Fourth “Empire of Ashes” Session Summary Posted

Another episode of our dark fantasy, Savage Worlds shenanigans has arrived!  It’s not enough that we’ve killed Valix Drogue and everyone who ever knew him in the city.  Now we’re off to find his country manor and kill everyone who ever knew him there as well.  Because that’s just the way we roll.

We’re somewhat beaten to the punch by the demiplane of Ravenloft, as his manor is now surrounded by mists and inhabited by undead.  We fight a witch or something, and a lich or something.  And ghost light pillars and bone piles.  We were unclear on a lot of it.  But Bruce’s session summary is quite entertaining, read it at:

The session kinda went bad and people were grumpy towards the end; there was even a bit of GM/player squabbling.  This is a common enough problem so I’ll talk about it frankly.  Your input on similar situations and potential resolutions is welcome!

Seed Issues

1.  Chuck, our erstwhile GM, runs a good game but has one weakness – description.  When game world descriptions are incomplete or confusing, it hinders the PCs from being clear on what’s going on.  We had a number of encounters where there was pretty much no setup, just minis put onto a tactical map and we’re off to combat.  “Are those goblin minis the zombies again this time?”  Tactical maps and minis can actually be even more confusing than not having them when some of the minis/features are representative of what’s going on and others aren’t, and there’s not a clear explanation of what the party sees.

2.   We have a fairly large group for this game and it can be chaotic anyway with people rambling on about random stuff. Even from the start, there were times where the GM was trying to get a word in edgewise for like 5 minutes while people babbled on loudly about whatever story, movie review, or whatever came to their mind.  (I’m guilty of this one too.)

Now, these two things can both be overcome, until the “death spiral” starts.

The Death Spiral

Here’s what happened.  Confused players got a little disaffected and bored and started paying less attention and being even more disruptive.  People would wander away from the table for long periods or be doing other things.  Our host was running some kind of loud industrial equipment at inopportune times by halfway through the session.  During the final combat, it had gotten so bad it was comical.  Chuck was trying to explain what these ghost light pillar things were, and every time he tried to clarify it the host’s girlfriend would hit “puree” on a food processor located 4 feet from us.  Needless to say, this was obviously wearing upon the GM’s poise.

As we’re gamers, and therefore by definition good Marty McFly conflict avoidance types, we all just let this build up till near the end open arguing broke out between the GM and players about a typical “you’re trying to weasel your way out of a trapped area now that it’s been triggered” thing, which was of course not what was really bothering anyone.

So at the end, things ended normally, but I think with negative aftereffects, with some players less enthused about the campaign and the GM less enthused about doing a lot of work for seemingly less than grateful players.

What To Do?

I’m sure everyone will get over it, most of these guys have been gaming together for a decade or something.  I’m “the new guy” because I’ve only been here for five years.  So this isn’t a crisis of Biblical proportions.  But how do you stop the spirals from happening?

It’s easy to say “nip it in the bud early.”  But no one wants to be a hardass out of the gate, and some amount of game disruptions and/or weak descriptions just happen, you can’t make a federal case out of it when it happens on occassion.  But then you start to feel like interrupting the flow of things to address problems is harder later on.  Once it’s already been going this way, it’s hard for the GM to say halfway through the session, “Look, you guys shut the fuck up and pay attention if you want me to be running this game!”   (Though frankly I would have backed that play.)   How do you get back on track, and “gently?”

Discount Gaming In Practice

A number of blog posts recently have been discussing the effects of the economy on gamers and related.  Well, I’ve been approaching this topic of making my gaming dollar go farther by leveraging spiffy sales when they arise!

Here’s my three latest hauls.

1.  From the Paizo store sale trying to unload all the remaining d20 books before end of year when existing d20-branded had to be destroyed.  (aka the Wizards Hates You Sale), especially Atlas and Green Ronin stuff.  (Don’t tell the WotC stormtroopers, but it looks like they still have some d20 on sale at wildly discounted prices – like $2 for softbacks and $5 for hardbacks.)  I got:

  • Thieves’ World Player’s Manual, the d20-based PHB for a low magic dark fantasy RPG set in Lynn Abbey’s famous shared literary world, “Thieves’ World”
  • Shadowspawn’s Guide to Sanctuary, a guide to the primary setting of Thieves’ World, the city of Sanctuary
  • Murder at the Vulgar Unicorn, a TW adventure
  • Dark Wings Over Freeport, a d20 Freeport adventure

I’ve enjoyed reading the Thieves’ World stuff.  I’m a sucker for TW, Vlad Taltos, and other fantasy-urban-grit settings.  Freeport’s my favorite, and if nothing else I’ll crib a lot for it.  The TW magic system is cool though, very different from normal D&D.

2.  Our local gaming store, Rogue’s Gallery, has an annual inventory clearance sale.  Each week they increase the base discount and you roll 2d6 for additional discount – a clever hook that appeals to a gamer’s heart.  So for 50 + 2d6% off, I got:

  • Aletheia, a semi-recent indie game that does a good job of facilitating investigation-oriented play
  • d20 Modern Critical Locations, mainly pretty urban floorplans
  • Asian Bestiary I and II for HERO System – they were recommended to me long ago as sources for Asian monsters, but I didn’t want to pay full price because I don’t use HERO
  • Dark Champions – Well, but I did play a HERO: Sidekick (lite edition) short campaign, and I’ve heard about Dark Champions for a long time, it’s their low powered supers/modern action milieu
  • Lockdown, a supermax jail supplement for Mutants & Masterminds I’ve always wanted; it came out after my M&M campaign ended so I never wanted to go full price on it

Been reading through these.  Still not sold on the crunchiness of the HERO system, but Dark Champions oozes cool.

Oh, and I bought Savage Worlds new, but it’s only $10 list price!  Our gaming group was easily talked into a new Savage Worlds campaign at that price point.

3.  Half Price Books.  HPBs usually have a big RPG section.  Sometimes it’s just old 2e PHBs, first edition White Wolf and old GURPS, but sometimes you can get some pretty sweet stuff that’s selling for full price a couple doors down.  I raided one recently and got:

  • Tome of Corruption, a guide to Chaos, Chaos cults, mutations, and the like for Warhammer Fantasy Roleplay
  • Tome of Salvation, a guide to the religions of the WFRP setting
  • Sigmar’s Heirs, a guide to the Empire of WFRP
  • Plundered Vaults, a set of adventures for WFRP

I never knew much about Warhammer, though I did get a copy of the original “very used” many years ago and it was intriguing.  Since Green Ronin, one of the outfits I respect the most, was involved with the new one I got it.  I liked it, but not being one of those long term Warhammer wonks out there I didn’t know crap about the setting etc.  This set of books pretty much does the trick of getting me oriented between the Empire, Chaos, etc. and sends me on some adventures.  Nice!

You just have to be patient and opportunistic…

WotC On The Fansite-Closing Warpath

Recently, I asked “Will WotC Close You Down Next?” in response to them sending a cease & desist letter resulting in the closure of Ema’s Character Sheet website. All the usual Wizards apologists came out of the woodwork with excuses.  “Well, Ema was charging for storage.”  “Well, this is probably a one time thing, it’s not like they’ve declared war on fansites.”

Wrong!  Site #2 goes down little more than a week later, and this time it’s not a paysite.  RIP 4epowercards.com.  The message they have up reads:

4epowercards.com is going down

Unfortunately, the people at Wizards of the Coast have served me with a Cease and Desist letter. While I respect Wizards, and love almost all of their products, I am still disappointed. We can only hope Wizards will offer a service simliar to that provided by 4epowercards.com.

In the near future, once I’m done clearing out all the offending copyrighted materials, I will provide the source code used to drive this site. I hope it can be of benefit to someone out there.

Regards,

Ryan Paddock

Thanks to the ever vigilant ENWorld community for the scoop.

Was this site reprinting some WotC intellectual property?  Yes, totally.  However, so are most fansites.  “Fair use” is a diminishing safe harbor, between aggressive copyright and trademark laws.

But that’s the system we have.  The real crime here on WotC’s part is that they want *some* fansites.  They want people to use thepower of Internet community to innovate with their games and spread the word.  So they want that, but are unwilling to publish a fansite policy that says what is OK to do.  So they discriminate by shutting down sites that happen to have innovated something that conflicts with, say, whatever piece of DDI they finally managed to get running.  And that’s just not fair.

If you are a fansite, you’re not safe.  No amount of head-in-the-sand excuses you put forth on forums will change the fact that WotC is trying to have their cake and eat it too; and by leaving the community without a fansite policy can (try, and unless you have a lawyer on call will) shut you down for anything they don’t like.  Because pretty much everything violates IP, legally.  Have a character sheet posted for your new fighter with the text of his powers on it?  Illegal.

Who can really be this naive?  You have seen all the other companies that have tried, and in some cases succeeded, to quash critics right?  Kmart sues “Kmartsucks.com” for trademark infringement, etc.

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

Things get hot and heavy in Part II of Escape from Old Korvosa.  Annata, Malcolm, and Thorndyke venture into the belly of the beast.  We go to stay at Palace Arkona and decide to do some snooping!  We suck at that, but luckily Lord Arkona seems to be in our corner.

We traverse a weirdo Cube dungeon.  It’s kinda cool, and the decorators knew how to carry a motif, though the proliferation of symbols is more annoying than dangerous.  And finally, we find Vencarlo – or DO we?!?

And then, we find out how three level 8 adventurers fare against CR10 and CR12 opponents – at the same time!

Third “Empire of Ashes” Session Summary Posted

Well, we’re certainly not heroes in the traditional sense.  We murdered fifty men to get a trinket back.  And we’re OK with that as long as there’s money, honor, booty, and drugs in it for us.  (Heck, it sounds like we’re not even getting it back to its rightful owner, but that’s someone else’s problem.)

It could have gone better – after killing Valix Drogue and everyone else in his zip code, we lost half our party to some meddling priests!  Some of it was bad luck, some of it was that we were wounded, some of it was battle fatigue.  We’d pretty much been in back to back battles for three sessions and so rather than negotiate or use tactics, Garret just started a fight and we were scattered and uncoordinated.  Who dies and who lives?  You’ll just have to read the session summary!   Our experiment with Savage Worlds and Chuck’s homebrew setting continues, in:

Kröd Mandoon and the Flaming Sword of Fire

Check out this new Comedy Central show coming up.  Kröd Mandoon and the Flaming Sword of Fire.  Is it possibly The Gamers: Dorkness Rising: The Series or Order of the Stick: The Series? Check it out and see!  Thanks to Topless Robot for this news; I can’t get embedding a Comedy Central video to work so there’s a slightly different promo video to watch over there!

RPG Superstar 2009: Villain Round 2

The third round of RPG Superstar 2009 is to redo your villain and add a stat block.  I have to say, I do not have the patience to wade through stat blocks, but let’s see who improved their villain and do a top level check for awesomeness.

Sharina, Legend Singer (Female human bard 6)

The bard who gives the party fame and danger to leverage fame for herself.  She’s not that much changed in fluff, but she’s grown on me in that I’ve internalized that there’s more description of her schemes beyond “she starts a war!”  I don’t think she was perfect enough not to brush up the fluff.  The writer uses a few more commas than good grammar can stand.   Stat block’s OK but unremarkable.  I approve of trying a low level villain, though.  Overall she’s decent but I would hesitate to say Superstar material.  5/10.

Kar-En-Helit, Vessel of Moeris (Male human ghost wizard 18 )

This guy’s totally reworked and I liked the previous fluff better.  Now he’s a guy who’s waiting to ensoul his Osirian god-emperor ancestor ghost.  Concept’s fine, but the execution is a little confusing.  Especially as it splits focus between before he emerges and after, and there’s not enough info on either.  As for the stat block, I’m pretty confused about what are Kar-En-Helit’s stats, what are Moeris’ stats, and what are the stats of Moeris-in-Kar-En-Helit.  3/10.

Vashkar, the False Maharajah (Male vampire rakshasa Monk 8/Fighter 1/Eldritch Knight 4) *

Reworked from “generic rakshasa” to “demented vampire rakshasa who kills vampires and rakshasas!”  Much, much more interesting.  He starts to fall into the trap of not being in enough conflict with the PCs however.  The stat block is just huge.  I’m not so sure about legitimacy of the Eldritch Knight levels boosting his spellcasting (which is purely racial).  Triple class nonhuman with a template may be pushing it complexity-wise.  And even for CR20 this is a little buff.  AC50, SR40, multiple DRs.  24 special abilities goes over my line for what I’d like to deal with.  I think being a vampire rakshasa monk would be more than enough, especially with the new bloodline.  But you have to respect biting off such a huge task.  7/10.

Aelfric Dream-Slayer (male human reincarnated wood elf lich druid 15)

Was one of my favorites from last time.  He’s a druid who wants to stop an aberrant dream invasion by killing anything that can dream.  Fair enough!  Fluff slightly reworked and seems not as tight as last round.  I feel like the addition of the Rovagug reference is to be gratuitously Golarionesque.  And the stat block is kinda messy and error-prone.  Hrm.  5/10.

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Will WotC Close You Down Next?

Wizards of the Coast has sent a cease-and-desist letter resulting in the closing of popular fan site “Ema’s Character Sheets.”  As usual, they refuse to comment on that action or commit to actually delivering a fan site policy so that people might be able to operate safely.

Ema’s Character Sheets had loads of high quality character sheets for 3.5e, 4e, Star Wars, and other games.  They had 4e power cards, too.  You could even save your characters up on their server for a fee, and they had a character builder functionality.  Which was all great, and has been running without comment for  years, until WotC finally got their 4e Character Builder done, then it’s nap time for the competition.

The worst thing about all this is that Wizards is going after folks without even delivering the policies that should let people know if they’re “safe” or not.  The GSL revamp, the fan site policy – all in limbo for months with nothing but statements like “Well, it’s not really that important” from Scott Rouse.

Sure, the data Ema’s site (and hundreds of other sites across the Internet) was using is Wizards IP.  They certainly have the “legal right” to go after anyone so much as saying the words “Dungeons & Dragons” on their site.  But the point of the gaming community is to let people use that IP to advance the game.  Rouse says “Oh, you know, we only really care about pirate sites posting whole torrents of our books.”  But that’s clearly a lie in the face of this action.  And he crosses the line from honest company rep to corporate shill when he says things like “not one website has been sued because of a lack of policy” (emphasis mine).  No, you don’t have to sue them, they close down when you C&D them because they can’t afford the lawyers you can, and they are risking their own personal money, time, and life while you get to hide behind incorporation and an organization.

So what was the problem with Ema’s?  That they charged for storage?  That they had a “software” component?  That they used Wizards IP?  No one knows, and so no one can avoid that.  As one poster on ENWorld pointed out, “My avatar here is Wizards IP [it’s a pic of Tanis Half-Elven’s face from DragonLance].  Can they come after ENWorld?”

The answer, legally, is yes.  Their IP is their IP in our insanely corp-friendly legal system.  Whether it’s charged for or whatnot is immaterial except in whether the company decides in its own mind whether you’re worth the effort to crush or not.  This is why people put out real licenses and policies to create an understanding with the community that has to use some of their IP to do anything meaningful.

So for everyone who’s been taking Wizards at its word, that “Oh, you’re safe unless you’re a pirate” – it’s not true any more.  And until they deliver a revised GSL and fan site policy, you can’t know if you’ll be safe.  But don’t worry, they’re working on it.  Real hard.  Because one day soon, they will change their ways and decide to value rather than just shit on you, the online gaming community.  Seriously, they say they will!  How could you not believe them?

[Thanks to ENWorld for breaking the news – here’s the whole long forum thread if you’re interested.  I’ll note that ENWorld charges for community supporter accounts and has 4e character sheets and power cards for download too (including Forgottten Realms IP).  And where do forums/wikis end and “software” begin?  Not sure they are really all that far from Ema’s site on this one.]

RPG Superstar 2009: Villain Round

The Paizo RPG Superstar 2009 second round is in, and you can go read and vote on the villain entries from the top 32!

I am disappointed in these, especially in comparison to last year’s excellent entries.

What is it with druids and bards?  The two lamest classes.  Whenever my gaming group fights a bad guy and realizes they’re a bard or druid (or monk), we laugh, relax, and get to spanking them.

And the motivations this year – jeez! Everyone was a cliche. “I like to kill because…”

  • I’m EVIL!
  • I’m INSANE!
  • I’m a CULTIST!
  • I want WEALTH and POWER!

Here’s my thoughts in depth.

Phenyekashi (3/10)
A bone devil that just meditates but leaks corruption into the area.  Seems more like a plot device than a villain.  Could be an artifact instead of a creature and have the same “corrupt the locals” effect.

Bricius, The Wrath of the Forest (2/10)
An anti-civilization druid.  Pretty standard really, I’ve seen a dozen just like him before.

Sharina Legendsinger (4/10) *
An annoying paparazzi.  More of a plot device than anything, as all the proposed schemes/plots require the DM to assume social engineering succeeds on a level way past a 6th level bard’s capacity.  “She starts a war!”  Really?

Paradigm Theoguard (4/10)
A forceful pacifist.  OK, at least that’s different…  The name is awful.  And you’d better have a *really* good-aligned party, or else they’ll just catch his  minions stealing something and terminate them (likely legal in most medieval municipalities).

Montellan Corey (2/10)
A generic serial killer.  I’ve never seen one of *those* before.

Kar-en-haris (6/10) *
A thinking man’s cultist right out of one of the Mummy movies.  Still a bit of a stock character, but at least he has an agenda more interesting than “kill.”

Haldon Valmaur (4/10)
Well, it’s a little more colorful to want to kill elves rather than just kill.  But only a little.

Varrush (2/10) *
A generic rakshasa that sounds like every other rakshasa in the world.  Declaring a villain a mastermind doesn’t really make him more interesting.

Aelfric Dreamslayer (8/10) *
A pro-elf druidical lich.  OK, that’s interesting.  Heck, it might make Haldon an interesting character to be used as a foil.  Good staying power.  I like it!

Zelicia (6/10)
Crazy hot scorpion lady.  Interesting and memorable, though seems like a one trick pony for a standard adventurer “kill your way up the food chain” adventure.

Volner Tain (5/10) *
I liked the setup backstory but then he turned into “generic evil undead guy.”

Count Falconbridge (6/10) *
Hmm.  The execution’s not all I’d want, but I like the idea here, especially if unwound gradually enough and with enough plausibility to get the PCs initially on his side, ask themselves some hard philosophical questions…

Zavanix (1/10)
A killer pixie.  Like a generic serial killer but with more cliches sprinkled on him.  No thanks.

Boemundo (2/10) *
Just a monster, really.  “He used to have a personality, but now that he’s a wraith he done forgot all that.”

Derinogen (3/10) *
A good kernel of an idea that could have been very Nip/Tuck but instead just got boring.

Malgana (7/10) *
OK – more of a plot device or even object than a villain, and more helpful than really a villain, but it’s just so much FUN!  Assemble your own undead goblin!  She needs a better endgame than the lame “and then she’ll kill them” however.  Though I agree with all the other judges’ comments, this one at least interested me, unlike 90% of the other entries.
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Second “Empire of Ashes” Session Summary Posted

In our second session of Chuck‘s Savage Worlds game, we kill and kill and kill our way towards Valix Drogue the plumpy rogue.  Read the session summary for the gruesome details.

We’ve gotten used to the system now and it’s going smoothly.  We had seven players, however, so the card-based initiative was a little problematic with getting cards to and from people down a long table and seeing when they need to go in combat – admittedly, mainly a problem because some players were too busy discussing Robot Chicken episodes to pay sufficient attention to the game.  I fully support Chuck using a Taser on any player that needs it.

Also, we’ve earned two advances and have spiffed our characters up some.  As an archer, I’m finding there’s not many good edges for novice Archers to take so I’m focusing on bumping my stats and skills until we get to the Seasoned “rank.”

Bruce the Mostly Absent was here this time.  It was nice because his character was more “good” than the rest of us so it provided a suitable foil (no one else really minds when I have a Muppaphone constructed from the heads of our dead opponents).   Once we beat Arturo the Fence, he was cooperative so I was going to let him go with only the penalty of chopping off one of his hands for being a filthy filthy thief.  I was even letting him choose which hand!  What more could you ask for?  Bruce’s Vashaen was like, “That’s monstrous!”  Paul’s Thul-Eth said “What, you’re going to let him live!?!”  Call me the happy medium.

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

In Part I of Escape From Old Korvosa, the third chapter in the Curse of the Crimson Throne adventure path, we defy the Queen’s quarantine of Old Korvosa to get to the bottom of some things!  The first thing we get to the bottom of is the taste-meter, as this session has 200% more bestiality jokes than usual.  And then, we liberate Old Korvosa from its most proximate oppressor, a new local crime lord.  We took him seriously until we found out he was really a bard with a pet gimp.

Then, after dealing with the local decadent aristocracy, we go looking for our buddy (and Annata’s would-be squeeze), Vencarlo.  His fencing school’s been burned down, and his house seems like it’s been abandoned just minutes before we arrived.  And then the ninja bug-men attack!

In the wake of that, we find out that the old seneschal, one of the few people with the legal power to thwart the evil Queen’s plans, may still be alive and in Old Korvosa!  And we also find an outfit of Vencarlo’s that reveals an awesome secret…

RPG Superstar 2009 Round One – Results Are In!

Paizo Publishing is holding their second RPG Superstar contest to find some new talent out there in gamer-land.  The first round, where hundreds of folks submitted wondrous items for the judges’ perusal, is over and the top 32 have been selected!  Go check ’em out.

Sadly, I’m not one of them.  So to avoid waste, here is my entry!  Taking prisoners is always so hard in D&D.  If someone may be a spellcaster, it’s hard to argue that they can be safely kept alive.  I’ve been in many a party that’s tried to interrogate a captured enemy; bound hand and foot, with a dagger to their throat in case they utter any arcane syllable.  Then can you really leave them lying around?  This item helps solve that problem.

SHACKLES OF SUBMISSION
Aura moderate abjuration, enchantment; CL 6th
Slot hands, feet; Price 13,000 gp; Weight 5 lb.

Description:
This linked pair of adamantine masterwork wrist manacles and ankle fetters traditionally has the symbol of Abadar stamped deeply on each of its four cuffs.
A creature bound by the shackles is considered to be entangled. These shackles magically silence a bound creature; this effect may be turned on and off by their captor at will. When not silenced, the bound subject is forced to give only truthful answers to questions as if inside a zone of truth. Lastly, the individual binding the wearer can issue suggestions (as the spell, with a six hour duration but no save) to the bound creature at will. These magical effects still function even if the leg fetters are removed (or both cuffs attached to one leg, a usual solution if the bound creature is required to travel under its own power).
They fit any Small to Large creature. The DC to break or slip out of the shackles is 30.

Construction:
Requirements Craft Wondrous Item, silence, zone of truth, suggestion; Cost 6,500 gp