Tag Archives: RPGs

Mike Mearls Admits D&D 4e Blows

The Escapist has quite a roundup of D&D articles this week, spurred by the D&D Essentials “Red Box” release.

The most notable is this interview with D&D R&D Group Manager Mike Mearls.  In it, he acknowledges that 4e turned out a lot of previous D&D fans – “Look, no one at Wizards ever woke up one day and said ‘Let’s get rid of all of our fans and replace them.’ That was never the intent.”  But it’s an implicit acknowledgment that that’s what happened.  They also discuss the mechanics of 4e being too dissociated from reality and making it very difficult to immerse with it.  None of this surprises me, because it’s exactly what I said about 4e when it came out:

Though I’ve bagged on Mearls for some of the 4e design decisions, I had heard he’d been playing around with older school D&D and he appears to have gotten an understanding of the major lacks of 4e and how to get it back on track as really being D&D again.  Wait, here, let him tell you…

“If you are a disgruntled D&D fan, there’s nothing I can say to you that undoes whatever happened two years ago or a year ago that made you disgruntled – but what I can do, what’s within my power, is that going forward, I can make products, I can design game material, I can listen to what you’re saying, and I can do what I can do with design to make you happy again; to get back to that core of what makes D&D, D&D; to what made people fall in love with it the first time, whether it was the Red Box in ’83, the original three booklets back in ’74 or ’75 or even 3rd Edition in 2004, whenever that happened, to get back to what drew you into D&D in the first place and give that back to you.”

So congrats to Mearls and props for admitting that 4e had gone outside the lines of what many of us wanted in D&D, and that they’re actively going to try to do something about it.  Good news for 5e!

And that’s really what I wanted.  My critique of 4e hasn’t been “edition war for the sake of edition war” or general grousing – I knew that if people said loudly and clearly what they wanted out of D&D, that eventually someone would listen (changes of the guard happen frequently over at ol’ WotC).  It’s all about wanting D&D to return to a game someone can use to simulate a game world and immerse in a character, without being tossed out into board-game mode.

All the 4e lovers are in a tizzy over it, claiming that the article must be a wildly biased hackjob because no one could ever admit any flaws in 4e, but they’ll get over it, as they lap up whatever Wizards does without discretion.  So, it’s a win-win.

It may be too early to roll out the “Mission Accomplished” banner, but it seems we have the terrorists on the run!  And that’s why Mike Mearls is my…

Alpha Dog Of The Week

Reavers on the Seas of Fate – Session Summary 24 Posted

Twenty-fourth Session (9 page pdf) – “Throwdown With the Arm-Ripper” – The party works their way through the ruined complex to an ancient druidic shrine, only to meet two of Jaren’s old friends – a witch and the Arm-Ripper!  Is Jaren’s missing arm a coincidence?  Hint: no!

We finished up with my randomly generated dungeon and kicked into Throwdown with the Arm-Ripper.  I have a soft spot for those Wicked Fantasy Factory adventures – they need work, but they shine in the setpieces.

Before that, they ran across a sleeping cave bear.  “We’ll sneak up on it and kill it,” they declared.  I took a look at the dire bear stats and shuddered.  Even with the sleeping perception penalty, there was a real good chance that with three PCs sneaking up, one of them would be heard, and if that thing woke up in close quarters with the three PCs, someone was going to get ripped to bits.  But they all snuck up successfully and all executed coup de graces.  The bear was tough, and it rolled TWO natural 20’s on its Fort saves – but luckily, it failed its third.

The interaction with Gilmy the ettin was entertaining.  They thought he was maybe some druidic guardian, and that his forehead scars were maybe lobotomy scars – they weren’t, they were a plot point, and he had been turned from a human into a mutated ettin by Mythra and the altar (also used the same way to make the Arm-Ripper).

And then it was The Big Fight.  A freaky altar!  An Arm-Ripper!  A witch (druid, really)!  A wolf!  The Arm-Ripper and Mythra weren’t all that hard per se, but the altar goes nuts when there’s violence and strong emotions going on and it kept affecting the environment, raising and/or animating dead foes, etc.

In the end, it resurrected Mythra but everyone else was dead and she didn’t have the starch to keep fighting.  She surrendered and helped them regrow Jaren’s arm and make the dragon helm (it’s probably for the best that they didn’t have to rely on their Knowledge skills).

So, mission successful!  Now it’s back to Riddleport for the grand finale of the first main plot arc.

Indie Games as a Sub-Game?

I have a soft spot for indie games.  They have cool ideas.  But often those cool ideas are more one-shot-worthy, and aren’t really full of enough stuff to maintain a campaign.

But what about using one as a kind of minigame within an existing campaign?  I was actually thinking about this recently. I was wanting to beef up rules concerning relationships in my Pathfinder campaign, and I know a variety of indie games have strong stuff there, so I asked on RPG Stack Exchange about if there were any good mechanics I could steal to use in it (I had the ones from the dead in mind).

I just bought a copy of Blowback, an indie RPG designed to model the TV show Burn Notice.  My gaming group talked about doing a one shot of it but it would interfere with our Alternity campaign.

But then I was surfing forums for entertainment and found this post on storygames from someone who used an indie game, Hell 4 Leather, as an adjunct to his D&D campaign.  I started thinking.  You know, a lot of the subplots we’re doing with the “B Team” characters in the Alternity campaign are kinda similar to Burn Notice.  In the main plot, our military characters are fending off an alien war fleet, but our secondary characters tend to be “helping the NPC of the week.” Would it make sense to use Blowback for that part of the game?  It’s somewhat attractive to me – thirty sessions of Alternity rules have gotten a little stale and they don’t support some activities well.

I’m not the GM for that campaign so it probably won’t happen, but it’s an interesting thing to think about.  Has anyone done something like that?

Game Chef 2010 – Do It Now!

Hey, I just saw that the 2010 Game Chef competition is underway!  You still have a couple days to throw together a complete RPG and submit it.  It stretches from Sept. 11 to Sept. 19 and the rules are here.  Best RPG put together in short order wins!  Not as short order as the “24 Hour RPG” contest, but short.  Even if you don’t enter, a lot of time the entries become freely available and are cool!

Free Downloads From Paizo

Did you know Paizo has a link to get to all the various free PDF products people have listed in their store?  Neither did I.  But here it is!  There’s some good stuff in there, for various game systems.

RPGNow has a similar link which is super easy to find, but Paizo’s store is a little more cryptic, so it’s my Gamer Tech Tip Of the Day!

Download them, read them, use them – and if you like them, review them on the site.  Publishers give freebies so people can see the quality of their work; if you use a freebie that’s good, say so!  It encourages people to buy their stuff and then encourages more freebie giving to you.

Alternity “The Lighthouse” Session Summary 29 Posted

Twenty-ninth Session – After we lay Rokk to rest, we go mess with the remaining Lucullan factions.  Most are kittycats, except for the insane and violent Picts.  But they’re not as insane and violent as we are!

Chris had a new character since Rokk got Thunderholed last time – Drest Talorgin, a Pict subchief.  So in good faith, we tried to set things up so that he’d confront the Pict chief, King Steel, a psycho cyborg weren.  We planned to hijack Steel’s cyber gear and then Dreth would take him out in combat.

Well, Taveer and Lenny managed to put a virus in Steel’s cyber maintenance gear, and it gave him a 2 step penalty to everything…  But he was so insanely ripped out that didn’t matter.  When as planned the fight broke out in the Pict assembly during the negotiations, King Steel totally tore Drest to bits, and then our own weren, Haggernak, jumped in, and Steel tore him to bits too.

As a player, I really didn’t want to steal their thunder.  So Markus tried to just ask for Haggernak and Drest’s lives (he was willing to settle for Haggernak) but Steel attacked him as well.  Well, Markus doesn’t tolerate primitive screwheads putting their mitts on him, so he executed the huge Pict with his chainsword.  The whole assembly fell silent; you could have heard a pin drop.  So Markus used one of my favorite Conan quotes – “Enough talk!” and issued a call to arms.  I have to admit, it was entertaining to be a Conan-style barbarian chieftain for a week.  And we got a Pict horde out of the deal; we gave them a camp in a cargo ship Lambert Fulson owns that’s docked with the Lighthouse.

We finished up in Lucullus.  The subplots in drivespace were fun.  Rokk Tressor’s ghost returned to haunt Peppin.  Degenerate gambler Marlok Taneer showed up and wanted Markus to get him “variable density bio-gel,” which I immediately realized he was going to use to load dice with.  Which was fine with me, as long as it wasn’t in my casino, and as long as I was getting a cut.

Then a human woman took a liking to our big weren Haggernak.  Easter egg: Paul was casting about for a name for the woman and I insisted she be named “Satine”, after Satine Phoenix, one of the stars of I Hit It With My Axe.  If you’re familiar with her work, you’ll know why.

And then we took Peppin’s miscreant cousin and forced him to be a steward on the ship we’re keeping our Pict hordes in.  WELCOME TO OZ, BITCH!!!

Alternity “The Lighthouse” Session Summary 28 Posted

Twenty-eighth Session – The Jamaicans must fall under our sway!  And for some reason this means we have to go white water rafting.  In the end, brave CIB agent Rokk Tressor gets Thunderholed.

I missed this session, but to hear the other players talk, that’s probably not a bad thing.  They got roped into white water rafting, and the rules being used meant that pretty much everyone was guaranteed to die – since “boating” isn’t high on the list of skills for spacemen and the Alternity system is unforgiving to the untrained (roll d20!  On a 1-3, you don’t die!)

And then another super hard target fight.  We feel somewhat torn about how the combats are going.  Every fight is against extremely high grade opponents – awesome skills, armor, etc. – and often require heavy weapons to best.  The GM pretty much lets us take heavy weapons anywhere, the resistance is more from our sense of realism.  “Really?  Should I really be carrying a duffel full of rocket launchers everywhere I go?  And a quantum minigun?”  That’s not very Star Trek/Babylon 5 so the sense of genre appropriateness inclines us not to do it, but when we don’t, people get killed.  And that’s what happened to Rokk.  He spent all his Last Resort points to survive the whitewater, so then when an uber-NPC got in a lucky shot on him, he was straight up dead.

Since I wasn’t there, you’ll have to get more details from the session summary.  Go click it now!

Alternity “The Lighthouse” Session Summary 27 Posted

Twenty-seventh Session – We go to a system called Lucullus that is run by various criminal gangs.  As that is a clear challenge to our roguishness, we pull off a complicated casino heist on the Mafia!  Eat that Lucullans!

I enjoyed this session – Lenny, Ten-zel, Markus, and Peppin work well together and we got to freeform plan our heist.  I like it when there’s a sandboxey setup – the event was being prepared according to a schedule, so we could be proactive, reactive, etc. based purely on our own merits and inclination.

Probably my favorite part, though, was after the “hot librarian” female Mafia security expert came and set up the casino’s security (we surveilled her the whole time), Ten-zel called up some hookers and got one that looked like her and was dressed exactly like her.  I said, “Brilliant!  What’s the plan?”  I figured he had some elaborate sting in mind and that we’d use the doppleganger to somehow compromise the casino’s security.  His response?  “Well, uh, I just kinda wanted to bang a chick that looked like that lady.”  I think “consternation” is the best word to describe my reaction to that.  And of course he just had them come to the front door – of the abandoned building next door our listening post was in.  As the Mafia security goons headed towards us, I said “I’m going upstairs to hide our equipment; you’d better bluff them out of here or I’m going to shoot them and you.”  He got them out of there, though.

The rest was too many meetings with too many functionaries to wreak diplomacy upon them.  It kinda bothers me that despite the huge Imminent Alien Holocaust, every single faction of NPCs everywhere is sitting around jerking off and have to be convinced via doing crap for them to get on board.  I mean, some of that is fine, but shouldn’t there also be people wildly in favor of it?  That can provide complications too (“We should attack NOW!!!”  “No, wait…”) but so far we’re starting to lose respect for pretty much the entire population of the Verge.  I find myself thinking, “So if these yokels get their asses enslaved by aliens, it’s probably what they deserve.”  I don’t want to feel that way, but when every single person you meet is a helpless, passive, venal snarfhocker…  Sure, NPCs shouldn’t outclass the PCs and we should be the drivers of the adventure and all that, but when other characters are too milquetoast  it threatens your attachment to the in-game world.

Alternity “The Lighthouse” Session Summary 26 Posted

Twenty-sixth Session – Our handler wants us to forge a brave new world with a new interstellar government.  Instead, we spend the time screwing around with various personal subplots.

Of those subplots, the mainly interesting one was that the Swede’s crazy mutant terrorist ex-wife shows up with a gang and causes problems  – problems we solve with MURDER!  And then there’s a wedding.

Not much more to say about it.  Some of these sessions where we just do all the subplots while we’re in drivespace are a little trying.  There’s a interstellar alien war on, so when people whine to us about some personal problem it’s a bit hard to take it seriously.

Jim Shipman Gets Told

Jim Shipman, criminal proprietor of Outlaw Press, is the recipient of an “open letter” from Tunnels & Trolls originator Ken St. Andre posted on RPG.net as well as other locations.

James,

I received your package yesterday with some surprise. Received six copies of the revised Gristlegrim Dungeon. This dismays me, as I told you to quit publishing it back in January of this year when I broke with you. If this parcel was an attempt at a reconciliation between us, then I appreciate the effort you took, but I reject it. Our friendship and partnership is broken and done forever. I do not wish to collaborate on Gristlegrim or any other project with you. Not now! Not ever again! You had no right to add your material to my work. You have no right to continue publishing and selling it. Please stop!
James, you no longer have any right to publish or sell my works. We have no written contracts. We have no formal accounting of royalties. Your habit of sending money and or copies of the items is no longer good enough. Any informal agreements we may have made in 2009 and earlier are terminated on my side of the deal. I no longer wish to associate with you, either professionally or informally.
Find some other outlet for your creativity. Leave me, and leave Tunnels and Trolls, alone. I am rejecting any further association with you.
I hope this is clearly understood. Do not publish anything with my name on it as author. Do not presume to collaborate with me on my projects. Do not keep attempting to infiltrate trollhalla.com under false names–you are banned and unwelcome on that site. Do not attempt to rewrite the history of Tunnels and Trolls on Wikipedia or any other online sources. Do not send me money. Do not send me product. I do not want it from you. However, I am under no legal obligation to send back things that arrive unsolicited in the mail. I won’t waste the money or the effort to send them back. I am not interested in theatrical gestures. I simply wish to terminate our association and to move on with other things in life.
I hereby reclaim my rights to anything I ever gave you to publish. In particular, I assert my right to the novel Griffin Feathers which consists entirely of my own work with some input in the short sections of the book from the members of Trollhalla.
I am forwarding the “royalties” that you sent me to Jeff Freels, the artist whose work you have re-used to illustrate this version of Gristlegrim. He deserves compensation for his work.

James, I am not angry at you, and I do not hate you. I simply will not associate with you ever again. For several years we were, I thought, very good friends. Outlaw Press did a lot for Tunnels and Trolls. You know why that time has ended. Let it go. Move on.
James, I will be publishing this letter in open forums on the internet, so that all the world can see how I feel, and how I react to what I can only believe are attempts to manipulate me and to gain control of Tunnels and Trolls. If you have no ulterior intentions, then forgive me for being suspicious, but I no longer feel that I can trust you.
James, you have your own unique style of creativity. Please go and do your own thing, and stop messing with me and with Tunnels and Trolls.

Sincerely,
Ken St. Andre

For those who are inexplicably puzzled by this, Jim Shipman ran a Tunnels & Trolls publishing outfit called Outlaw Press, to which end he stole art, from more than 30 artists, committed eBay fraud, vandalized the Tunnels & Trolls Wikipedia article, and even tried to impersonate Ken St. Andre on this blog!  And everyone knows about it.  But for whatever reason, he just.  Won’t.  Stop.

I mean, if I were going to put in loads of time and effort to rip off some group – I wouldn’t pick Tunnels & Trolls players; an obscure sub-niche of an industry not rolling in dough anyway.  Come on James, if you are serious about a career as a con man, shouldn’t you at least move up to senior citizens’ Social Security checks or something?

I’m A Fourth Level Badass

Slow progression is the order of the day in my Reavers on the Seas of Fate campaign.  The PCs are fourth level, and that’s after 24 long, hardcore sessions.  They may get level 5 soon, but no promises.

But everyone’s sent me their character sheets, and there’s nothing soft about these PCs!  When you really settle in to a level and live in it, you learn how to kick ass without always chasing that new kewl power (tm WotC).

Here’s their character sheets – feel free and use them as a pirate crew to strike fear into your PCs – just make sure they’re about 7th level or else they might get their fool throats cut.

Serpent Jorenson, CN Ulfen Druid 2/Ranger 2 – He specializes in the quarterstaff beat-down.  Especially versus humans.  That’s two attacks at +9/+9 for 2d6+7/2d6+5 when he has shillelagh on! And his pet snake Saluthra is ridiculously effective; the bite + grab + constrict dishes out 20-30 points of damage first round easy.
Girlfriend: Samaritha Beldusk, half-elf Cyphermage

Sindawe Narr, LE Mwangi Monk 4 – Yes, he’s really AC 24. And no, I don’t know why he has half a page of “sex manuevers” on his character sheet. I had no idea about that till right now. No wonder a goddess made love to him.
Girlfriend: Mama Watanna, an old (?) voodoo lady (?)

Wogan, N Chelaxian Cleric 4 – He keeps them all healed. He’s not hell on wheels in combat, but he likes to summon critters and has some guns that he can bust a cap in you with. And I notice he has a Wand of Eagle Slender. Apparently that increases your charisma by making you more svelte and athletic looking.
Girlfriend: His deity Gozreh provides his only sexual release

Tommy Blacktoes, NE Halfling Rogue 4 – Not one of those new style “striker/DPS” thieves, Tommy’s more of a skilled burglar and con man. +17 in some of those thief skills at level 4. I didn’t know that was possible.  Watch your nipples when he’s around.
Girlfriend: Lavender Lil, tiefling hooker

Bonus Poll!

Make A Random Generation Table, Get Fame And A T-Shirt

Cool!  Mega-genre site Topless Robot is having a contest in which you make a helpful RPG random generation table, like unto the old Random Harlot Table from AD&D 1e.  Go, enter, win!  There’s a bunch of entries already but they’re mostly lame.  We need some real RPGers to weigh in!