Showing posts with label Adventure Preparation. Show all posts
Showing posts with label Adventure Preparation. Show all posts

Sunday, September 11, 2016

Thief's Covenant (Gaming Edition)

Thief's Covenant
Written by Air Marmell
A Widdershins Adventure

Thief's Covenant is one of those novels I picked up on sale at one point for probably $1.99-$2.99 in kindle format. It was a quick read. If I saw the other novels on sale for a similar price, I'd buy but currently they are $9.99 for the Kindle and $16.99 in hardcover, although the Amazon sale price is $11.09.

In terms of gaming ideas, the start of the book, a prologue, would make a good point for a starting adventure. Too many times I've seen the dreaded "you all meet at a tavern." It's an old trope at this point.

One of the options writers are encouraged to use, is "start at the action" or perhaps "after the action". How many times for example, has a movie started off with someone walking through a battlefield, or waking up in a battlefield after the battle itself has already ended?

Thief's Covenant starts similarly with the main character, Widdershins, hiding from a demonic entity while those she knows are slaughtered beneath her.

One quick way to start a campaign, have the characters be in a huge fight that their side lost. The giants broke through the gates. The farms have been burned to the ground by enemy soldiers. The temple has collapsed due to demonic assault.

Another interesting point the book tackles, is faith and religious evolution. I've mentioned before how you can have an apostate for a church when the church changes and what was once canon is now heresy. This can also change by location. What is standard practice in one part of the world, may be different in another part of the world.

Even official game settings like the Forgotten Realms do this with Lathander temporarily becoming Amaunator and the whole church temporarily changing its focus.

Religion can play a large role in your campaign if you'll let it. Don't be afraid to have the actions of the deities and the church itself have an actual effect on the campaign. Incorporate those actions and the results of those actions into the campaign.

Another bit worth tinkering with in your campaign, is how do the various deities of a panethon get along. Do the pantheons have clean breaks as they often seem to in fantasy role playing settings or is there a lot of mixing as there tends to be historically? Do gods and goddessess become saints and angels? Do favorite tales and myths get repackaged?

In this setting, the gods belong to one faction and a foreign god is not expressely forbidden, but has no allies, has no structure to fall back upon. Another aspect to keep in mind when world building and letting the characters explore the campaign setting.



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Sunday, March 29, 2015

Venus in Copper: Gaming Lindsey Davis' Ancient Rome


Detective stories are often hard to capture in a role playing session. There are often times when a system will rely on characters having select specialized skills to gather the specific information needed, and lacking those skills can cause the game to grind to a halt.
This is not a unique feature of detective games mind you. I remember when Green Ronin brought Warhammer FRPG back. One of their first ‘Adventure Paths’ involved some wilderness exploration that required characters to have some wilderness or tracking skills and well, things wouldn’t move forward without those skills. It’s been a while so bear with me if I’m not remembering some 10+ year old adventure with 100% accuracy.
Some products and systems, like the Gumshoe system, try to move beyond such limitations by always allowing the players to move forward in the mystery, allowing the other parts of the game to take the crunch if you will.
For example, I’ve mentioned Lorefinder before. It’s got all the crunch of Pathfinder but the investigative components are specialized into the Gumshoe style which allows potentially more satisfying results than just “make a skill check.” Mind you the more skilled such individuals are, the more information they can unlock with their skills.
But in dealing with role playing games, there are many facets that should be considered and utilized when possible. When of the things that Lindsey Davis does, is brings excellent description to the reader. The first person narrations of Falco, have the detective meet an Oracle who Falco describes in the following flowery manner:
“She looked about sixty. Her straight dark gown hung from two small silver niello shoulder-broaches, so her arms were bare, thought hidden in spare folds of the material. Her hair was rather thin, mostly black yet with broad silver streaks. Her face lacked professional mystique, except for severely hooded eyes. The eyes were no special colour. It was the face of any businesswoman in the male world of Rome: accommodating, yet with an underlying stubborn strength and a trace, faint as snail tracks, of personal bitterness.”
It’s a great list and includes age, clothing, hair, eyes, along with a few other characteristics thrown in.
If this were a role playing description, other elements, such as any noticeable aura, weapons, or other strangeness, like say, floating Ioun Stones, would be marked.
Description is the character’s key to the world. It doesn’t matter how much detail the Game Master knows if he is unable to relay that information to the players.
Players tend to perk up on details because they assume that the Game Master is providing them for a reason. When in combat, it can be vital to know where a pillar is. How many feet between floors in a three story building. How many skeletons are climbing out of the graveyard.
The details in description can provide a lot of depth and information to characters that pay attention, but know your group. Just because you provide the detail, does not mean that your group is paying attention.
If your group is one who loves combat, all of the loving details about the weather, the increased temperature, the rise in the flu, and other bits that hint at events, are probably going to go by the wayside.
As a Game Master, you’ll have to focus on what the player’s are paying attention to. See if they pay attention to description’s of NPCs. See if they pay attention to rumors. See if they pay attention to local events and holidays.
Another aspect to look into when running a detective game, is investigation. The facets that should be examined include the old standards: Who, What, When, Where, How, and Why.
In a role playing game, the Who can be easy. In this  case, Falco is hired before a murder, to insure that no murder takes place! Serverina is a three time widower former slave making her world in the ancient Roman world. Those who've hired Falco want to insure that their friend, ally, and business patron, doesn't fall to her.
To know about Serverina, Falco goes through learning about how the past husbands died. Learning about how Serverina used to live. Learning about those who've hired him, just in case they themselves are not always what they seem.
This provides numerous character hooks and builds the whole of Rome in that it allows many characters to enter the realm of possible murderers, especially when Servenia’s husband to be dies BEFORE the wedding. If she was a gold digger as feared, then there are other suspects at play.
In addition to the investigation, a role playing game can have other elements. One of the fun things about gaming, are the rewards. In traditional games like Dungeons and Dragons, this is usually a more powerful magic item. Some things might included non-traditional rewards like titles or land.
In this novel, Falco is awarded with a turbot.
A turbot in this time, is a fish of royal importance. When caught it was often given to the Imperial House to carry favor. Falco getting one? When he doesn't have the house or means to properly prepare this giant fish? It borders on comic.
Giving players a reward that has social status and requires them to work with it to get the full benefit of that status? It can provide solid entertainment. Are there characters with skills in music? Get them into a bard college for a special performance that requires a special instrument.
Are there players who are master weapon smiths? Have them learn how to craft exotic weapons, but have to provide the materials and space to the trainers who will teach them.
With a little give and take in the reward, the reward itself becomes part of the story.
One of the things that players can learn, is a deeper history of their surroundings. For example, consider this exchange between Falco and Severina.
“After a moment Severina lifted her right hand, showing the cheap ring with a crudely etched Venus and a small blob that was meant to be Cupid nestling her knee. ‘Now copper-‘ she dlcared obscurely, ‘that’s for eternity!’
‘Eternity comes cheap! Did you know, copper is named for the mountains of Cyprus, where the oxhide ingots come from? I collect obscure facts. ‘And Cyprus is the birthplace of Venus, so that’s why copper is the metal of Love-‘
These bits of historical information may provide interesting tidbits of trivia to have, or may be important clues to something coming down the pipeline.
Lastly, I would say that detective stories, especially those set in a large city like Rome, benefit from set pieces. Having a place that the characters can use as a compass, to know where they’re at, that is a local spot that knows what’s going on around that particular location.
For instance..
‘Before I stalked out the gold-digger, I wanted to explore the Hortensius menage. People tell you more than they think by where they live and the questions they ask; their neighbors can be even franker. Now I had gained a general impression, the sweetmeat stall where I had been given directions earlier was ripe for a return visit.
‘When I got there a hen who liked the high life was pecking up crumbs. The place itself was just a shack opposite a stone pine. It had a fold-down counter and a fold-up awning in front, with a small oven tucked away behind. The accommodation in between was so scanty that the stallholder spent a lot of his time sitting on a stool in the shade of the pine tree on the other side of the road, playing Soldiers against himself. When a customer turned up he left you long enough to get excited over his produce, then sauntered across.
‘The freeholders of the Pincian discouraged shops: but they liked their little luxuries. I could see why they let this cakeman park on their hill. What his emporium lacked architecturally was made up for by his bravura edibles.
‘The centerpiece was an immense platter where huge whole figs were sunk to the shoulder in a sticky bed of honey. Around this circular dish were tantalizing dainties set out in whorls and spirals, with a few removed here and there (so no one need feel reluctant to disturb the display). There were dates stuffed with whole almonds the warm colour of ivory, and others filled with intriguing pastes in pastel shades; crisp pastries, bent into crescents on rectangles which were layered with oozing fruits and sifted with cinnamon dust; fresh damsons, quinces and peeled pears in a candied glaze; pale custards sprinkled with nutmeg, some plain and others cut to show how they were baked on a base of elderberries or rosehips. On a shelf at one side of the stall stood pots of honey, labelled from Hymettus and Hybla, or whole honeycombs if you wanted to take someone a more dramatic party gift. Opposite , dark slabs of African must cake drowsed beside other confections which the stallholder had made himself from wheat flour soaked in milk, piercing them with a skewer and drenching them with honey before adding decorative chopped filberts.
Lindsey Davis makes ancient Rome much more interesting then just a place where detective stories happen, and by engaging the players on multiple levels, you can do the same for your own campaigns.
If you enjoyed the ramblings, please +1, share, or comment. Talk about unusual rewards and what you’re players did with them. Speak of skills rarely used save for those special occasions.





Sunday, February 15, 2015

Kingmaker: Rivers Run Red by Rob McCreary


Rivers Run Red is the second part of the Kingmaker Adventure Path. While it's designed for the Pathfinder role playing game, I've been using it for Dungeons and Dragons 5th edition.

I mixed the original starter set adventure, the Mines, with the first part of the Kingmaker Adventure Path. This worked well in most aspects in that I substituted a few bits like Harpers in the original book for Pathfinders and the city from the starter adventure with Pitax from Pathfinder. A few other changes here and there.

The bad thing is that the characters are all roughly fifth level, which puts them at a slightly advantage in this portion of the adventure. Another part thing is that I'm running seven players.

This part of the adventure also relies on the player's doing their own kingdom building. On one hand, it's an interesting concept. I was going to use the rules from the Pathfinder Ultimate Campaign but... Only one player is doing the actual kingdom building, determining the buildings and other bits that happen. I've been trying to blue book it so that it minimally impacts actual game play since only one player actual has the book and most of the players have expressed no interest in reading the rules or taking a more active part in that aspect of the game.

Mind you, just under half of the players are interested in that aspect of the campaign to speak of, so I suspect it'll just get dropped. That will upset some who are interested in it, but since their not willing to actually put the work into it, their disappointment will be like sugar on corn flakes.

I've also been doing, for the most part, on the fly conversions. I've been doing it by eyeballing it. For the most part the players haven't suffered too much. I've probably been going 'easy' on the players as opposed to going for the dreaded TPK.

I may also finally be getting around to using inspiration right. I awarded it twice in the game. Huzzah! Finally getting that mechanic aspect down.

Below is one I actually did some of the math on but I'd be open to hear any changes.

Trollhound

Beast, unaligned
Armor Class 15 (natural armor)
Hit Points 32 (5d8+10)
Speed 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 2 (-4) 11 (+0) 6 (-2)
Saving Throws Int -4, Wis +0
Skills Perception +2, 
Senses Darkvision 60 ft., low-light vision, , 
Passive Perception 12
Languages _
Challenge 3 (700 XP)
Keen Smell. The trollhound has advantage on Wisdom (Perception) checks that rely on smell

Regeneration: The trollhound regains 5 hit points at the start of its turn. If the trollhound takes acid or fire damage, this trait doesn’t function at the start of the trollhound’s next turn.

ACTIONS
Weapon. Bite +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+4),piercing damage., Disease A trollhound’s saliva is an infectious brew of contagion. Creatures bitten bya trollhound are often afflicted with bloodfire fever, a disease characterized by deep internal pain, as if the victim’s blood were on fire. Its symptoms include loss of muscular coordination and physical strength as well as lethargy and fatigue. Constituion Save DC 14; Target is exhausted. At the end of each long rest, an infected creature can make a DC 14 Constitution saving throw. On two successful saves the disease is overcome. If the user fails he takes another level of exhaustion.


I enjoy the adventure path, at least the first two books so far, because it's very open in allowing the players to do what they want. They have opportunity to explore, to hunt down monsters, to work with numerous NPCs and a lot of other bits that are not necessarily the normal standard for dungeon crawls. Mind you that's not always what the players are looking for as one of the players has expressed an interest in doing the Emerald Spire, which is what I initially was going to run before deciding to use Kingmaker.

Looking forward to next week's game as several of the encounters for it are potential role playing and a few brief dungeon crawls.

What's everyone else doing for adventures? Have you expanded the core one from the Starter Set? Have you used the two hardcovers? Taken older adventurers and converted them? Stuff off the cuff and homebrewed?

Wednesday, December 24, 2014

Prep Work for Kingmaker

I know I've got a heading for Kingmaker, the Adventure Path from Paizo, while posting the Lost Mine of Phandelver image, but it's because I'm using the two in one setting.

For the last several weeks, I've been doing a survey at Woodfield Mall that takes place at 4:00 PM. It finished about 5:00 PM. I got home around 6:30 PM. Eat and it was 7:00 PM. At this point I've been awake since 4:00 AM so yeah, I wasn't going to run any games and to be honest, didn't even leave my house.

But I did have time to catch up on some stuff. I've been reading the whole series over to try and get a better feel for things. I've also been making some 'internal' notes if you will. Kingmaker has a lot of situations that assume the party is going to negotiate with the enemies they're fighting. For example, in the first book, the kobolds are one that the party can opt out of fighting. In the second book, lizard men and a hill giant fall into those categories.

I'm reading this like "Really? Unless the party is severely getting stomped, I can't imagine the party leaving either of these two encounters without wiping out the opposition. They are flesh eaters. They kill people and eat them. In the initial encounter with the lizard men, they're torturing a child. "Well, you know, they were just going to eat it and that's okay." Wha? I get it that 'neutral' is often used on monsters to indicate that hey, if you happen to be made out of meat, they're going to try and eat you, but at the same time, when you apply such alignments to thinking creatures who KNOW that the things they are eating are sentient, well, you've got a problem.

And the hill giant? Yeah, I can't see the party doing anything but pumping that guy for information before fighting him to the death or retreating. "No dude, it's perfectly okay that you attack wandering humans and elves because you're a hill giant and want to eat them. No, go along now."

While I've been doing that, I've also been trying to hunt down a copy of the map folio. I initially started buying the map folios when the Adventure Paths started but wasn't impressed with their actual use. Reading the reviews of this one though, seems like it's actually useful. So of course it's out of print and the Amazon sellers are crazy in the prices they're asking. Damn internet making people crazy with that stuff.

I've also been painting up some miniatures. While 5th edition doesn't require them and I've run several combats without them, I always enjoy using them. It also gave me an excuse to start hitting up some old and new miniatures and get some paint on them.

So outside of that, what's everyone else been up to? Any good deals you picked up for X-Mas? I ordered miniatures from Miniature Market and FRP Games. I've already painted a boxed set from Miniature market and still haven't got my order from FRP Games. Sigh.  I was supposed to have that order sometime last month and well before X-Mas. Problem with ordering stuff on sale I suppose although I'd rather someone just go, "We have to hold this for four weeks or we can ship it now and you can cancel the backordered stuff or cancel the order." Several contacts by me later and it's finally shipped. It'll be here after X-mas.

Outside of that, things are moving at the same clip as they have in the past but I myself may have to rethink the whole role playing on Friday nights. I hate to say it, but waking up so early and trying to play with the guys on Friday, a day when I've worked, isn't really working out for me. And I hate saying that because I know a lot of the other people come from far away and also work. I guess my bum factor is kicking into high gear or something.

Oh well, happy holidays everyone! Enjoy your Christmas and have a great New Year if I don't post again till then!


Friday, February 7, 2014

The Grey Citadel Adventure Prep


Many moons ago I reviewed The Grey Citadel over at En World. The individual reviews look like they're now in some type of feed system over here.

I've been thinking of running some D&D and nothing too deep. One of the problems with me is that letting my players know I'm doing an Adventure Path is they get all up in character creation from 1st-18th level and have these unrealistic expectations. The Grey Citadel is much smaller but still meaty and I can probably get over a month's play out of the thing.

So I've been rereading it and trying to determine what the best methodology for setting the game up is.I've been downloading stuff from Dark Loch, the original website that supported the adventure. It still has all sorts of goods on it.

One of the problems is that while not absolutely required, 3.5 and Pathfinder in general, use miniatures. As I look through the book, I count up some of the monsters. There are several encounters with striges, one encounter having eight of the things. In terms of skeletons, one with something like 15 of them. Ouch.

But skeletons aren't bad. I've messed with skirmish style war gaming enough to easily have twice that level covered. There are a lot of encounters with thugs as well. And if I wanted to use city guard? Something like ten to an encounter. Ouch again.

Mind you I can use say Fiery Dragon and their digital counter collection. I know somewhere around here I have one of the CD's. Hell, I've used those magic life counters for miniatures in the past.

Still, there's nothing like the physical presence of miniatures on the table. Of course it helps that I like painting too mind you.

I'll have to start going through the old collection and seeing what I can find.

Another 'problem' is that I like having maps. Mind you there are some fantastic maps in the book but I'm talking full scale maps. There are also a few potential fights that don't have maps so I'll have to figure out where those could happen and review my various Paizo Pathfinder maps. Love those suckers as they have so many of them that might fit some of these scenarios.

In terms of the adventure set up, because I'm probably just going to run it as a one-off, I'm thinking of two itnroductions. The players have been summoned for their skills to the Citadel, they happen to be in the Citadel for their own business, or, the more likely possibility, is that they were escorting a caravan here.

I say most likely because The Grey Citadel includes a bit of information outside of the city and it appeals to me that I can use that information already included in the book to get some more mileage out of it and act as a way to introduce the characters to the city.

I've also started to make a few notes outside the book where I think the players would ask for more information. For example, there's a 'celebration' of a rival party of adventurers and I know the first thing the players are going to want are details on what they look like, weapons, etc... so I'm cribbing that in a separate piece so I can have easy access to it outside the book instead of flipping through it.

If the group does decide they're cool with it, and that's a big if as right now they're doing some World of Darkness stuff, which frankly isn't my cup of tea which is why I'm not playing with the amigos at the moment, (yeah, I know I'm a bad sport), I may have to make some more changes deciding on what character class and races the players pick.

The Grey Citadel is available from Drivethrurpg in a few formats. In e-book it's $7.98, in print it's $19.95, and combo is $20.95 The combo is probably the best value and I admit to being a little shocked at the print price as that's what it was when it first came out in 2003 and I assumed there would be some cost association with printing it.

For those who run prewritten adventurers like this, how do you go about it? How many read throughs? How much customization? Do you prefer to have specific miniatures that match the adventure or are you okay with substitutions?