded my players where we were at, after the long break... apparently they don't spend hours reviewing their notes before each play session like I do... ).  Our party had just ventured from the newbie starting zone of Sandpoint into the great metropolis of Withersea, a magocracy with a strange form of non-government.  Withersea is a coastal city, but it resides on a cliff 300 feet above sea level.  An island exists just off those cliffs.  On that island is a tower, so tall that it's spires vanish into the clouds.  Three bridges extend from the tower and across the gulf into the city, and become the city's three main thoroughfares.  Often, sometimes every day, sometimes every few days, a swarm of identical servants cross the bridges into the city, and buy ... things.  There doesn't seem to be any rhyme or reason to their purchases, they just buy, paying in solid gold coins, and then vanish back into their tower.  The entire city of Withersea is built on this commerce.  The servants rarely speak, and they never divulge information of any sort about the tower, however, on occasion they have come bearing instructions about the governance of Withersea.  They never threaten or suggest any consequence for failing to abide by their instruction, but such is the power of their commerce, that their rules have always been followed.

Our heroes had barely set foot in the city before they were recruited (actually drafted) away to combat a rebelling Baron (The Paizo module "Tower of the Last Baron," a mission which they concluded successfully.

They've returned to town, and although their mission is a secret, they're the secret guests of honor at a dinner party, held by the Lords of Withersea.

So there were are, we're caught up.  My players are walking into a fancy dinner party, rather out of their element.
All of the guests, at our lovely dinner party.

Against the right wall you can see "Lord Reddit," the silent host of the party.  For some reason I decided he's a leprechaun.
 You can read my complete notes here (WARNING: my players should NOT read this)  Withersea party guests.  I took quite a few liberties with the characters that Reddit came up with, to fit my campaign settings and drop my plot hooks.

Okay, so two big failures in this, and one "failure" that probably really isn't a failure.  The first:  I didn't remind my players what a unique setting they were in.  I assumed they'd be asking specific questions about the city, and they didn't, so some plot hooks weren't picked up.  No big deal, they'll get them later, but it did make playing the scene less fun than I'd hoped.

The other was that I overestimated my abilities to have the NPCs interact with one another... I didn't want the PCs to wander around the room chatting with each NPC in turn, picking them clean, then moving on... I wanted a dynamic room where things happened outside of the PCs locus of control, and I just BARELY managed that... my real failing was just having too many NPCs, and losing track of who was who.  If I had to do it again, I'd probably drop 4 or 5 NPCs, and give each NPC a flag with their name on it.

And the non-failure, was that my characters were just a little lost and didn't really pull as much information out of the NPCs as I expected.  However, all of the PCs have crappy social skills (game state wise, not real life wise), so that actually maps out okay... they were a bunch of adventurer's stumbling around a fancy dinner party, just as they should have been.

So what did work:

I think the most interesting thing I did was to have social groups form at the party, with each group changing over time.  So my PCs were interacting with, at the most, 4 NPCs, not the whole room full.  This also meant there were conversations happening that they weren't a part of, so they had to pick which group to talk to and which groups they could afford missing.  This also helped me keep track of who was who, and what was going on.

I also had some NPCs with costs and benefits associated with hanging out with them... The best example was the NPC that my players fondly referred to as "Mr Stinky"  (Baron Kleiner, I think, in the Reddit thread).  An extremely wealthy man with a fondness for adventurer's and their tales, who was not fond of bathing, but loved alcohol.   Each time my players chose to join his group, he made everyone drink (which could cause you to pass out if you drank too much), but if you could get him to like you he'd award you with a random gift to assist you in your adventures.

He also traveled with the elven whores, which one of my players enjoyed a little too much, and left with, and was promptly robbed... gotta watch your back with those random hook ups...

I also had some scripted events... my players caught a pickpocket, and chose to let him go in exchange for some insider information about the Tower of the Magus.  I have a feeling that will come back to haunt/help them in the future.

If I had to do it again:

I'd drop a few of the NPCs.
I'd script out a major conversation topic/conflict for each little group for each "hour" of the party, so the NPCs were interacting with each other, and the PCs could jump in .  I overestimated my abilities to keep track of who was who and all the relationships, when I should have just said "At 9pm in Group 1:  Major Smith will start a loud argument with Lady Rose about nosy adventurer's sticking their nose in other's business."  Sandboxes are great, and all my notes about who hates who may come in useful in the future, but I could have made my life easier.

My players did get the major plot hook and did go stab some stuff, so I'll post about that next.

Thursday, April 19, 2012

I'm not dead...

Had some non-DND weekends, but we're playing again Saturday!

Working on a really really long, complicated adventure for Saturday's (and on) Pathfinder game.  A whole module really.  It's crazy... I'll post it on the Blog sometime this weekend...

It's inspired by this thread on reddit, and is going to be awesome.

Sunday, March 25, 2012

This past Friday I completely railroaded my players.  My brain just failed to enter creative mode and I couldn't come up with anything amusing, so I turned to Paizo modules for inspiration, and found "The Tower of the Last Baron" which happens to mesh pretty well with the world that I've thrown my players into, so they were forced, in game and out, to go solve this little political squabble.


So let's talk Lego:  For my amusement I decided to see how well I could reproduce the map from the module in Lego.  Here's the first floor map:

And here's a few pictures of my Lego map:

Throne Room

Bedroom, stairs to 2nd floor


Overview of first floor


Quick pictures of the 2nd floor (I tore out the interior walls and rebuilt them while everyone grabbed a soda.)
And here's the original map of the first floor for comparison:


Overall it worked out okay.  I squared off the tower walls, rather than have it octagonal.  The diagonal hallway I was able to recreate, but it was a very tight fit with the door, and trying to place the lego minifigs.  Overall, just working with actual walls rather than lines on paper that the minis can "step on" makes everything a little more complicated.  However, compared to other 3d options, like using Dungeon Forge tiles, I think I was able to reproduce it pretty closely.

One last note, next time a module map has a bathroom on it, if I bother to build it, I'm going to put something in it.




Sunday, March 4, 2012

And sometimes they do something completely unexpected... okay, not sometimes, they ALWAYS do something unexpected...

So we went on quite the little adventure last night, and tried out the modular (but not yet modular enough) dungeon.

You can read my DM notes here:  Good Goblins Notes

There aren't any monster stats, because I made them in Combat Manager, and they were pretty tweaked to suite our rather over-equipped party.  Which would be my other note:  I tend to be overindulgent in the loot.  I blame WoW.

So I stole Sandpoint from the Pathfinder universe, and moved it into mine, because we started out there (via the newbie box).  Ameiko (from Pathfinder), the owner of the local Inn and fellow adventurer had gone missing.  My players decide to go rescue her.  So the gang wandered Sandpoint looking for clues, which suggested that Ameiko had gone south to investigate rumors that local farms were being raided by goblins.

So they jumped on their horses and ran south, to discover a kind pair of young goblins working on a farm that they'd bought fair and square from some lying and duplicitous humans.  surprisingly (to me anyway) they didn't automatically cut the goblins down, but actually talked nice to them, and managed to avoid any bloodshed (and in fact got a goblin escort into the goblin lands for the price of a shiny dagger.)

The gang fighting some random thugs  in the forest

The gang approaches a completely normal, functional farm

They also checked on another farm, and tried to make nice with an Ogre that had taken up residence there, but he was having none of it.  Despite our fighter going blind for half the fight (yay critical hit deck), they still managed to survive the day.  And kill the ogre.


Die Ogre Die!
 On the way to the goblin fortress they ran into a goblin watch, which was basically a wizard.  They also negotiated with him successfully, but he still made them fight his pet Fire Elemental.

Sad fire elemental can't cross the stream.
Finally they reached the goblin fortress.  The wizard had graciously given up the password, but the guards inside still recognized human voices, and wouldn't let them in.  Instead of trying to sound like goblins (which is what I'd anticipated) they managed to convince the guards they were goblins from the far away tribe of "Farmountain.)  A ruse they managed to keep up even AFTER the goblins had opened the door and seen the party... dumb goblins (and lucky dice.)

Modular dungeon!  I actually set each piece on the table as the group "discovered" it, which was easier and cooler than I expected it to be.  They're held together with lego technic pins.

The modular dungeon design worked really well.  My next step is to make more "hallway" pieces.  I think if I do it right I can make almost any size hallway or room with pretty minimal effort.  (slightly more than drawing, but about the same as tiles.  I think.)

The gang meets the Goblin King!  
 The team found Ameiko hanging out the goblin king (King Fatmouth the Goblin Slayer, taking credit for the gang's actions during the starter box adventure), planning a sting to find out who is really causing the tension between Sandpoint and the goblin kingdom.  Our thief was (finally) able to sneak up and hear the conversation, which allowed our group to, again, diplomacy and bluff their way through, avoiding any combat.

The gang escorts a "caravan (aka the king's carriage ambush toy)  through the forest.
 Our rogue did her best to make sure that the carriage arrived at its destination empty of valuables, but only slightly avoided getting caught by the NPC guards, then got distracted by a "goblin" attack.  The gang beat the halflings-in-bad-goblin-costumes into the ground, and managed to get the caravan to the next (yet-to-be-named, bad DM!) city safely.


Some notes:  The players really liked having more role-play options.  Being able to talk your way through or completely avoid encounters was definitely appreciated.  

A few high HP bad guys are way more fun than a bunch of low hps ones.  I had more fun playing them, and the players got to roll more dice (instead of waiting for me to roll them), so that's definitely the way to go, at least until the pcs level up a bit and have a quicker ways to deal with hordes of minions.

Two bards in a party is a pretty sick.

Rogues like stealing stuff.  Who knew?  

The highlight of the night?  Finding random pickles on a random farm.  DnD can be wierd...

If you DM or play and read through my adventure notes, and have any suggestions for improvement, leave me a comment, I'm new to this, so would love some feedback!

Tuesday, February 28, 2012

So you drew the short straw...

...and have to DM.  But you've never played DnD  so you're completely panicky!

Don't worry!  You're not alone!

Some quick resources for new DMs, particularly those who have never DM'd before!

First, I recommend watching these:

PAX Celebrity Game

Dungeons and Dragons:  Robot Chicken

There are other PAX DnD videos (and hours worth of audio at Dungeons and Dragons.com).  If you've never played a pen and paper role playing game before, they're an incredible resource for how a basic game should go, and since the some of the Robot Chicken guys have never played before, you can see what the normal learning curve should be (so nobody should feel stupid.)  If you're playing 4E it's even better, since that's what they're playing, and Chris explains some of the rules (and occasionally Wizard's reasoning behind them) explicitly.

If you're DM'ing with your laptop (which I am, because it's awesome) there's some great DM programs.


If you're playing Pathfinder (or I imagine 3.5, possibly even 4E), this makes combat about 10,000 times easier (well, if you're an organized person, then it may be only slightly easier than just being prepared with a pen and paper and notes about your monsters).  

Combat Manager does a great job of helping you keep track of initiative, turns, and my favorite: Monster Stats.  I was keeping all of my stat blogs in my adventure notes on my pc, but once I started using this I just let it handle that for me.  It's working pretty well so far. 

For Character creation I found two programs, one of which I liked, and is free, but ran really really slowly, and then quit working completely.  But I recommend giving it a go and see how it works for you, since I found a lot of praise for it online.  (If anyone gets it working well, let me know, I'm curious if it's just me.)


What I ended up going with, is a non-free solution, but it does run really well.  


Hero Lab is a fine program, I have no bones about it at all, except that it's not free.  It's not super expensive either, but you do have to pay for each system you use it on, and each source book that you want to use.  As far as I can tell there's no way to add custom feats or anything either, so you're at the mercy of the books you've purchased through their website.  Not a huge deal, but I'm a pretty laid back easy going DM, so I've told my players they can use any Feat/Power/Spell/Race/Class they can find in any pathfinder or 3.5 source book they can get their hands on, something the NPCs of their world won't be able to do.

And finally some super necessary web sites that you should learn to love:

Pathfinder Treasure Generator (Combat Generator, linked above, also has a treasure generator built in)
The Hypertext D20 SRD - A fantastic resource for looking up the rules for 3.5+ fantasy games
The D20 Pathfinder SRD- Similar to above, but specific to Pathfinder
The Pathfinder Database - All sorts of useful tools for pathfinder (a lot of it would be useful for 3.5 or 4E also)
Abulafia - A random list generator.  Many, many of the lists that have been created are DM tools.

A couple of other notes:

I chose not to DM "town" interactions that aren't part of the campaign.  By that I mean:  I don't DM the pc's trips to the store to buy and sell loot, or pick up new torches, etc.  Do you want to DM being a shopkeeper?  I don't.  I want to DM being an orc about to crush someone's head in.

So between sessions I've been sending out a facebook update with everything the store has on hand "today."   I told my players items sell for 50% of their value, commodities sell for 100%.  They can do their own math, they're smart people.  I figure if anyone wants to cheat, they can cheat, but that's no fun (and my group is all cool people, so I'm not at all worried about it.)

I also include any "news."  For instance, in my first update:

As the five of us go about our regular business, we discover that news of our adventure has spread throughout our small town, and we've all become a bit of celebrities. While the attention is nice (and the free rooms at the inn are great for hook-ups), it also means that people are coming to us with their problems, and problems they have!

A number of options for adventure present themselves. We can do one of these adventures, or something else entirely. All choices have their consequences though, so choose wisely.

Missing Dwarves:
Some Dwarves passed through town a few days ago inquiring about an old gold mine just outside of town. Unfortunately, nobody has seen or heard from them since then. The Mayor would like us to go investigate.
Time Frame: No Travel time, 1-2 days to complete 
Rewards: 100 gp each, plus any items we find along the way.
Possible Costs if we avoid: Dwarves may not survive.

After that there were 5-6 more distinct jobs that people wanted their troupe to do, as well as a few general rumours.

Monday, February 27, 2012

Skill Challenges & what DND has in common with Lego


There's a thread over on Reddit about skill challenges, which got me thinking about my attempt at a skill challenge in our last game.  Here's my comment:

Is this a case of "skills for the new GM"?
By that I mean, is a skill challenge a thing in and of itself, or is it a way for a new GM to block off a section of the adventure he's put together and toss out some bonus experience?
If you're an experienced GM and don't need the structure of a skill challenge, great, ignore them, but for a new GM I can see them being a useful way to make pockets of action.
Of course, the downside is that a new GM may not be able to make them interesting.  I'm a new GM, I tried my first skill challenge last session and while it wasn't a complete failure, it wasn't the nerve-wracking pulse-pounding moment that I'd hoped it would be (possibly because nobody could roll anything above a 3, so I could blame the dice...)
Basically I didn't plan it out very well... there was only one solution, and only 2 of the party members could even attempt it.  There was a long hallway with pressure plates that set off fire traps that did 1d6 pts of damage every round.  The walls had shelves (for corpses), so climbing along the wall to the spot where the trap could be disabled should have been easy for our rogue, but her dice hate her, so she tried and fell, tried and got 1/3rd of the way down the hallway, failed and fell, failed and fell onto the floor, and got burnt as she hustled back to the group.

My bard was the only other one with disable device, and he managed to make it 2/3 of the way down the hallway before he fell... he got burnt and ran to the end of the hall and disabled the trap.

It was amusing, but not very dramatic.

Next time I'll be sure to involve as many party members as possible, and be more open to alternative solutions to the problem.  (Can a bard with mage hand and disable device disarm a trap from a distance?)

In a bigger, philosophical sense, the thread got me thinking about how lucky I am to have an easy going group.  Everyone plays to have fun, and the rules are just tools to use to have fun.  DND rules are just like legos, if you want, they serve a specific purpose, but really, you can build with them whatever you want.

Sunday, February 26, 2012

On Lego Dungeons

Two dungeons down, and I wasn't happy with either one.

So I decided to go bigger and use the 10x10 lego base as my "standard" room size.  Using a 4x4 flat as a grid square I was able to make 8x8 maps (so a scale 40x40 feet) which is a workable size for a dungeon crawl battle.  Unfortunately I didn't have the right plates to create an actual floor grid, so the floor is all black, which made spacing a little problematic, but we worked with it, and overall it was pretty cool.

Each room is modular in this dungeon, and they're held together with pins.  I didn't use any hallways on this build, and there weren't a whole lot of options for the party (They could go right or left at the very beginning, and then there were two rooms off the "southern" wing, but overall it was a pretty linear little dungeon.

Since I had the whole thing laid out from the very beginning, I used cardboard to hide the actual rooms until the party got there.  In the future I'm going to do it differently.

I'm building a number of "generic" dungeon rooms and hallways with a grey and black flooring grid, which should make moving, flanking and touch attacks a little clearer.  I'm building the grid on the 10x10 inch plates, on top of 4x4 bricks (yellow, because they were cheap, yay cheap) because that feels more solid, and gives me room for pin hole bricks underneath the floor.

A 10x10 Base with 4x4 brick foundation and 4x4 blue grey plates.  The missing plates will be black.

An unfinished room with a river and waterfall.  The river will have semi-transparent blue and white dot pieces eventually.

A hallway with finished grid, visible pins and architectural flavor.
I'm new to this whole Lego thing (well, aside from playing with them as a kid of course), so if any lego master builders out there have any suggestions, feel free to leave them in the comments!