Tag Archives: RPGs

Publish Your Own RPG Magazine

Came across this cool new offering from HP – it’s called MagCloud, and basically it’s like Lulu for magazines.  You design the magazine, upload a PDF, they send you a proof, and then you set the price!  They charge 20 cents a page and anything above that goes to you; they handle printing, fulfillment, etc. and send your cut back to you via PayPal.

This would be great for zines like Wayfinder for Pathfinder where they’re high quality but PDF only – this lets you give people the option of print without any out of pocket expense or risk!  So FYI, PDF publishers… Give me a print option.  I never use PDF at the table and even reading it, if it’s more than about 6 pages, is annoying.  Sure, the price is somewhat steep, but it is vanity press, and you’re not paying it – it’s an option for those that want to.

RPGs as Sports: Tryouts

In my continuing series on learning from sports as a useful metaphor for our RPG groups, we’ll talk about running tryouts.

This is something many groups have already started to do.  When I was young, there weren’t formal tryouts, but in the last decade or so most of the time I’ve joined a new group they’ve had some kind of procedure for it.

So You Want To Join The Team?

Running tryouts might be a good idea when forming a gaming group, or especially when adding people to an established group.  Everyone’s there to enjoy themselves, and group dynamics are such that if you add someone who people really dislike or whose playstyle doesn’t jive with everyone else’s, then you risk losing your established players in the bargain – or just having everyone enjoy the game less.  Gamers tend to not be able to create strong social boundaries, and I’ve seen many cases where someone joins a group and really royally messes it up for everyone, and the passive-aggressive defenses they can muster don’t help.  Some players just leave, others come a lot less, others come but seethe inside and cause trouble.  “Being nice” to one person (by issuing an unconditional invite to someone the group doesn’t know) shouldn’t come at the expense of being nice and considerate to your existing teammates.  Rule #1 is the team comes first.

Some gaming groups formed out of a group of friends already in which case there’s no need for it up front.  But when you move, or when someone you don’t know says “I hear you play D&D, I want to join” – either you just say no, or you just say yes and have a lot of potential unpleasantness to deal with, or you hold a tryout.

Setting Team Expectations

The group needs to discuss to set the terms of the tryouts according to their group culture.  Is it “the GM makes the call who to invite to one of his campaigns, and that’s it?”  (Maybe with a “is everyone cool with that” to get feedback…) This works well for some groups, especially if the GM is also the game’s host.  Is it “group consensus” of some sort – “everyone gets a veto,” or “majority rules?”  Majority rules is usually a bad idea; unanimity is better for an established group.  If you have the problem that you don’t really trust the people in your group to make a sound decision (e.g. one guy is jealous of anyone else who shines too much) then you have an issue you need to take care of before inflicting it on a visitor.

Is the tryout for one session, or several, or a short campaign?  Or is it a “90 day trial period”?   The team should be agreed on how this is going to work ahead of time, and some discussion on what a yes or no should consist of.  “We should only vote no if we really hate them,” or “Let’s be really picky, only vote yes if you really actively like them…”  In any event, once someone’s in, they’re in.  They are a teammate unless you really have a drastic need to eject them.  It’s not fair to have the “new guys” always tiptoeing around the “established players.”

Also make sure everyone understands that a tryout is just like a job interview – both sides need to make a good impression. Don’t just focus on “putting the new guy through his paces” – if he doesn’t like your group, he’ll reject you. It’s the usual “don’t change who you are, but put your best foot forward” thing. Make sure they feel welcome, brief them on what they need to know (where and when the game is, social rules of the house, etc.  Beware in that some established groups can be very off-putting to new people – lots of shared context, in-jokes, etc. make it intimidating. And whoever the new person is, it’s quite likely they’re less of a freak than at least one of your established group. So pre-discuss with your group how to act.

Setting New Player Expectations

First thing is to make sure they understand it’s a tryout and the terms of it. “Hey, we’d love to have you but want to make sure you gel with the group. Come play with us next Tuesday as a tryout, after that if everyone’s cool with it you’re in.” Or “We have three people trying out for our open seat, you’re first in so after your time it’ll be a couple weeks; we’ll let you know the week of the 5th.” Or maybe you’re not doing tryouts, you say “hey anyone’s welcome” – but if you say that, don’t call them up after and say “sorry they didn’t like you, you’re not coming back.” Or “come join us for this campaign, but for later campaigns it’s up to that GM to invite you…” Set clear expectations with them.

They should be on time, show normal “guest in someone’s house” graces, etc. Let them know about expected custom – if you’re a bunch of slacker pigs they probably should know that; if you expect no cursing, shoes off at the door, not a minute late, and bring pizza money they should know that.

Practice With Them Before Playing With Them

A lot of it is more about personality/group fit than anything RPG specific, so even a board game night will show if they get along with people or not.

As for trying out in game, I think it’s done better in a one shot than as a guest shot in an ongoing campaign – if the campaign is too in depth then they’re lost. In my current gaming group, my first session was the climactic session of their entire several year long previous campaign; the GM handed me a hundred page sheaf of docs on world background – quite offputting and hard to do well. Or at the start of a new campaign. If it’s in the middle it’s somewhat inevitable that they play a NPC for the first time – it’s understood this is a tryout, and it’s disruptive to introduce a new PC that might not be there next time (unless it’s a casual or high death game).

Make sure and think about saying the meta-stuff you don’t always say at a game. Expectations about attendance (e.g. it’s expected you call if you can’t come), kinds of preparation expected, gaming style (e.g. we adhere to the book rules without exception), and that.

Play the Game!

Everyone should relax and have fun!  It was all our first time once (usually more than once).  Everyone should try their best and go in with the attitude that it’ll work out and that the new player will add a new dimension to the game.

In one long term game I ran, a player brought in a woman from work who was interested in playing.  She had never gamed before, and you certainly would not peg her as “the type” – hot high maintenance career type with a yippy dog and disposable boyfriends, likes to go out drinking, etc.  But she turned out to be a great player and in fact was a large apart of what transformed that campaign into an unforgettable experience.

So think about tryouts and how you want to do them – and if you have been doing them, have they been a fair experience, or should you make them more like a sports team tryout, where everyone understands the format and results?

Geek Related Hits 500 Posts!

I just noticed that my “RPGs as Sports” post is my five hundredth article on this blog.  Geek Related’s been around two and a half years now and is past 240,000 views!  That’s a lot of gaming goodness.

The biggest draws – my D&D 4e criticisms, our campaign session summaries (especially Rise of the Runelords and Curse of the Crimson Throne), and my exposes on miscreants such as Jim Shipman of Outlaw Games and Catalyst Games.

For the future – I want to concentrate more on adding game-usable content for Pathfinder and other RPGs, and do more RPG product reviews.  A couple third party Pathfinder companies have flagged me down recently and wanted me to review their works; I always enjoyed that but haven’t done much of it recently.

So stay tuned!  And feel free and tell me what you’d like to see more of around here…

RPGs as Sports: League vs Pickup Games

Many pages have been written about the woes of RPG attendance.  Some people attend without fail, and others are super flaky and don’t show up without notice.

Gaming groups occasionally try to make self-conscious “social contracts” but usually conflicts over this are just a passive-aggressive fun fest.  RPG groups seem to have difficult times setting boundaries.  “But they’re just here for fun…  Who are we to tell them they have to show up?”  However, this causes problems for GMs, who are often trying to plan intricate plots around the players, and for players that want to invest more in the game.

Well, sports have that problem too.  And they have developed concepts to help formalize it.  Consider classifying your games as one of the following:

Pickup Game: Where people just want to play some ball and make it happen with whoever’s willing.  Casual games, for fun.  Anyone is welcome, attendance is not mandatory week to week.  If only a couple folks are there, then we’ll find something else to do.  It would be polite to tell folks if you’re not coming, so they don’t wait on you, but if you can’t come it’s no big deal.  This also signals the GM – they need to run one shots, or plan campaigns that accommodate lots of in and out.  If you don’t show up too much, then don’t be surprised if you show up and there’s no game or they moved it without telling you.

League Play: You have committed to a team of the rec league/intramural variety.  You recognize that there’s a team that needs a certain number of people to make.  Maybe you’re a regular or maybe you miss from time to time, but this signals a certain level of expected commitment. Like with a bowling team – if you don’t show up at least half the time, they are probably going to say “Hey man, we need to fill that seat with someone who’ll be here more regularly.”  RSVPing is mandatory.  This works well for the middle of the road kind of campaign – sometimes intense, sometimes light, it’s best if everyone’s there but there’s enough slack that the GM can work through  you being out.

Semi-Pro/Pro: Your happy ass is going to be there unless you’re injured, and even then you should be there on the sidelines to support your team.  Absences should be rare and well excused.  This helps support very serious or complex games, and the GM can “count on” players being there when crafting encounters/plots.  There’s no need to RSVP because if you don’t show up and no one gets a call, they’re going to call the cops and hospitals on the assumption there’s something very badly wrong.

Consider that, by discussing and declaring if a campaign will be pickup, league, or pro, you set excellent expectations among the players and with the GM.

I ran a Pro campaign once.  I said, “I want to run a deep in character campaign with a complex plot.  You have to commit to regular attendance.  More than one absence in a month means you get written out, period.”  I had five busy professionals play in that campaign, and it ran for five years.  We only had one person turn over and that’s because they moved out of town.  I ran a pickup game another night for the gamers in our circle who couldn’t or didn’t want to do that.

My current gaming group is League play.  Sometimes people can’t show up and that’s OK, but if someone really can’t show up time and time again then they need to bow out.

Sometimes, you don’t have enough people willing to commit to a higher commitment for a team to “make”.  And it’s important to know that up front – running a game that is pretending to be League but is really Pickup just ends up disappointing everyone.  Players that do show up regularly get disappointed that it’s “board game night again” because only two people showed.  The GM looks at their politics-heavy plot that’s not working out and sigh regretfully.  The local city league soccer teams have some teams that pretend they can make, but then just crumble and make everyone unhappy because they don’t really have enough regulars (and if you think playing a man down in a RPG is a hassle, play a soccer game a man down, you’ll be feeling that in the morning).  If you can’t get a team to make, just play pickup.

Using this terminology can help you all be honest with each other about your desires and what the group is going to do, and helps set expectations – “Oh, I should treat this like I treat my company’s softball team!  I guess I won’t just not show up and not tell anyone.”

RPGs – An Art? A Game? No, a Sport

I was reading and discussing various gaming related topics with people lately, like “how do you set attendance expectations” and “is it everyone’s responsibility to make sure everyone has fun,” and I kept thinking “Hmm, I’ve heard solutions to these problems before…  Oh, that’s right, from sports.”  And then it came to me; the closest analogy to how a RPG game functions is a sporting event, and the gaming group resembles nothing more than a sports team.  And that realization opens up a lot of extremely time-tested best practices for us to use.

For those of you who only dimly remember sports from enforced gym classes back in high school, let me explain.  RPGs are very dissimilar to board games, card games, and other pastimes of that sort because they require a “team” to play.  Just like a baseball or basketball team, you have a small group of people, who have somewhat specialized roles (instead of “center” we have a “fighter”) that have to work together to achieve victory.  Some computer games have gotten to this point, where within them you have leagues and ladders and whatnot. You have some competitive board game etc, leagues but those are mostly individual. And there are other relevant groups we could pattern our dynamics after, like an acting troupe – but I figured “being flaky and having sex with each other a lot” isn’t the direction I wanted to go with this.

I think refactoring the way we think about our gaming groups as a sports team adds a lot of healthy insight and clarifies a lot of the group-dynamics problems we tend to have. The human race has put huge money and effort into team sports and a lot of wisdom has emerged from that.  To a degree we have trouble figuring out how to conduct ourselves and our gaming groups because it’s such a fringe, uncommon thing, we’re not sure what to model after. There’s a lot of default expected behavior relative to sports teams (that translate across teams and even across sports) and it would be nice to have more of that in gaming.

I’m going to post separately about various aspects of this, but here’s a teaser list of topics where sports brings some good knowledge to our gaming.

  • Game Attendance – pickup game or league play?
  • Gaming Sportsmanship – being a good winner and loser and showing consideration to others
  • Players as Teammates
  • Player Behavior – show hustle, shut the hell up when the coach is talking, etc.
  • The GM as Coach – the GM’s other responsibilities
  • You’re Off The Team – why, when and how do you disinvite a player?

So meditate upon this truth.  What if my gaming group was, say, a city league soccer team?  What would we be doing differently?  Share insights here, I might pick them up for an article down the road.

Open Design Freeport Adventures for Pathfinder!

Awesome news courtesy of Game Knight Reviews – Open Design is doing a patron project for Pathfinder called “Dark Deeds in Freeport,” set of course in Green Ronin’s famous pirate city of Freeport.  The Open Design site says:

“Using the Freeport Companion: Pathfinder Roleplaying Game Edition as a resource, patrons of Dark Deeds in Freeport will work with Wolfgang Baur, Chris Pramas, and lead designer Michael Furlanetto to create six adventures that blend swashbuckling adventure with supernatural horror in the Freeport tradition.”

You can pay to be a patron here!  As I’m running a long term pirate Pathfinder campaign using a lot of the Freeport material, this is like the perfect product for me.  Usually I don’t believe in paying up front with the patronage model – I’ll buy it after it’s finished and I see reviews.  But this actually makes me want to participate in the process, so I’m signing up!

The New Gamma World

OK, we all know I’m a 4e hater so just take this in that spirit.  I was prepared to not buy but not hate on the new Gamma World.  But I saw it being played in a game store today and noticed that they sell card “booster packs,” randomized and with “rares” just like Magic cards or whatnot, to players.

A stack of cards for random effects comes in the game box.  But if you buy your own, you can construct your own “player deck” of mutation powers from them.  Now, this is brilliant from a revenue stream point of view.  They have always made great bank from CCGs and this means you can convert RPGs into that kind of a stream.  But something in me balks at “players that spend the most money do better.”  Maybe I’m just being old and grumpy. But I don’t like it in computer games either, the new “micropayments” where you can pay RL cash for better weapons or whatnot.  Of course, I think the South Korean economy pretty much runs on that now, maybe it’s the wave of the future.

I didn’t actually like the old Gamma World – I played it once with Jim Ward GMing, no less, and its goofy and pointlessly random nature really put me off (I don’t mind that per se, I like Paranoia, for example, but there seemed to be a disjoint between the tone and the results).  So it’s not like this is ruining memories from my youth or whatnot.  I don’t know, I put my couple thousand dollars into Magic and then I swore it off, so maybe that’s the problem.  Am I just being a grumpy grognard?  Or what?

RPG Stack Exchange Getting Close To Graduation

If you haven’t been following along, the excellent programmer Q&A site, Stack Overflow, has expanded its model to other sites covering specific topics.  One such site that got enough support to be approved and put into public beta is one for RPGs, RPG Stack Exchange!  It’s getting close to the end of the beta, so now’s the time to get in there and earn some rep before the full launch.

What makes RPG Stack Exchange unique?  Well, the Stack Exchange concept arose from Joel Spolsky noticing that forums about coding were all total crap.  You couldn’t post a question and get a constructive answer, instead you were met with a flood of “you shouldn’t be using that language,” “your approach is all wrong,” “you are evil to work on a program for a company/the government/Linus Torvalds,” “you suck and are obviously a retard for asking that question,” “would you like to buy my product that solves that for  you…”  Anyone who has spent much time on RPG forums sees this same thing.  Here, go look at the newest posts in the RPG forums on ENworld, RPG.net, even Paizo.com.  90% of the posts are complete and utter wastes of electronic space, people chortling or dissing each other.  They are good if you want to discuss, hobnob, share in-jokes with the other forum regulars, etc.

But what if you actually PLAY roleplaying games, and want to spend more time on that than forum trolling?  Well, the Stack Exchange format comes to the rescue.  It’s not for “discussion,” it is for “questions” and “answers.”  The questions can be about boring specific rules, GM techniques, worldbuilding, game style…  Then other members give you expert answers.  The community votes up and down answers and can group-flag off topic and/or unhelpful stuff which get deleted.  So you’re left with a constructive question and a list of answers stack ranked by the community in order of helpfulness.  It’s less a discussion forum with temporary “threads” and more a long term knowledge base maintained by the community – sorta like Wikipedia but instead of edit warring over the right answer, it’s always put to a vote.

You gain rep (reputation) from good questions and answers, and as you gain rep and become a trusted member of the community, you gain the rights to vote, to vote to close, to constructively edit questions, all the way up to becoming a moderator yourself.

Some people don’t like the idea that someone else can edit their question.  But it’s not really a problem in practice.  Typos, errors, and incoherent statements disappear.  Only users with enough rep can edit.  You can always change it back if you disagree, and there are mods that prevent edit warring – “If there’s a conflict, the original poster is always right” is my motto, and I’m one of the mods.

Now that I’ve been using it, I am using forums less and less – when I’m on them I become keenly aware of how much of my time they are wasting with their ineffective format.  I actually play and GM, so I want real issues of mine addressed and can offer real expertise and not benchwarmer opinions to people with questions of their own.

So come join us at RPG Stack Exchange!  Start with answering questions and get that rep up for when we come out of beta!  Of course there’s a lot of D&D coverage there (4.0, 3.5, Pathfinder, and OSR all represented) but also other games like Shadowrun and WH40k, and even a good amount of discussion of small games like GUMSHOE, Dread, and Dogs in the Vineyard.  Actually learn more (or teach more) about the games we love – leave the lengthy genitalia size comparison exercises behind on those forums!

Big PDF RPG Bundle for Charity

Many of us cleaned up when we gave to Haiti relief and got a bundle with so many PDF products from RPGNow that they still largely sit uncategorized on our hard drives.  Well, they’re doing it again, this time to benefit Doctors Without Borders.  $25 gets you $700 in product, including ICONS, Starblazer Adventures, Spycraft 2.0, Exalted 2e, Dragon Warriors, Don’t Rest Your Head, Hot War, Fear Itself…  Check it out!  Get some of the hot new games and help someone out at the same time.

Reavers on the Seas of Fate Season One Finale – Session Summary 28 Posted

Twenty-Eighth Session (13 page pdf) – “Madness in Riddleport” – The PCs confront Elias Tammerhawk and his evil ritual in an epic battle atop the Riddleport Light.  But that’s nothing compared to the secrets they uncover after they are sucked into the spirit world!  Will Riddleport, and our Reavers, survive?  Find out in the grand finale of the first season of Reavers on the Seas of Fate!

Go read the summary first, there’s surprises a-plenty, and you don’t want to find them out from my behind the scenes commentary here.

No really, read the summary first.

Back?  OK!  I mashed up a bunch of stuff for this finale. The boss fight itself combines the Green Ronin classic Madness in Freeport, where it’s a serpent man posing as the Sea Lord in the lighthouse conducting a Cthulhuoid ritual to drive everyone in Freeport crazy, with the first chapter of Paizo’s Second Darkness Adventure Path, where it’s a drow using the Cyphergate to bring down a meteor and cause an incidental tsunami.  “Which one should I use?” is a question only suckers ask. A hardcore GM says, “Both, bitch, and here’s a third thing too!”

In this case, my third thing was the PCs’ jaunt into the spirit world.  Whatever you want to call it – shadow Riddleport, the ghostlands, the spirit realm – it’s what has been tying together the shadows and voodoo stuff going on in the campaign. And in terms of good places to go into the shadowlands, Riddleport is one of those places with a lot of restless souls per capita.  In fact, the PCs sent a lot of them there.

It was inspired by two things.  In Denizens of Freeport, there is an NPC, a crazy elven vampire named Lord Bonewrack, who reigns over a shadow Freeport.  Tammerhawk just being dead is lame, but being the vampiric overlord of an alternate Riddleport is cool.  And then also the Miyazaki movie Spirited Away inspired some of the visuals and experiences in the city.  (My daughter wanted the tasty food stand from the movie to be in the adventure; she was disappointed that Wogan resisted its lure and thus didn’t get attacked by the “fire-barfing piggies.”  Those who have seen the movie know about the food stand and the pigs, but she added in the “fire-barfing” part to kick it up a notch.  A girl after her father’s heart.)

The shadow Riddleport scene served several important purposes.  Sure, it gave them some valuable intel on Tammerhawk.  But it was also an opportunity to reinforce important story elements, especially past successes and failures and how past choices and experience have shaped the PCs’ lives.

They talked about going into the Gold Goblin’s basement but thought better of it when they remembered that was where the fighting pit was.  Which was good thinking, because just going down there and seeing the ghostly horror resulting from that would have been a 1d4 Wis loss!

Then they got to meet the “real” Elias Tammerhawk. I’m glad they didn’t attack him, that could have been messy. Facing the dead assassin Jesswin (who was technically a “blast shadow,” a new Pathfinder monster) was lively – Tommy had to spend an Infamy Point to not die under her flaming claws.  (A lot of Infamy Points got spent – Wogan used one to knock the serpent head out of the column of light, for example.)

And then bang, right back into the fight!  I liked the “You’re in the middle of a huge combat and…  Now you’re somewhere weird.  NOW YOU’RE BACK GO!” The time dilation of the spirit world meant I didn’t need to worry about their buffs expiring or whatnot.

Here’s a funny game table moment – when Thorgrim shattered the glass of the lighthouse letting the storm in, Wogan did proclaim the power of Gozreh was unleashed.

Paul, thinking this was a result of some actual game mechanic effect, asked Patrick “Oh, cool, what power do you get as a cleric of Gozreh when you’re in a storm?”

Patrick replied, “I get wet.”

The revelation of both the fake Tammerhawk and Samaritha worked out well.  Serpent (well, his player) suspected it, but the rest of the guys didn’t.  They did catch on really quick that she wasn’t in cahoots with Tammerhawk though. She fled in shame, Hatshepsut couldn’t bring herself to attack a serpent person, Zincher bailed out to “go get reinforcements”, and Thorgrim was convinced that the man he thought he was supposed to be protecting was really an impersonating monster freak!  Sindawe and Wogan managed to rejoin it idol and the seven glyphs worth of charge in the Cyphergate shot out in a bolt of energy (in my mind, somewhat resembling the gravity-lens superweapons from the anime Super Atragon, if anyone has seen that) boiling the ocean as it streaked to the south.

It wasn’t mandated that Tammerhawk get away – I actually thought they might pursue him down and do a chase across the Cyphergate, but then it turned out no one had any spider climb or feather fall or anything to do that.  I was a little surprised; Tommy is always buying spider climb potions but I reckon he was out.  And then their gendarme friend Salvadora showed up.

Interestingly enough it was Sindawe who chased down Samaritha to talk to her – sure, he’s twice as fast as Serpent, but it didn’t seem to even occur to Serpent.  We’ll see how it goes with him – she can run off, stay with the party, or do anything in between based on how things develop.

Tammerhawk’s escape was a little bit of a letdown to the PCs, but the expected denouement didn’t happen – instead, a tsunami came!  Paul (Serpent) and Patrick (Wogan) knew what it means when the tide goes out like that, but Serpent made a poor Knowledge:Nature check and figured it was normal. Poor portly Wogan just about didn’t make it to the top of the lighthouse.  I actually thought they’d flee into the city instead, but they reckoned the lighthouse was far up enough on the bluff that it’d make it through.

So in the end of the first “season” of Reavers, they’ve succeeded but at a high cost – both personal (friends lost) and practical (Riddleport is in a very post-Katrina state at the moment).

And that’s the end of my first big plot arc.  Based on what’s happened and what the PCs intend to do next will determine where I go with it.  Piracy on the high seas, with Razor Coast and maybe Sunken Empires?  Off to the Mwangi coast and head into the Serpent’s Skull AP?  Do more around Riddleport and use Freeport and Second Darkness adventures?  We’ll see, but I know what I’m doing next time – our next game day is on Halloween, so be prepared for a Very Special Episode ™ of Reavers on the Seas of Fate!

Reavers on the Seas of Fate – Session Summary 27 Posted

Twenty-seventh Session (11 page pdf) – “Rumble in the Wizard’s Tower” – It’s a mixed field of angels, demons, and ghosts as the PCs sweep and clear the Riddleport Light looking for an evil ritual.  I mean, an evil ritual besides the ones they are performing. That’s a big Twinkie.  Welcome to the one year anniversary of our Pathfinder pirate campaign, Reavers on the Seas of Fate!

As my adaptation of Madness in Freeport progresses, I used the Goodman Games/Wicked Fantasy Factory adventure “Rumble in the Wizard’s Tower” to flesh out the lighthouse.  In MiF it’s just a boring new lighthouse, but the Riddleport Light is old and was the hangout of a demon summoning sorcerer.  Which calls for some “zazz!”

May I note that a lot of the Goodman stuff is on super-sale at Paizo.com, the WFF adventures are currently $2 a pop – go get them!  They’re good stuff.

Anyway, there’s all kinds of weirdness going on.  Time is speeding up and slowing down.  Everyone that has ever died in the zip code seems to be coming back as a ghost.  Every weird little altar seems to have a direct line to Deity Central.  Who ya gonna call?  The Reavers!

First we had a big setpiece fight with a mess of Riddleport gendarmes guarding the inside of the tower, which was fun.  Then they find the Naughty Box.  I don’t even remember which movie I saw this scene in; I remember an iron box in a big room simply surrounded with crosses and stuff.  Here, it was surrounded with all kinds of evil stuff. They freed an angel from it but it was a little crazy.  Wogan did a good job of wrangling it; Tommy and Sindawe are evil after all so it tended to shoot at them when in doubt.  Then when the imp showed up, it made for some good roleplaying. Sindawe made the call to give the succubus to the imp after having her kill the angel.  Wogan wasn’t all that happy with it but everyone defers to Sindawe. Even if he is a little demon-possessed and crazy.

Then they talk down the ghost of Gebediah Crix and meet their two cop friends.  I wanted to throw in a familiar face to reassert that they are in Riddleport and not just some remote dungeon location.  Next time, it’s the big finale!  They’re prepared to bust through the door and take on Elias Tammerhawk.  Will it be that simple?  Hint: no!  Mmmmwah hah ha ha ha haaaaaaaaaaaaa!!!

My Pirate Campaign Turns One Year Old!

It’s the one year anniversary of my Pathfinder campaign, Reavers on the Seas of  Fate.  Let’s take a look back and see how it’s gone!

We have every session written up in multipage glory if you want to read the blow-by-blow.  I hope some of the folks who wrote some of the adventures I used – Second Darkness, the Freeport trilogy, loads of the Bleeding Edge (Green Ronin), Wicked Fantasy Factory (Goodman Games), and Penumbra (Atlas Games) modules – do, and see how they come out in play!

The short form is that our brave would-be pirates have:

  • Lived through an encounter with a ghost ship
  • Avoided being slain by the Chelaxian Navy (several times)
  • Gone to Riddleport and got in with Saul Vancaskerkin, a minor crime lord, and help run the inn and gambling hall the Gold Goblin
  • Run afoul of other factions in Riddleport – pretty much all of them
  • Uncovered a hidden temple of serpent men and eventually rooted it out
  • Nearly gotten assassinated (several times)
  • Gone to join a pirate crew to infiltrate and assault a Chelish manor inhabited by a creepy degenerate family
  • Been framed for the assassination of a crime lord and weather an attack on the Gold Goblin
  • Been blackballed by the crime lords of Riddleport, to some degree at the behest of Elias Tammerhawk, leader of the Cyphermages, and have to go on the lam
  • Gone to the ancient ruins of Viperwall and endure loads of voodoo to get some idol that Serpent’s Cyphermage girlfriend says will prevent some kind of evil ritual involving the Riddleport Light
  • Fought a Hellknight
  • Gone to help Jaren the Jinx, son of the infamous pirate Black Dog, grow his arm back, over the bodies of Shark God cultists and druid witchy women with mutant hulks in tow
  • Fought Black Dog’s ghost, during which Tommy accepted his geas to fight the chosen of the Shark God, and looted his pirate treasure
  • Broken into the Riddleport Light during a storm and massive supernatural outbreak, and fought their way to the top

The characters are fourth level.  That’s about right for a year of play.  I ran a five year campaign once that topped out at around level nine.  If you want to powerlevel, play WoW.  I like a more realistic progression, and to me D&D is the most fun in the levels 1-10 range.  Outside that it breaks down.  And in my experience, it is extremely, extremely seldom anyone goes past about level 14.  I’ve been in a lot of gaming groups over time and NONE of them have.  Class design that focuses on level 12+ and “epic level” stuff is all a waste to me.

Even though the characters are fourth level, and I’m also not hugely generous with the loot, they are master killers.  That’s what really “settling in to your level” gets you.  All the players know how to make the best use of what they have, and also understand that fights aren’t always level appropriate.  Any fight can be a fight for your life, so even at level four these boys are in it to win it.  I have to make bosses 8th level now to stand a chance.  Heck, they took down a level 12 ghost last session. I think the fights against the really powerful serpentfolk early in the campaign, while scary because the party felt so overmatched, really helped orient expectations well and their routine tactics are well done.

The art Paul did for the characters has really helped bring them to life (we use paper standup minis with the art on them, too).  And everyone has really embraced the scheming life of a Riddleportian, and all have their own cool agendas going on.  I’ve tried to help stress the ethnic origin of each of them, too, to keep them nice and distinct – Sindawe being Mwangi (African) and Serpent being Ulfen (Viking) are the easiest, though I need to do more with Serpent’s.  Tommy as a halfling, which are seen as a slave race in Cheliax, has worked out well.  Wogan is Chelaxian but doesn’t really play up that part of his life, he’s more about god and guns, which is also fun.

We’ve had our rough spots.  We lost Ox when Bruce moved out of town, which was sad.  We also had a time where Chris (Sindawe) was very frustrated with the game, but we talked through that.  I try to run a lot more realistic/organic game, and a lot of adventure paths as written kinda have the obvious “clue bar” you press to dispense clues, and so he thought that he/the party was doing something wrong when they were banging on the clue bar (and/or a hapless captive) and the answers weren’t falling out.  But since we’ve aligned expectations he’s been enthusiastic.

And the NPCs have been colorful.  They often have 1-3 NPCs with the party, which is a challenge for me from the time-share point of view but is gratifying in that they see other people in the game world as somewhat “real” and helpful, people you can actually make friendships with or fall in love with, not “dialog tree” soulless automatons out of a computer game.

The Pathfinder rules have served us well.  I could deal with them being a little less complicated – maybe take a half step back towards 2e from 3e – but no bad balance problems.  Note that they don’t have a wizard, except for Serpent’s girlfriend Samaritha.  Serpent is powerful and his snake Saluthra is super powerful, but he’s a good sport about me enforcing the whole animal intelligence thing on Saluthra; it doesn’t just wade into combat and fight like it’s a PC.  When Serpent specifically sics her on someone, she’ll grab them and squeeze them to death; then sometimes it’s hard to coax her off that victim and on to another. Sindawe is impossible to hit with his super-AC, but tends to flurry misses (monk disease).  Tommy doesn’t do much damage at all, unless he is sneak attacking, but that’s fine.  Wogan casts/heals and uses his guns; he needs another feat or so to get good enough at the guns to be hitting reliably though.  He doesn’t channel as much as one would think.  Samaritha sometimes does clever things when that’s needed, otherwise she belongs to the “magic missile it until it stops moving” school of thought, which is quite effective on the balance really.

I have set the expectation that my rulings on specific situations trump “what the rulebook says,” and everyone’s not always enthusiastic about it, but I think it is an important driver to the overall feel of the game.  I value realistic response over rules and organic over predictable.

And it’s so easy to run 3e and 3.5e adventures with little to no conversion.  Rules wonks can be such bitches on forums and whatnot.  Treat 3.5e adventures as 1 CR lower and 3e as 2 CRs lower and you’re done; I’ve done it with like ten modules successfully now.  I sometimes convert big bosses but mainly that’s because I want to use some specific new cool thing from the Pathfinder rules.

I’ve also used the opportunity to make some new rules.  Chases, mass combat, naval combat, gunpowder weapons, Infamy points…  I’ve been happy with them.

You’ll notice there’s a lot of sex and violence in the Reavers’ lives.  We all watch R-rated movies and so our game is R-rated.  I am somewhat concerned by people who are all about Human Centipede but then demand their D&D to be squeaky clean – that seems a bit mental to me.  I’m striving to have Reavers qualify to be the next big HBO series!  I actually take a lot of inspiration from the TV show Sons of Anarchy for the campaign.

Next session, we will complete the first big plot arc, and along with it the first chapter of Second Darkness (Shadow in the Sky) and the Freeport Trilogy.  I have some places I can go from there but I want to cue off the players’ interests.   I can head them into the new Serpent’s Skull adventure path, Razor Coast (if Nick Logue ever gets his crap together and gets it to the printer), more Freeport stuff…

I hope you’ve enjoyed reading along.  Feel free and chip in below with questions, comments, etc.  If you’re one of my players, I hope you’ve been enjoying playing as much as I’ve enjoyed running!  You should also feel free to share your likes and/or dislikes about the campaign below.