Sixth “Empire of Ashes” Session Summary Posted

Now that this new noble guy is safely dead, we consolidate our position in:

Valix Drogue’s old manor is now officially Versane Manor, and we get the dead noble guy’s majordomo to make that nice and legal.  Chuck the GM handed out minions for each of us to run!  The assassin, the majordomo, the doctor, a squad of infantry, a squad of archers, and a double batch of household slaves.  I got the assassin.  We set the rest to guarding/improving the house.  Everyone is quite good-natured about Versane delcaring himself clearly in charge of everything.

Chuck apparently expected us to do something else – rush off to the aid of the city, or something.  Not us!  We have a manor!  We clear a graveyard, some hunter’s cabins, and a local village of undead.  Now we just need some more peasants to staff it.

And they’re all jealous of my horns.

Versane

Second Curse of the Crimson Throne “A History of Ashes” Session Summary Posted

We’re moving quickly, and we finish up the fourth chapter of the Curse of the Crimson Throne Adventure Path this session.

In Part II of A History of Ashes (10 page .pdf), Annata, Malcolm, and Amiri successfully complete our Shoanti ritual as Thorndyke rejoins us.  And then we have to face the biggest Red Mantis hit squad yet.  Amiri and Krojin Eats-What-He-Kills benefit greatly from their barbarian unflankability.  Sadly Malcolm does not, and the fight turns into a WoW-style format of Annata pouring healing as quickly as she can into Malcolm as he hacks at his opponents.  Annata is pretty lucky with striking people blind, her blindness spell succeeds on Cinnabar the Mantis leader.  It’s one of Sarenrae’s prime punishments for infidels so her good luck is dramatically perfect.

Annata respects the Shoanti people a lot more now.  In the beginning she was fearful (as around Korvosa they’re generally considered to be the murder and rape brute squad) and looked down on their “savage” ways.  But living with them, and seeing how they conduct themselves both in battle and in camp, she’s impressed.  They’re certainly brave – Krojin didn’t even bother considering the whole “turn them over to the Red Mantis” spiel from Cinnabar – but they are also surprisingly joyful.  Annata’s never been a big partyer (being largely confined to a temple for most of her post-street urchin life) and their celebrations, even after being attacked, seem much more honest and unabashed than Korvosan life, which appeals to some of her understanding of Sarenrae’s teaching (their worship of the sun also seems symbolic to her).  She gets a bit of a Spring Break experience out of the celebrations and she needed that; being underground resistance in Korvosa had her wound pretty tight.  By the time she has to leave, she is proud to be a Sun Clan Shoanti!

Amiri stays with the clan and Annata works to get her hooked up with Krojin.  Brandie was just temping as a player, and Amiri’s backplot says she was trying to find acceptance with the barbarians so that wraps up neatly.

At the end of Part II, we actually started The Skeletons of Scarwall and did the initial briefing, Harrow readings, etc.  And we get to see Laori again when we go find the Bortherhood of the Bones people!  Shadow Count Sial and Asyra are lame, but Annata really likes Laori.  Except for the evil-god thing they are two peas in a pod and happily chatter away with each other till Malcolm and Thorndyke are driven to distraction.

Something Awful on the 1e Monster Manual

Something Awful has a piece on the freakiest monsters from the AD&D 1e Monster Manual!  My favorite is the Hippocampus, also my daughters’ favorite on merry-go-rounds everywhere.  “They differ from a normal seahorse in that they have a long rear body similar to that of a great fish.”  Think about that for a minute.

Part 2 is coming Friday!

Fifth “Empire of Ashes” Session Summary Posted

This was a short session, as we went to see Watchmen beforehand.  (And everyone liked it, despite all the naysayers out there).

This session starts with some noble and his retinue rolling up and claiming they own the manor house we just cleared of undead!  Turns out the guy’s the husband of the lady we let loose from Valix Drogue’s dungeon.  Apparently he had something to do with her being in there, as he is with a new mistress already.  I was fine with that, and willing to take a job to go finish her off, but the guy had the balls to offer us 2000 silver for the job.  Killing a noble’s worth 10k at least, 2k is an insult.  So when the assassin showed up for him – we decided to help her out.  No one insults Versane and lives to tell about it.

The session scribe had to leave early, so here’s the quick version of how it finished:

Versane and the assassin fought the Groarg captain and two tough mooks for like ten rounds with no one hurting anyone else.  Finally their sorcerer opened the door and zapped Versane, who filled him full of arrow holes for his temerity.

Downstairs, Garret engaged guard after guard out in the yard, not hurting a one of them, while Ardreth and Seth zap-and-stun them off him.  They were down to three opponents, two of them stunned, when Ardreth decided to come upstairs and help.

Sadly, all three of those guys downstairs then activated in ninja mode.  Two of them ran up and slashed Seth into little pieces.  Bennie spends and fleeing only bought him like a round.  Garret engaged and finally killed the third one but too late for Seth.

Ardreth showed up and zapped the crap out of the Groarg captain.  He still  fought all three of us us off for like five rounds with three wounds on him.  We finally killed all of them, as the two guards who killed Seth showed up.  They saw we were badass and ran off.

And… that’s about it!  The assassin killed the Baron and the paralyzed chickie. The majordomo and doctor surrendered (well, the majordomo just tried to stay between us and the Baron, but that was less “combat” and more “step around him”).

So yes, Tim died again.  He loves making new characters anyway.

First Curse of the Crimson Throne “A History of Ashes” Session Summary Posted

We continue into the fourth chapter of the Curse of the Crimson Throne Adventure Path from Paizo, using the Pathfinder RPG beta rules.

Part I of A History of Ashes is kinda Part II since we got a lot of the initial plot explication out in the previous session.  We were really short on players, so Chris’ girlfriend decided to dive in as Amiri the barbarian, and she learned the joy of the UltraHack!

It was a short session, we screwed around a lot beforehand.  We went to get devoured by the sandworm, but the noob is the only one who got swallowed!  Then we go to perform some barbarian initiation ritual where we have to keep our poles erect for three days straight.  Has anyone else noticed that this whole adventure path has been pretty homoerotic?  In the art, even in the character descriptions, there’s “a lot for the ladies” in Curse of the Crimson Throne.  Good thing I’m playing a female character.

Speaking of females, we pressure one of our groupies into playing this time, and she outshines her bf easily!  Woot!

RPG Superstar 2009 Final Round

The RPG Superstar 2009 contest is in its final round!  Open to all, the winner gets to write a Pathfinder module for Paizo.  I just bought the one written by last year’s winner – S1: Clash of the Kingslayers by Christine Schneider!

Let’s check out the finalists.

Realm of the Fellnight Queen, by Neil Spicer

Hmm.  I know my gaming group, and they will immediately start referring to the titular villain as the “fellatio queen.”  It has to to with a bleached gnome following a fey queen’s commands to kill the local good fey in preparation for a Ravenloft-mists-type invasion from the fey realm.

I have to say, a couple things in here seem like a bit of a stretch.  There’s a new monster that’s formed when “a nixie’s vengeful spirit reforms after being slain by a chaos beast.”  That’s a bit… fringe.  One of the encounters is the dreaded “the party should know to flee this instead of fight” kind of encounter.  And there’s a lot of fey and gnomes.  Which is fine, if you’re into that, but in general I wouldn’t tend to buy and run this kind of adventure.  4e’s beating both the fae and shadows to death anyway.  The adventure structure is solid, but I just don’t find it compelling.

Dragonrest Isle, by Kevin Carter

A kind of Isle of Dread with the ethereal remains of a great dragon-on-dragon battle.  It’s definitely more of a “sandbox adventure” than a plot-driven one, which leads to some concerns about “what if they do that out of order” and “how are they supposed to know X except by luck.” For a sandbox adventure it’s a little short on random fun sandbox stuff, but I reckon there’s no reason a pitch needs every random encounter mentioned in it.

It’s pretty generic and not real Golarion-ey, but I think that’s OK, I think some folks overdo it on that front sometimes.  Just because I’m buying a Pathfinder adventure to set in Golarion doesn’t mean I necessarily need it to be so “deep into” the setting that I have trouble changing locales or plot points to suit my campaign.  (And in fact the next two guys get taken to task for not fitting into the rich world backstory.)

The pitch isn’t brilliantly constructed, but the adventure it describes seems fun.

Last Ride of the Mammoth Lords, by Eric Bailey

Poison turns barbarians into crazed plants!   Starts out with RPing with the barbarians and fun barbarian games.  There’s a bit of a wrinkle in that the hook is basically “go save the barbarians even though the barbarians don’t really want to be saved.”  Either you have some barbarian allies along (annoying for the GM) or you’re doing this despite them (annoying for the players).  But then you get to fight Amazons!  Everyone always wusses out and makes Amazons the good guys nowadays.  And a Savage Land kind of setup.  I like it.  I don’t really like big puzzles like the ziggurat, though “Crystal Skull” is fresh enough in people’s minds that it shouldn’t be a stumper.  Jacobs complains a lot about the deviations from canon, but says there is a ziggurat and dino infested savage land in the area – just underground.  OK, seems like a minor change to me.

Thirteen scenes seems like a lot depending on how much each one is developed, but not out of scope.  Doesn’t seem like more than the other submissions.

Denying the Boiling Beast, by Matthew Stinson

Some of the judges dis this title, but at least it’s more interesting than the normal “generic module name” trash out there.  “X of the Y” my ass.  Learn to live a little.  Every module title doesn’t have to sound like Gygax crapped it out.  It’s the one title that actually got my interest.

I like the adventure and its early progression.  The writing here is full of little grammar errors and wonkiness, however, which worries me about the state of the full adventure.

The adventurers get involved with the usual/cliche “guy getting his ass kicked in the city” hook, get hired as guards, and are shortly braving hurricanes and underwater adventuring.  Loads of good ideas; some questionable transitions.  The Boiling Sisterhood etc. are very super cool, but the plot seems like a bit of a mess.  What’s up with the killer owl?  In the end, it’s just too messy, which is a shame because it has a lot of good stuff going for it.

Paizo’s New Pathfinder License and Fansite Policy Examined

In the midst of the latest barrage of D&D 4e GSL news, Paizo Publishing, creator of the Pathfinder roleplaying game, has released their license and fansite policy.  Pathfinder is widely considered to be a “fork” of Dungeons & Dragons, made possible by the Open Gaming License that D&D 3rd and 3.5th editions used. Let’s take a look!

This license, the PCL, is really the “secondary” license, as the Pathfinder rules are open for use already under the Open Gaming License.  It is similar in concept to the old d20 STL from D&D 3e – the point of it is to be able to put a special Pathfinder logo on your product to indicate compatibility.

The short form is that the PCL covers printed books, electronic publications, and free web sites.  You aren’t supposed to use it for standalone games (although  you can certainly use the OGL Pathfinder rules for such a game).  The restrictions are pretty minimal, and are things like “don’t pretend you’re Paizo,” “don’t do anything illegal,” and “don’t totally copy our trade dress.”  Fair enough.  Also, you have to send them a copy of your product.

If Paizo says you’re in breach of the license, you have 30 days to remedy it, or else you have to stop and destroy inventory.  This is reasonably generous.  It doesn’t seem to explicitly cover the “what about when the license ends,” like the d20 STL was eventually totally cancelled by Wizards and everyone had till the end of 2008 to sell off their inventory.  IMO they should add something about that.

And that’s about it.  They don’t bother with the draconian (and unenforceable) crap the GSL had in it about “don’t ever sue us or contest us legally about anything or we say YOU LOSE” – they just say you have to use King County, WA as your venue.

And if you want to do something not allowed by the OGL or this license – use Golarion IP, have a paysite, etc – you can email licensing@paizo.com to see if they’ll let you.

But Do You Need It?

In fact, my only concern comes in with some of the things the FAQ says.  This license is used to be able to put a “Pathfinder Compatible” logo on your book.  the FAQ claims that “So while the OGL allows you to make compatible products, it forbids you from indicating compatibility using the terms “Pathfinder,” “Pathfinder Roleplaying Game,” or “Paizo,” since those are our trademarks.”

I’m not sure that’s true.  Legal advice is welcome, but Hasbro lost that suit to RADGames over their Monopoly add-ons – the court found that RADGames could happily make Monopoly add-ons and say “for use with Monopoly.”  Similarly, Mayfair only lost their old Role Aids “D&D Compatible” suit because they had signed a license that prohibited them, not because the law prohibited them.

Of course you could just use the OGL and say “3.75 Compatible!” or similar evasion, but my point is you may be legally able to indicate Pathfinder compatibility without this license.  Of course you’d have to be way more careful about everything else.  And since the license is very non-restrictive, it’s probably pretty safe to sign it.

In summary – very good!  200% less restrictive than the GSL, better than the d20 STL, etc. Kudos to them for delivering it before the actual game.

And they follow it up with…

In other words, the fansite policy.  Like the one Wizards hasn’t gotten around to yet…  They strike the right note and set out the problem perfectly at the beginning:

The Paizo Publishing community is an intelligent, creative, dedicated, and enthusiastic group of people, and we at Paizo appreciate and value the contributions of our community members. This Community Use Policy is designed to encourage you to spread your enthusiasm and creativity while respecting ownership of our copyrights, trademarks, and other intellectual properties.

While copyright and trademark laws protect our property, they also prevent you from using our intellectual properties in most circumstances. That means that you are generally prohibited from using any of our logos, images, or other trademarks or copyrighted content without our consent. This policy grants you the consent to use some of our intellectual property under certain circumstances.

This policy is limited to non-commercial use, where commercial is defined as “charging for it.”  This is more generous than the White Wolf Dark Pack fansite policy, which started screwing with anyone having ads on their site, etc.

You have to put a short disclaimer on your site somewhere.  Again, you can’t pretend to be Paizo or an agent thereof, and not use their trade dress.

Then we get to the one problematic stanza.

• You agree to use your best efforts to preserve the high standard of our intellectual property. You agree to present Paizo, our products, and the Paizo Material in a generally positive light. You agree to not use this permission for material that the general public would classify as “adult content,” offensive, or inappropriate for minors, and you agree that such use would irreparably harm Paizo. You agree not do anything illegal in or with products or websites produced under this Policy.

Illegal, fair enough.  But the “positive light” thing seems a little bit like “don’t criticize us” and the adult content/inappropriate for minors thing sucks like the WotC GSL morals clause.   There are already some “adult” pictures, popular on the Paizo forums, of some of the Rise of the Runelords characters.   Paizo claims the morals clause is one of the reasons they don’t want to sign the GSL, so this is a bit two-faced.  I think this could easily be changed to say that people doing “adult” stuff should follow general laws/Internet best practices in labelling it adult content to keep the kiddies out.

Anyway, if you do this you can use some pics and stuff they have, but most importantly you can descriptively use trademarks from their products.  So you can rattle on about Paizo IP like Golarion, Kharzoug the Runelord, etc.

So, all great except for the “adult content” clause.  Let’s see if we can get that improved by when the game comes out!

So how close are we to perfection here?

1.  Uses the OGL – check.  Perfect.  Oh, actually, not quite perfect – I see the answer now to my compatibility/RADGames/Mayfair question, which is that the OGL cockblocks it!  The OGL is the one that says “You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark.”  So you could probably do that if not for the OGL.  DANCEY!!!!!

2.  Pathfinder Compatibility License – needs a little better work on the termination clause, mainly the “when it all ends” part.  Ideally it would say “sell it on into infinity” but  a long selloff would be fair.  About 90% perfect.

3.   Paizo Community Use Policy – very good except for the morals and critique clauses.  About 75% perfect.

What else could you ask for?

Well, glad you asked.  It would be nice if third parties could set stuff in Golarion.  Unthinkable,  you say?  You must be too used to D&D and Wizards/TSR setting the tone of RPG licensing.

Check out the Traveller licenses that Mongoose Traveller is using.  It’s OGL, they have a Fair Use Policy (fansite, like the PCUP), a Traveller Logo License (like the PCL)…  And one last one.  This, the “Foreven Free Sector” license, lets people publish in the Imperium setting!  Basically it gives them a sandbox in one sector of space they can use and reference external PI, they just can’t change anything outside the sandbox.

Paizo could easily do this with some section of Golarion.  And why not?  In my opinion, similar to the benefit of the OGL, having people write stuff for their game world would only benefit them.  But you keep them in a sandbox to mitigate problems from quality issues or whatnot.

Come on guys, whaddya say?  Want to be TOTALLY perfect and open?  You can do it!!!

Chasing the Dragon – Who’s Down With the New GSL?

With the release of Wizards of the Coast’s new Game System License for Dungeons & Dragons Fourth Edition, they’ve made a bunch of improvements, there’s no doubt.  So how are the third party publishers taking it?

The general summary is that even though the anti-OGL clause is gone and there’s some more favorable termination language, this experience has taught people with large, established businesses that they don’t want to be dependent on Wizards for their sustenance.  The remaining parts of the license, which still allow Wizards to terminate you without the six month sell off at their discretion – especially the hazy “morals clause” – spell out too much risk.  So people with a game of their own are going to go that way.  Which I think is fair.

If people still had trust in WotC that they would “behave well” and probably wouldn’t be in the arbitrary termination business, it might be different.  But everyone’s seen a lot of sadness go down over the last two years and there’s not a reasonable expectation of that.

In fact, reading between the lines, though it would be “safe” for Paizo or GR to just do a couple 4e products  without taking a major line over to it – they generally just don’t want to.  What we’ve heard of 4e sales doesn’t make the $$ too tempting and after spending so much time and effort and love and pain “chasing the dragon” for the last couple years, they’ve just had it.  (My interpretation.)

So the big boys are going to stay away, but it seems like it’s a compelling play for folks who are just starting up and have less to lose.

Pipe up down below if you hear about other folks getting on board or staying away.

Wizards Releases Revised GSL – Is It Better?

So first, a little history.  The first version of the new Wizards of the Coast license to let other people publish products for the Dungeons & Dragons roleplaying game, the Game System License (GSL), was poorly recieved, especially coming after the open and visionary Open Gaming License.  I covered its flaws from when details started to leak last April, in Wizards Declares War On Open Gaming.  They decided to back off of its most controversial “poison pill clause” a little at the time (Wizards Comes Clean On Open Gaming).    But when the final GSL was released, it still wasn’t all that great (The GSL Is Finally Released).   And it wasn’t just me, most of the major players who put out D&D third edition products under the old OGL walked away (How Bad Is the New Wizards D&D 4e Game System License?).  Even Clark Peterson of Necromancer Games, lawyer and big booster of WotC and their license up to that point, had to walk away (Clark Peterson Is A Flip-Flopper).  Wizards tried to ignore the hullabaloo for a while, but finally in August said they’d be revamping the GSL.  Then… time passed.

The New GSL In Depth

But today, they have released a new version of the GSL!  Let’s go through it and see how it is.

Before we start, if you don’t understand all this business about the OGL and d20 STL and GSL and SRD – read my article “Open Gaming for Dummies” which explains the basis of a lot of this.

OK, the license starts by delineating that it’s for D&D Fourth Edition (4e) and lists a bunch of core rulebooks, updated to include newer ones like the PHB2.  It’s nice that they’ll be allowing access to more than just the “core three,” but are they planning on updating the list every time they publish?  Or will subsequent books not be included?   Hard to say.

Starting and Stopping

First, this isn’t a “no-touch” license like the OGL was; you need to send in a document to WotC that they agree to, so it is a real direct entity-to-entity agreement.  Second, they can change the license any way they want at any time, and don’t have to notify their licensees.  This is still a little sucky – if you publish a book, and then they change the GSL to somehow be a problem (like, say, “give us a meeeeelion dollars,”) you automatically accept the changes if you continue to distribute your book after the date it changes.  A bit of an ambush clause, if you ask me.  But, there is now a part of the termination clause that actually lets the licensee terminate the agreement!  That’s new.  And once you terminate, you can sell your stuff off for six months.  Same six month grace period exists if they decide to cancel the GSL wholesale.  The six month period does NOT apply if Wizards decides to terminate your license.

This is a positive change.  Previously, you were pretty much completely at Wizards’ mercy – if they decided to screw you and tell you to set your warehouse on fire tomorrow, they could.  From a  business viewpoint, no one with self-respect (or decent risk management skills) could agree to it previously because of the update and termination (“ambush”) clauses.  Now…  it’s not exactly friendly, but it might be viable, if your products tend to make most of their sales in the first six months.

They still follow it up with the usual legalese about “you can never challenge this license in court, or Wizards’ right to anything it claims as IP under patent, copyright, trademark, trade dress, trade name, trade secret, or anything else we can think of.”  I assume these are largely unenforceable; I see these a good bit in other legal agreements and somehow people still go to court over them.

What Can You Do?

It’s worth mentioning for the newbies that the GSL is a “free” license like the OGL was before it – there are no royalties or payments involved.

The license covers paper game books and pdfs only, or other stuff not excluded in section 5.5, which we’ll get to.  You basically can use any specific term listed in the 4e SRD.  This SRD is a lot more restricted than the old d20 SRD; essentially you can just use some D&D terms and refer back to the core books.  You have to use some logos and disclaimers. You can’t describe character creation or advancement; it still won’t let you create “D&D variants” like Conan, Mutants & Masterminds, True20, or the many other things that came from the time of the OGL.  You can’t change anything from how it’s defined in the core books – the GSL FAQ says that even saying Eladrin are taller in your game world than what the PHB says is off limits.

There’s what I think is a new clause that lets you make new artwork “based on” the art in the D&D books, which is nice – before there was just a clause saying “don’t refer to the art in any way!” which means that drawing an orc too much like the orcs are depicted in the Monster Manual was bad, which was retarded.  Although they specifically list some critters you still can’t create derivative imagery of:  “Balhannoth, Beholder, Carrion Crawler, Displacer Beast, Gauth, Githyanki, Githzerai, Kuo-Toa, Mind Flayer, Illithid, Slaad, Umber Hulk, and Yuan-Ti.”  Why just those?  (Because they’re not in the SRD, says the FAQ, but that begs the question.)  This is a bit of a WTF? clause.

This leads us to Section 5.5, the licensed products clause.  It still omits Web sites, which is sad.  They say fansite guidelines are coming out soon, but it took seven months for their GSL revamp to appear, so who knows when that’ll happen.  It omits software, which is sad because they’ve always produced shit software and it would be nice to have more people working on that, but eh.  No novels, no miniatures, no t-shirts.  The worst part of this is that you can’t include a licensed product in a magazine that isn’t entirely a licensed product.  This means no magazine can print one 4e article – the whole mag has to be all 4e, all the time.  I’ve worked on RPG zines before, and this is a PITA.  We’ll call this the Magazine Killer clause.  Again, this was in the previous rev too, so if not better at least it’s not worse.

Section 6 is the usual morals clause.  No sex, “excessive” violence, or real-world stuff.  Stupid and moralistic, and somewhat counter-productive…  But again, unchanged.

What’s Missing?

Well, the other big change is that they removed the remaining “poison pill” clause.  This clause basically said that “you can’t publish the same stuff under the OGL and GSL.”  In other words, if you want to create a 4e version of an adventure, campaign setting, etc. that is also available via OGL – you have to give up the OGL.   Of course, this meant that everyone with multiple product lines including OGL stuff – Green Ronin’s Freeport, for example – wouldn’t touch 4e with a ten foot pole.

Now, apparently, you could put out a “4e Guide to Freeport,” adapt existing 3.5e adventures to 4e, etc.  You can’t dual-stat; the FAQ states that, say, using Cleric as defined in the OGL inside a GSL-licensed product violates the “don’t redefine things” clause in the GSL.  That’s a little annoying – I fail to see how they have a vested interest in someone not dual-statting an adventure, for example – but it’s a minor restriction in lieu of the previous huge ass one.

Summary

There is no doubt that the two simple changes made in this version – adding a termination clause with *some* protection for the licensee and removing the GSL “poison pill” clause – have hugely improved the license overall.  It has changed from “we hate open gaming and will do everything we can to stomp it out” to “open gaming’s not for us, but no hard feelings.”

It’s still a little wonky (don’t draw a Yuan-Ti!) and has a little of the “You’re all 4e or not” flavor in the no-mixed-magazines and no-dual-statting restrictions.  But whereas the previous GSL was probably rated a 2 out of 10 in terms of desirability for a potential licensee (it really could only have been worse if it incorporated forced sodomy) this version jumps to a 6 out of 10.  It could be more open, but in the end it is a free-use license that lets you publish some things for D&D 4e with only moderate restrictions.  For comparison, the OGL is a 9 out of 10; it could only be improved by making it more future-evil proof, and the old d20 STL is a 7 out of 10, it still had morals clauses and was bossy but at least it didn’t try to tell you what you could do with your other products.

Should I Use It?

If you’re only interested in doing 4e stuff – sure.  You are officially no longer a chump to sign at the dotted line.  Rest easy tonight, for the first night in nine months.

If you do other stuff as well, especially OGL – well, you have to think about a couple things.  One, do you want to fork your R&D to include D&D 4e?  I suspect Paizo, for example, won’t spend much effort publishing 4e adventures because they are now heavily invested in Pathfinder, and as 4e is a very different beast from previous editions of Dungeons & Dragons, it would take a lot of work to dual-purpose.  But maybe Green Ronin would want to put out a “4e Guide To Freeport.”  And certainly outfits like Necromancer that just do adventures and aren’t strongly system-devoted could.  Anyway, don’t glut the stores with 4e stuff because you can now and it might make a quick buck; evaluate it according to your business strategy and focus on your core.

Two, you have to decide if the six month termination deal is okay.  On the one hand, it might be unlikely to happen, and some product types generate a lot of their revenue in the first six months.  On the other hand, this process (and the recent experience for the third party companies of burning all their old d20 books according to the terms of the termination of the old d20 STL) has made a lot of people not trust Wizards so much any more.  And if you lose your GSL licensee status (at your discretion), it’s not just your newest product you lose but anything in the pipeline.  And if your products sell well over time, six months may not be all that great.  Plus, you have to remember that if Wizards terminates your license themselves, you’re boned, no six months.  But it does offer you some legitimate business tradeoffs.

Conclusion

Producing third party supplements for Dungeons & Dragons Fourth Edition is now viable.  It took a long time to get here, but we have to give props to Scott Rouse, the D&D Brand Manager, for listening to the community’s complaints and making positive changes.

Third Curse of the Crimson Throne “Escape From Old Korvosa” Session Summary Posted

Part III of Escape from Old Korvosa is a jumbo session.  It’s actually the end of Escape from Old Korvosa and the beginning of A History of Ashes.  And the hits keep on coming!

First, we find Vencarlo at long last!  Once we escape, he passes on the mantle of Blackjack to one of our heroes.  But that’s not what Annata wants the most from him…  She tries to provoke him into starting up a romance, to little effect.  In reality, the DM admitted that he wasn’t comfortable role-playing the romance.  Which was a little surprising to me, as our DM is gay.  “Between the two of us,  you’re the one who’s uncomfortable with this?  Damn, I guess I need to be hitting the gym!”   The rest of the party was no help; they just suggested I start writing Annata slashfic.

But before we leave the city…  Annata feels obliged to speak out!  Yes, I actually prepared that whole speech (entire text is included in the session summary).  So sue me, I’m a roleplayer.  Educated folks and people with enough of the Old Country in their blood may recognize the bit towards the end that I included as an homage to Irish patriot Michael Collins.

Then we move into A History of Ashes.  I have to say, we were pretty nonplussed by the Byzantine plot laid out before us.  “To find out about the relics in the Queen’s crown, you need Guy#1 to tell you, but to do that you need to perform Heroic Task 1, but to do that you need Guy #2, but to do that you need to perform Heroic Task 2, but for that you need Guy #3, but for that you need to perform Heroic Task 3.”  Michael Kortes, we have our eye on you.  The action setpieces better be spectacular to make up for this lead-us-by-the-nose plot.

Annata is in a weird place right now.  She is starting to see the hand of destiny laid strong upon them.  It had already been impressed upon her that the two men she was fighting alongside were a Korvosan Guard and a Sable Company Marine, which is very symbolic of the founding of Korvosa.  But now with venturing out among the Shoanti, she is starting to wonder if she’s Saint Alika the Martyr in this tale.  As a Korvosan city girl, she has been told since she was young that Shoanti are barbarians, pretty much into arson, rape, and murder in whatever order occurs to them, depending on how much they’re out of their primitive minds on fermented horse urine or whatever.  So mentally she’s hovering between “chosen of Sarenrae” and “martyr complex.”

So now we’re in a weird dungeon with two Brotherhood of Bones weirdos.  Laori was all right, but Annata’s not sure about these two.  They did help kill the latest wave of Red Mantis assassins though.  And did the author really think the tentacle beast was going to be a surprise?  The second we heard “drop down to dark water” we all said “Yep, it’s Helm’s Deep.”  Although apparently the tentacle beast in Lord of the Rings is really at the entrance to the Mines of Moria.  Eh, who can keep all that Tolkien stuff straight.

Game Geeks on D&D 4e – Part 1

Game Geeks has a comprehensive, albeit negative, review of D&D 4e.  He echoes my concerns about back compatibility, role pigeonholing, etc.  There will be a Part 2 next week.

RPG Superstar 2009 Round 4 Open for Voting

Paizo Publishing’s latest RPG Superstar contest is now into its fourth round.  Contestants had to create a lair for a villain that someone else had designed.  Go check ’em out and vote!  My thoughts:

Hecataeus: Sanctum of the Colossus
A lair for Hecataeus, wizardly master of constructs.  Good execution.  It triggered a couple of my pet gripes though.  If someone just rings the doorbell, what happens?  Does Hecataeus himself come to let them in, or what?  And WTF does “grief and suffering, in a social sense” mean?  Good descriptions though.  A lot of reliance on staged rooms, which reminds me of X11: Saga of the Shadow Lord (favorably).  Map is lovely.  Gets one of my votes.

Burnt Apple Haven

A lair for Rustin Harp, satyr bard.  I don’t like the name – is this where the Apple Dumpling Gang hangs out?  Not enough description and flavor.  What does the “starfish boy” look like exactly, for example?  And the tactics don’t take into account their close quarters.  Pass.

The Putrid Temple of Volner Taint
A lair for Volner Tain, lich.  Too-simple writing with many grammatical errors.  And inconsistent – the invisible stalkers and leukodaemons have their tactics in the text and the humans do in their stats?  Overly simple layout and really short.  Pass.

26 Paper Street
A lair for Bracht the Flesh Peddler, sorcerer and body sculptor.  I’m not sure whether I like having the adventure hook at the beginning of this one or not.  It has a load-bearing boss, which is OK – it’s cliche, but at least it’s clearly foreshadowed.  The Arm is cool if really just there for flavor.  I like the mouther in the icebox even though it doesn’t make any sense. Gets one of my votes.

The Abandoned Carnival at the Bumpy Apple Orchard

A lair for Rustin Harp, satyr bard.  Nice map, though that’s a mighty squared-off orchard. The weirdos here are very flavorful.  “Ogrekin Halfling Icosatuplets!” That’s worth the price of admission.  I like it.  Gets one of my votes.

The Legendary Playhouse Theater
A lair for Sharina Legend Singer, bard.  Beautiful map. The fights don’t seem all that hard or interesting.  And it seems like “she escapes through the trap door and plane shifts away” is a likely result, which is fine but lame. In the end, other stuff gets my votes, so this one’s a pass.

The Palace in the Ashen Wastes
A lair for Vashkar, the False Maharajah, vampire rakshasa.  Yay!  Flavorful, good fights.  I’m a little concerned that all the foes are in pretty close quarters and there’s no tactics for when they hear a bunch of fighting 20′ away, though.   And there’s not a lot of context to what’s going on.  Gets one of my votes but just barely.

The Lonely Colossus

A lair for Hecataeus, wizardly master of constructs.  Hmmm, the dungeon in a colossus is too much like Clash of the Kingslayers, the winner from last year, which docked it a point for me.  Decent and solid but didn’t ooze flavor IMO.  Some spelling errors.  Pass in favor of others.