I've made mention before that my campaign started off as a combination of elements from Lost Mine of Phandelver and the Paizo Kingmarker Adventure Path.
As a quick note, Lost Mine of Phandelver to me, is the best 'official' adventure Wizards of the Coast has put out yet and if you haven't picked up the starter set yet, Amazon has it for $11.99.
I'm still digesting the kingdom rules from the hardcover Ultimate Campaign, so didn't want to run Rivers Run Red just yet. While there are elements that don't rely on the player's having the kingdom in play, I wanted to give the players as much Kingdom awesome as I could and well, wasn't ready. Thankfully the group is cool about that and I mentioned that they should follow up on their missing Dwarf co-Pathfinder member. It costs them!
Instead of using Phandalin as presented, I swapped it out with the River Kingdoms city of Pitax.I felt this worked out well in several ways. First, it's a fairly decent sized city. Important when the players are looking for spells and other mundane items that might take a while to find out their current outpost. Second, I don't know if it's a deliberate attempt or not, but Pitax feels very much like Rome in that it's almost a 'renaissance' city with lots of families doing various corrupt things and having a pleasant facade to hide behind. After watching the series Borgia, I was ready to role play some of that out.
It also didn't hurt that the players will eventually have different things to come to Pitax for in the future if we follow through with the entire Kingmarker series.
In Pitax, the players learned a bit about the city, about River Kingdoms in general, about some of the families here, and sought out information on their dwarf friend whose been held prisoner since oh, week one of the game I want to say?
They learned the whereabouts of a druid who knew the local region well and sought him out. During that bit, they encountered some twig blights. These are little evil halfling treants basically and the party made quick work of them. Why WoTC wants to keep using them as I don't think they've ever been popular since their introduction in Sunless Citadel in 3e era, I can't imagine.
There were also some unique zombies, ash zombies, that had a little extra ability, a nice example of a mini-template.
But the druid? He had the information that the party wanted, but needed a certain young green dragon gone. One of the players had a bit of background in his campaign that I used to include the dragon, Venomfang, in as his main antagonists.
Now the dragon's in a tower. The tower is so many feet wide and so many feet deep. It's basically a cooking oven for the dragon's poisonous breath.
Remember that elf monk I've mentioned in the past? That I painted up a Stonehaven miniature for?
Missed his first save. Took 42 points of damage in first round of combat. Erdan Nailo, who put clan above self, an elf that could hold a grudge? Dead.
The party made some good efforts at killing the creature. The druid casting some resistance from poison on himself, the halfling rogue having an innate resistance to poison. The dragonborn leaping upon the creature's back, which I gave him advantage for as long as he stayed on.
But then, at the player's roll, as few things are as entertaining as making the players roll their own potential doom, the dragon's breath weapon recharged. Another blast and Damaia, a tiefling warlock, who the player hadn't updated to 4th level from 2nd yet, went down, as did Naronel, an elf wizard. The elf player screwed that up and I allowed it, because he mentioned that he wanted to leave the tower, but then didn't actually do so. Who was I to allow him to not stay for the barbeque? At that point, the dragon had taken over half his hit points in damage, which the text calls for a retreat.
If I had been running things to kill, oh yeah, it would've been an easy TPK but that's no fun. Especially as the dragon was taunting Kontos, the dragonborn who had him written into his background, pissing the other players off who felt that the dragonborn knew more about their foe than he let on.
So the dragon shakes off the dragonborn fighter, who fails his Athletics roll and takes 4d6 falling damage, and the party claims the loot!
At this point I'm giving the new characters 1,000 gold pieces, no access to magic items, and half experience points of the lowest level character. How do other people handle introducing new characters?
The group voted on the experience rules, so I don't feel bad about them, but as the Dungeon Master's Guide isn't out, still a little 'weirded' out by allowing magic items. I might just rule that those killed by dragon breath had all their items destroyed and that their new character can start off with similiar items.
Next week we're taking a break. I'm still reading Ultimate Campaign from Paizo to get the Kingdom building rules in place. Some interesting stuff there. Too bad for the group that they just lost three positions! Take that stupid adventurers!
One of my players is going to do a paladin and wants to use the rules for assimar that are available from the Dungeon Master's Guide preview which I said okay. It's not like the rules are going to make THAT big a difference and the book will be out soon enough. Another is making a wild mage with a charlatan background.
That charlatan background bit is particularly funny to our group because one of the other players, in our last campaign, Warhammer Thousand Thrones, was an Imperial Wizard, who our hedge wizard initially labeled as a charlatan and it stuck with that character till his death.
The last player hasn't decided what she's making yet. Hopefully all of her goods and abilities are fully up to date this time!
Showing posts with label Wizards of the Coast. Show all posts
Showing posts with label Wizards of the Coast. Show all posts
Saturday, November 22, 2014
Thursday, June 12, 2014
Kobold Press on the Cheap: Review the makers of Dungeons and Dragons 5th ed Adventures without going broke!
With the new edition of Dungeons and Dragons coming out, Wizards of the Coast has made the unusual move of farming out the adventures to a third party. In this case, Kobold Press. I've owned several of Kobold Press products and helped on a Kickstarter of theirs.
I wasn't around for their 'original patron project, which was proto-Kickstarter. The master of that house was quite wise in seeing how the tides were turning as patron funded projects, both in Kickstarter and in various webcomic circles through things like Patreon.
The two adventurers coming out for 5th edition are Hoard of the Dragon Queen and The Rise of Tiamat. They suffer some of that 'weirdness' in Amazon pricing in that the discount is good, but now awesome. Still, $22 bones each isn't terrible considering what the average book is running these days.
But what if you're curious to know what type of game design Kobold Press does in the first place?
DrivethruRPG is having their 10th anniversary sale. While I know that the PDF format isn't everyone's cup of tea, if you want to see what Kobold Press is capable of doing, the 10th anniversary bundle 2, includes Midgard campaign setting. This PDF in and of itself is normally $19.99. It's also an Ennies nominated setting for 2013. It also clocks in at 298 pages. Yeah, I know once you cut the cover and stuff out it probably falls into the 'readable' It includes Pathfinder and AGE rules (which I'm guessing is Dragon Age rules from Green Ronin) so you can see how they handle a few different types of systems.
If you don't want to spent the $10 on that, there's a free preview.
See what the future holds for the writing in Dungeons and Dragons next.
I wasn't around for their 'original patron project, which was proto-Kickstarter. The master of that house was quite wise in seeing how the tides were turning as patron funded projects, both in Kickstarter and in various webcomic circles through things like Patreon.
The two adventurers coming out for 5th edition are Hoard of the Dragon Queen and The Rise of Tiamat. They suffer some of that 'weirdness' in Amazon pricing in that the discount is good, but now awesome. Still, $22 bones each isn't terrible considering what the average book is running these days.
But what if you're curious to know what type of game design Kobold Press does in the first place?
DrivethruRPG is having their 10th anniversary sale. While I know that the PDF format isn't everyone's cup of tea, if you want to see what Kobold Press is capable of doing, the 10th anniversary bundle 2, includes Midgard campaign setting. This PDF in and of itself is normally $19.99. It's also an Ennies nominated setting for 2013. It also clocks in at 298 pages. Yeah, I know once you cut the cover and stuff out it probably falls into the 'readable' It includes Pathfinder and AGE rules (which I'm guessing is Dragon Age rules from Green Ronin) so you can see how they handle a few different types of systems.
If you don't want to spent the $10 on that, there's a free preview.
See what the future holds for the writing in Dungeons and Dragons next.
Wednesday, February 15, 2012
Dungeons and Dragons Next: How will minis fit?
http://52minis.blogspot.com/ is another blog I'm a part of.
I love miniatures. I know they're not for everyone but here are some things I would like to see.
1. No core races that are rare or very rare. Yeah, I'm looking at the Dragonborn here. The only way to get a 'common' one, was to buy the resculpt in the visible packages that was overpriced compared to what had come previously. Why WoTC decided to make a brand new core race and not have a ton of figures out for it right away I'll never know. If there were sculpting problems, get better sculptors. They're out there. I don't need to post to dozens of sites to prove it. What's worse was at the same time we were still getting dwarves and elves that absolutely no one needed.
2. Adventure Support: Call me crazy but having a miniature of some of the big bads come out a year or later after the adventure has been out doesn't strike me as good marketing. Having an adventure come out that has immediate support with miniatures on the other hand? Especially if they are well done and can be used in other venues? Win.
3. Dreamblade. What the hell? Miniatures of a similar size but with prize money that blew anything the D&D miniatures were hosting out of the water? Well, we all know how that ended but man, talk about trying to have your cake and eat it too. If you're going to make another miniature game, make sure it either doesn't compete with your other one, or make sure that it it extremely useful to the other miniature game and doesn't require people to clip the miniatures off these massive oversized bases.
4. The China problem. Some people hate the idea of anything being made in China due to the various human rights issues. Some people look at current events and see that American workers appear to be more productive, that there are real savings to be had on transportation costs and that the lead time is cut down by months thanks to that improved transportation time. Might be time to you know, start making things in the US again as labor costs on the overseas markets increase. Be a good PR move as well.
5. Bags of miniatures. There has been a Zombie game out for years that allows you to buy a bag of zombies. They have a few other bits as well. These zombies are cheap. Well, relatively cheap. Why WoTC hasn't been able to make something like this is once again, beyond me.
Anyway, that's some things I'd like to see as there has been some talk of miniatures coming out 'soon'.
I love miniatures. I know they're not for everyone but here are some things I would like to see.
1. No core races that are rare or very rare. Yeah, I'm looking at the Dragonborn here. The only way to get a 'common' one, was to buy the resculpt in the visible packages that was overpriced compared to what had come previously. Why WoTC decided to make a brand new core race and not have a ton of figures out for it right away I'll never know. If there were sculpting problems, get better sculptors. They're out there. I don't need to post to dozens of sites to prove it. What's worse was at the same time we were still getting dwarves and elves that absolutely no one needed.
2. Adventure Support: Call me crazy but having a miniature of some of the big bads come out a year or later after the adventure has been out doesn't strike me as good marketing. Having an adventure come out that has immediate support with miniatures on the other hand? Especially if they are well done and can be used in other venues? Win.
3. Dreamblade. What the hell? Miniatures of a similar size but with prize money that blew anything the D&D miniatures were hosting out of the water? Well, we all know how that ended but man, talk about trying to have your cake and eat it too. If you're going to make another miniature game, make sure it either doesn't compete with your other one, or make sure that it it extremely useful to the other miniature game and doesn't require people to clip the miniatures off these massive oversized bases.
4. The China problem. Some people hate the idea of anything being made in China due to the various human rights issues. Some people look at current events and see that American workers appear to be more productive, that there are real savings to be had on transportation costs and that the lead time is cut down by months thanks to that improved transportation time. Might be time to you know, start making things in the US again as labor costs on the overseas markets increase. Be a good PR move as well.
5. Bags of miniatures. There has been a Zombie game out for years that allows you to buy a bag of zombies. They have a few other bits as well. These zombies are cheap. Well, relatively cheap. Why WoTC hasn't been able to make something like this is once again, beyond me.
Anyway, that's some things I'd like to see as there has been some talk of miniatures coming out 'soon'.
Saturday, January 21, 2012
Nostalgia
I get to kill two birds with today's posting. As I've noted on a few spots, I'm trying to work less this year and enjoy life more. We'll see how long that last as my work situation could change or any number of factors outside my control can smash my plans. But until that happens...
So today was clean house day. This may not sound interesting, but if you're a gamer who has played and collected for a long time, it can lead to some interesting times. While due to space constrains I've lost, sold, traded or otherwise lost much of my collection, I still have a lot of things like my old Polyhedron magazines that I stumbled across or some maps by one of my friends.'
Jason is a great artist and a good guy and I haven't talked to him for years but hell, that's part his fault and part my fault.
I also came across some photos of my friends and I when I used to live on Mozart playing some second edition. Good times.
But on another front, nostalgia hits from a completely unexpected source; Wizards of the Coast is going to reprint the first three Advanced Dungeons and Dragons books with new covers and provide some of the cash for the Gary fund.
I noted over on RPG.net that I'm of two minds. The first is the cynical aspect that looks at this as a ploy by WoTC to sell some books at an inflated cost and notes that they completely ignore Dave, the other founder of Dungeons & Dragons. There are other bits that go clink clink in my head, but really, I'm trying to be the gamer who goes, "Wow."
WoTC probably isn't going to make much money off this. It's a limited print run that is going through local gaming stores only and no chains. They'll also be donating some money. I think that its a good move because it allows those who want the 'shinny' but also the old, to get a look at it. Mind you, if anyone really wants to get those books e-bay and used book stores probably have them at a much cheaper price. It also allows some good will to shine through thanks to the nature of the product.
There are those who see it as a money grab and as an excuse for Wizards of the Coast to strike out as games like OSIRIC and it is possible. Me? I'm hoping that its an experiment that goes well and that Wizards of the Coast does something like this for Dave and that they keep building what could be good will be doing things fans want as opposed to being a corporation.
We'll see.
Game on folks.
So today was clean house day. This may not sound interesting, but if you're a gamer who has played and collected for a long time, it can lead to some interesting times. While due to space constrains I've lost, sold, traded or otherwise lost much of my collection, I still have a lot of things like my old Polyhedron magazines that I stumbled across or some maps by one of my friends.'
Jason is a great artist and a good guy and I haven't talked to him for years but hell, that's part his fault and part my fault.
I also came across some photos of my friends and I when I used to live on Mozart playing some second edition. Good times.
But on another front, nostalgia hits from a completely unexpected source; Wizards of the Coast is going to reprint the first three Advanced Dungeons and Dragons books with new covers and provide some of the cash for the Gary fund.
I noted over on RPG.net that I'm of two minds. The first is the cynical aspect that looks at this as a ploy by WoTC to sell some books at an inflated cost and notes that they completely ignore Dave, the other founder of Dungeons & Dragons. There are other bits that go clink clink in my head, but really, I'm trying to be the gamer who goes, "Wow."
WoTC probably isn't going to make much money off this. It's a limited print run that is going through local gaming stores only and no chains. They'll also be donating some money. I think that its a good move because it allows those who want the 'shinny' but also the old, to get a look at it. Mind you, if anyone really wants to get those books e-bay and used book stores probably have them at a much cheaper price. It also allows some good will to shine through thanks to the nature of the product.
There are those who see it as a money grab and as an excuse for Wizards of the Coast to strike out as games like OSIRIC and it is possible. Me? I'm hoping that its an experiment that goes well and that Wizards of the Coast does something like this for Dave and that they keep building what could be good will be doing things fans want as opposed to being a corporation.
We'll see.
Game on folks.
Sunday, January 15, 2012
Paizo and Open Design versus Wizards of the Coast: Round one: Monsters
For some, when it comes to game mechanics, less is more. For example, when looking at 3rd edition, on one hand, one of the things many people say it did right, was make things more universal. While there are benefits to having one method of creating an NPC that will match up with a player, and of having standards for lowering and raising monsters, either based on hit dice or giving then levels, the problem almost becomes that you are no longer player Dungeons and Dragons.
Because you know what other systems use such a methodology? GURPS, Hero, Mutants and Masterminds, and I'm sure many others. But in Dungeons and Dragons 3rd edition, the player creation aspect is so highly specialized and customized that for the Game Master, to honestly use it all the time, can be nightmarish. This isn't to say that many Dungeon Master's don't love to tweak or design or create. In some venues, this is WHY they are Dungeon Master's. In other's, because they are Dungeon's Masters and not playing, they get to tweak that part of the game like a player gets to do so with their character.
Each player though, generally only controls one character. If a Dungeon Master is making highly unique and customized characters and monsters each game, even if his enjoyment is high, his prep time is going to be huge. And taking up large chunks of prep time is never seen as a good thing.
So 4th edition went back to the drawing board on the monster side, and in terms of how monsters work, I think they largely succeeded. Oh, they screwed up the damage dealt and hit points possessed, but those aspects are able to be tweaked fairly right away. The presentation, the building, the roles, these things are shorter and sweater.
Yet in terms of Monster Manuals, after the third one, WoTC went back to the drawing board to tweak monsters because of the tweaks they did to the players in the relaunch of the Essentials line. It was another case of, "We're not going to reprint the core book because that's unnecessary, but here, have a book that fills the exact same role, including takes on all the old stuff, but is not actually a reprint." They followed up that Monster Vault boxed set with another monster product that failed to go epic but was well received due to the amount of information each monster had. It was almost like world building through the monsters. Very well done and very well received.
In terms of making monsters more, Open Design has their own Ecologies compiled from Kobold Quarterly. Paizo, while publishing Dragons and Dungeons, printed a compendium of Ecologies. Currently Paizo has a line of products that revisits monsters and expands them. The focus isn't on the game mechanics, its on making the monsters more useful to the Game Master by expanding information on where they live, how they live, why they act the way they do.
This was a fairly regular feature back in the day for Dragon magazine. Wulfgang's Ecology of the Ghoul is still one of my favorites from 2nd edition.
4th edition may have had some, but I honestly cannot recall Dragon online having any great impact on how I look at monsters. It's focus has been weak. There was a brief time when they created a new feature called Creature Incarnations. It featured a variety of monsters pulled from one monster. You can see one free article of it here. Its not bad in my opinion but...
I've mentioned before that Dragon Magazine used to be a fantastic resource for Dungeon Masters and players and I feel its become a little more than a preview and feedback machine. Back in 'my day' we had The Dragon's Beastiary and Ecology articles. When Dragon was feeling real generous and wanted to make the reader feel he got a huge bonus, we'd get a Creature Catalog, almost like a miniature sized Monster Manual.
If Dragon continued to support and publish the Incarnation articles, that would be one thing. You could say that they went in that direction. In the years, and its got to be going on something like four years, so over forty eight issues, there are less than twenty articles that fall in the heading according to a search on the article compendium.
When other companies are publishing books, in what is supposed to be a depressed buying market, especially for what are niche products, products that focus on the background and organization, and methodology, not on new game stats, if Wizards of the Coast is serious about learning from its past efforts, this is one of the directions they need to embrace.
Because you know what other systems use such a methodology? GURPS, Hero, Mutants and Masterminds, and I'm sure many others. But in Dungeons and Dragons 3rd edition, the player creation aspect is so highly specialized and customized that for the Game Master, to honestly use it all the time, can be nightmarish. This isn't to say that many Dungeon Master's don't love to tweak or design or create. In some venues, this is WHY they are Dungeon Master's. In other's, because they are Dungeon's Masters and not playing, they get to tweak that part of the game like a player gets to do so with their character.
Each player though, generally only controls one character. If a Dungeon Master is making highly unique and customized characters and monsters each game, even if his enjoyment is high, his prep time is going to be huge. And taking up large chunks of prep time is never seen as a good thing.
So 4th edition went back to the drawing board on the monster side, and in terms of how monsters work, I think they largely succeeded. Oh, they screwed up the damage dealt and hit points possessed, but those aspects are able to be tweaked fairly right away. The presentation, the building, the roles, these things are shorter and sweater.
Yet in terms of Monster Manuals, after the third one, WoTC went back to the drawing board to tweak monsters because of the tweaks they did to the players in the relaunch of the Essentials line. It was another case of, "We're not going to reprint the core book because that's unnecessary, but here, have a book that fills the exact same role, including takes on all the old stuff, but is not actually a reprint." They followed up that Monster Vault boxed set with another monster product that failed to go epic but was well received due to the amount of information each monster had. It was almost like world building through the monsters. Very well done and very well received.
In terms of making monsters more, Open Design has their own Ecologies compiled from Kobold Quarterly. Paizo, while publishing Dragons and Dungeons, printed a compendium of Ecologies. Currently Paizo has a line of products that revisits monsters and expands them. The focus isn't on the game mechanics, its on making the monsters more useful to the Game Master by expanding information on where they live, how they live, why they act the way they do.
This was a fairly regular feature back in the day for Dragon magazine. Wulfgang's Ecology of the Ghoul is still one of my favorites from 2nd edition.
4th edition may have had some, but I honestly cannot recall Dragon online having any great impact on how I look at monsters. It's focus has been weak. There was a brief time when they created a new feature called Creature Incarnations. It featured a variety of monsters pulled from one monster. You can see one free article of it here. Its not bad in my opinion but...
I've mentioned before that Dragon Magazine used to be a fantastic resource for Dungeon Masters and players and I feel its become a little more than a preview and feedback machine. Back in 'my day' we had The Dragon's Beastiary and Ecology articles. When Dragon was feeling real generous and wanted to make the reader feel he got a huge bonus, we'd get a Creature Catalog, almost like a miniature sized Monster Manual.
If Dragon continued to support and publish the Incarnation articles, that would be one thing. You could say that they went in that direction. In the years, and its got to be going on something like four years, so over forty eight issues, there are less than twenty articles that fall in the heading according to a search on the article compendium.
When other companies are publishing books, in what is supposed to be a depressed buying market, especially for what are niche products, products that focus on the background and organization, and methodology, not on new game stats, if Wizards of the Coast is serious about learning from its past efforts, this is one of the directions they need to embrace.
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