Tag Archives: RPGs

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.

Outlaw Games Resurfaces To Rip You Off

Jim Shipman, criminal proprietor of Outlaw Games, has come back again to defraud you and everyone who ever knew you.

As you may know, Shippy has now had his company’s Tunnels & Trolls products removed from Lulu, Amazon and several other outlets in the wake of his art theft, ebay fraud, wikipedia vandalism, and impersonating others. He did take the Outlaw Press website down for a time, but he has recently put it back up and is continuing to sell all the same products with the same stolen art. He appears to currently be in the process of contacting all of his old customers to inform them that he’s back in business. He even states that he intends to publish new Tunnels & Trolls products.

The Outlaw Press website can be found at its original home on the Angelfire servers (http://outlawpress.angelfire.com/index.html), however, he has also has a new home for the site here: http://outlawpress.org/.  Amusingly, he has attempted to disguise the host of the website. A notice at the bottom of his opening page states that the site is hosted in Zurich, Switzerland, and he even provides an e-mail address for the web host. However, a quick DNS lookup reveals that the site is actually hosted by Yahoo. Nice try!

You will notice that Shipman is still insisting on stating that he sells “Official Tunnels & Trolls Products”. Both Rick Loomis of Flying Buffalo and T&T creator Ken St Andre have categorically said that he no longer has permission to produce T&T material.

So as a bonus to Jimmy boy, here’s yet another compiled PDF comparing the art in his products to the original pieces from the artists – all of who say he doesn’t have permission, and certainly never paid him for, their art.

Outlaw Press Covers Comparison Part 2

and for those of you who forget easily, here’s Part 1 again.

Here’s the complete list of artists and writers who have confirmed that their material was stolen or used without permission by Shipman:

Artists

  • Al Rio
  • Alan Lathwell
  • Alejandro Gutierrez
  • Allen Palmer
  • Andrew Smith
  • Astrid Castle
  • Bera Karoly
  • Bill Corbett
  • Carolina Eade
  • Chad Sergesketter
  • Chris Quilliams
  • Claire Salvatori
  • Dagmar Jung
  • Dan Mills
  • Daniel Falck
  • Daniel Horne
  • Daniel Hughes
  • Darrenn E. Canton
  • David Arthur Woodward
  • David Lightfoot
  • Ernest Hogan
  • Esko Tolvanen
  • Fredrik Rahmqvist
  • Goran Josic
  • Henning Janssen
  • Isabelle Davis
  • J. P. Targete
  • Jan Patrik Krasny
  • Jason Debit
  • Jeff Lee Johnson
  • Jhoneil Centeno
  • Johann Valentin Andree
  • John Shannon
  • Jon Hodgson
  • Ken Jeremiassen
  • Kent Burles
  • Kory K
  • Liz Danforth
  • M.E. Volmar
  • Martin McKenna
  • Martin McKeown
  • Mats Minnhagen
  • Matthew Kukosky
  • Mauricio Herrera
  • Michael Bielaczyc
  • Michael Ivan
  • Nicolai Gortz
  • Norbert Vakulya
  • Pål Lövendahl
  • Per Eriksson
  • Philippe Xavier
  • Rags Morales
  • Rick Sardinha
  • Selina Fenech
  • Simon Dominic
  • Simon Lee Tranter
  • Storn A. Cook
  • Sven Dännart
  • Sylvain Despretz
  • Terry Ernest
  • Thom Scott
  • Tibor Szendrei
  • Ursula Vernon
  • Zoltan Boros
  • Gabor Szikszai

Writers

  • Andy R. Holmes
  • Chris Conboy
  • Garen Ewing
  • Gianmatteo Tonci
  • Ken St Andre
  • Oliver Legrand
  • Tom K. Loney
  • Tori Bergquist

So everywhere you see this guy spring up – try to crush him and prevent him from profiting from his criminal activity.

 

Reavers on the Seas of Fate – Session Summary 26 Posted

Twenty-sixth Session (8 page pdf) – “Black Dog’s Caves” – The haunting is thick in the sea caves used by infamous pirate Black Dog to hide his treasure.  Last time, the group fought Redlegs his first mate (now a dread allip); this time they face the ghost of Black Dog himself!  And huge chests of loot hang in the balance!  It’s the anniversary installment of our Pathfinder pirate campaign, Reavers on the Seas of Fate!

You know how in Ghostbusters, Egon describes the increase in ghost activity in Twinkie terms? “Well, let’s say this Twinkie represents the normal amount of psychokinetic energy in the New York area. Based on this morning’s sample, it would be a Twinkie… thirty-five feet long, weighing approximately six hundred pounds.”  Well, it’s becoming clear to our heroes (and I use the term loosely) that they are in Big Twinkie territory.

I didn’t actually expect them to fight the ghost of Black Dog, and when they did, I didn’t really expect them to win, as he was like a twelfth level guy as a ghost… But they did!  Good on them.  They got a huge amount of loot out of it.  On the other hand, I knew exactly who was going to respond to Black Dog’s geas – “WHICH ONE OF YE WANTS TO BE A PIRATE THEY WILL SING SONGS ABOUT AFTER HE’S DEAD?!?” has Tommy Blacktoes written all over it.  They’re all violent psychopaths (well, maybe not Wogan) and Sindawe has emerged as the group’s leader, but Tommy is the one who is balls out on board with being a pirate.

Here’s Black Dog’s ghost courtesy of one of my Google image searches; I think it’s from one of the Monkey Island games or something.

I may have mentioned it before, but it is fascinating to me how Black Dog has emerged in my game.  In the Madness in Freeport adventure, these sea caves are referred to as “Black Dog’s caves” but it doesn’t go into that much.  But then, in the Pathfinder NPC Guide supplement, the pirate “Jaren the Jinx” has a backstory where his father was “the infamous pirate Black Dog.”  That tells me that fate is at work.  As a result, it let me foreshadow Black Dog via Jaren for months now, which gives his appearance more impact, and now his geas makes him an ongoing part of the game.  Woot DMing!

Then, Samaritha kisses Serpent!  And ghost bat swarms nearly kill him!  And tentacle monsters attack!  You know, a day in the life.

Finally they reach the Riddleport Light and head into it, only to be accosted by a five-headed hydra sporting a Tiamat color scheme.  More on the lighthouse next time…  Enjoy the session summary!

 

Alternity “The Lighthouse” Session Summary 31 Posted

Thirty-First SessionThe Lighthouse goes to Aegis, but the B Team goes to Oberon to help out Scrooge McDuck.  But it goes from The Italian Job to Aliens in one fell swoop.

In a welcome break from negotiating with endless waves of bureaucrats, our secondary characters head out to another system to recover what is supposed to be a huge wad of loot.  We conduct breakins, home invasions, abuse the homeless – we’re like an alien crime wave hitting the Oberon system.  But then when we go to the vault, it’s empty of loot but full – of KLICKS!

We had a lot of fun this session.  We’re at our best when we’re on the loose and scheming and innovating ways to get the answers we need.  We’re baaaaaaaaad men!  The best parts were when Peppin dressed as the “Miner ’49er” and psychically phased through the wall of the government building, to find himself in a rhodium mining exhibit, and then coming across the revolutionary vandal there.  The man threw his back out crapping himself in fear, apparently.  “A G-g-g-g-g-ghost!!!”  And when the man later, at the Tim Horton’s, said that he hadn’t eaten solid food in a while.  I don’t know why I found that so funny, but I was incapacitated with laughter for a long time.  I was like “What, do you live on Thunderbird and semen?”  Finally, the sweep and clear in the vault was bracing.

Taking a week off helped us get back into the swing of things, I think. Fun was had by all!

Reavers on the Seas of Fate – Session Summary 25 Posted

Twenty-fifth Session (8 page pdf) – “Return to Madness” – First, a bunch of goblins attacks our brave heroes’ genital regions.  Then, they sail back to Riddleport, where the re-dedication of the Riddleport Light is set to begin.  It’s into Black Dog’s caves and thence to the lighthouse!  But as you’d suspect, it’s not going to be that easy.  Thrill to this, the twenty-fifth session of our Pathfinder pirate campaign, Reavers on the Seas of Fate!

The “Junk-Kicker” tribe is from the Goodman Games/Wicked Fantasy Factory adventure Throwdown with the Arm-Ripper.  Strangely, in that adventure, they don’t actually kick anyone in the balls.  This is a significant oversight in my opinion, so I rectified it.  And a quick Google search for “goblins with big iron boots” got me this image I used for their chief, Krik Junk-Kick [pdf character sheet]:

His tribe surrounded the PCs like the natives surrounded Indy in Raiders of the Lost Ark; then half of them shrieked fiercely and kicked the other half in the balls as a show of force.  This made a big impression on the PCs.  And their “junk-kicking” attack even has a simple in-game implementation, the new “Dirty Trick” maneuver from the new Advanced Player’s Guide!  Yay Pathfinder!

(Careful readers will note that I foreshadowed this with the story the two doppleganger “girls” told the PCs when they met them in the dungeon, that all the men of their village were too scared to fight the Junk-Kicker goblins so they had to go.)

You’d think 30 goblins would be a challenge, but I know my PCs.  Sure, they’re fourth level, but I had confidence that it would be a pretty easy fight.  The most dangerous part, really, was that one goblin tried to run off with Sindawe’s thrown magic spear during the battle.  Threaten their gear, that’ll get them motivated!  And this encounter threatened their gear in several different ways, if you get my meaning.

After that, they sailed back to Riddleport.  I did up some random encounters on the way there using some of the tables in the also-new GameMastery Guide, including the stranded “Heartbreak” Hinsin, who immediately started to compete with Jaren the Jinx for the favor of Hatshepsut.  She didn’t really groove on either one, but was more favorable towards Jaren.  Although there’s a little episode that didn’t get into the summary; Jaren and Hatshepsut went ashore in Roderick’s Cove and he put some moves on her and she didn’t like it; she went back to the ship upset and Sindawe tried to figure out what was wrong and comfort her, in his own somewhat clumsy way.

Then they get into Black Dog’s Caves!  More about that next time, but they fight a tojanida, which just about takes out Sindawe – Hatshepsut comes to his rescue and lifeguards him to shore – and then a dread allip comes for them.

It ended with them finding the fake treasure room.  The dialogue there isn’t made up; when Sindawe and Tommy scouted ahead and saw all those treasure chests, Sindawe immediately started shouting, “Don’t come in here!  We’re having gay sex!  Really gay sex!  We’ll be out in a while!”  Of course, that caused the rest of them to come running.

Next time – Reavers turns one year old!

Alternity “The Lighthouse” Session Summary 30 Posted

Thirtieth Session – In the latest installment of our Alternity campaign The Lighthouse, it’s off to Corrivale to get all the factions there on board with the Verge Alliance. Then it’s hot Pict on Sesheyan action as we perform some extreme rendition.

Not only that, but Captain Takashi has started to channel his LOLcat making skills into war propaganda!  Witness his cautionary tale of the N’sss, the jellyfish aliens T’sa believe to be demons:

Also, Peppin tries really, really hard to get the sesheyan shamans into the anti-alien battle.  Eventually they have to fess up that their magic isn’t, you know, real in that sense.

Thrills!  Chills!  Pills!  And more!  It’s session number thirty, and we’re feeling fine.

Reexamining the Dungeon?

There’s an interesting post from Robert Schwalb about the rut 4e adventure design has gotten itself into.  The comments are pretty interesting, too.

I hated the ‘delve’ format when it came out for 3.5e.  I read one adventure using it, said “WTF,” and just ran out of Dungeon after that.   And now I realize why!  System matters, and format and presentation matter.  These things encourage specific behaviors, and Rob seems to somewhat understand this – hence his post in the first place, he sees that the stultifying encounter description format is in practice encouraging frighteningly homogeneous slogs of encounters; it even influences larger dungeon design and cuts out page count and time for other secondary concerns like “story.”

But then of course Rob gets all offended at Landon saying in the comments that 4e’s mechanized approach has sacrificed organic feel and story at the altar of artificiality and predictability.  Rob says “Well but there was wealth by level, and CRs, in 3e!”  Yes, but (almost) no one used those as more than a suggestion. Formalizing that into “treasure parcels” and “XP budgets” is another huge step – rather than just having a guideline to help you understand “how much is this encounter likely to kick your PC’s asses” or “about how much loot will adventures and whatnot assume the PCs have” it is a lot different than having a mandatory prescription for it.  And 4e in general is much more hostile to “just throw that rule out if you don’t like it” – you can say you can do that, but the book certainly doesn’t encourage it, and a tightly interlocking set of rules like that makes it difficult.  When you read 4e, it clearly implies “You will do it this way.”  Sure, apparently in later 4e books there are “alternate options” that are less rigid, but the game has set the general tone already.  Just the statement that you need a supplement to give you an option for randomized treasure to replace the treasure parcel rule is fundamentally demented and indicative of the obsessive-compulsive lawyer mindset that 4e has become.  In previous editions, whether there was a rule for it in a book or not, there was more of an understanding that “these are suggestions, use them if it makes your life easier as a DM.”  They’ve done away with that, and now they get all surprised when story content shrinks and combat is seen as mandatory.  You reap what you sow.  If you present your game as a set of law books, then everyone starts acting like lawyers.  Designers in most fields understand this.

I’m sure it’s not their intention for that to happen – but it’s the natural conclusion of how 4e is framed.  There’s some bad natural conclusions to how 3e is framed too.  But for me – I play for the story, for the inter-character interaction, for the immersion – and so I see that 4e is a hostile environment to that.  4e lovers will pop out of the woodwork and say “NO IT’S NOT I ROLEPLAY IN IT” but you have a lot of articles like this by actual 4e designers that recognize this is happening and are even starting to understand the reasons.  You “can” create a story in 4e, but its nature is slowly discouraging that in players, play groups, adventure writers, and eventually that vicious circle spreads like a cancer through the hobby.  If I was more into the combat part of D&D, and the new version downplayed combat and had sloppy rules for it and was presented in a fashion that would encourage less and less combat encounters over time, I’d be similarly upset.

When I design a location/adventure encounter, do you know what I put in it?

Whatever the fuck I want to.

See, isn’t that easy?

It makes me sad that these otherwise talented adventure writers are trying so hard to innovate within the bizarre restricted environment that the tactical encounter format dictates.  “Maybe if we reorganize each tightly budgeted room as sectors…”  No one is putting the restriction on you but yourselves!  Rise up and cast off your chains!

Pathfinder and 4e Tied In Sales!

ICv2’s latest sales channel reports indicate something very surprising – that Dungeons & Dragons and Pathfinder are tied for #1 in hobby sales!  They’re followed by Warhammer Fantasy, Dark Heresy/Rogue Trader, and Dresden Files.

That’s pretty amazing, that a small company could rise to rival the historical keeper of D&D in such a short amount of time, and it’s a testament to the super hard work and high quality Paizo puts into their Pathfinder releases, and that they “get” what makes D&D great – it’s the adventures, stupid.

Of course these numbers aren’t based on unobtainable internal numbers and don’t include a variety of channels, it’s hobby stores/distributors only – DDI and Paizo’s subscriptions wouldn’t be included, for example – but it’s extremely notable.

Not only this, but hobby game sales are on the rise even while video game sales slump.