#RPGaDay2019 9th August: ‘Critical’

August has come around once again which means it’s time for RPGaDay 2019. In a shift from the questions format of previous years this year is characterised by a series of prompts, which I’ll be attempting to answer each day with a short post, with the prompt word highlighted in bold each day.

Day 9: Critical

I wish the success of Critical Role would expand out more into the hobby as a whole. I’ve come across so many new gamers in the last few years that have been drawn in by the show but know of virtually nothing outside of D&D. The hardest part is that many aren’t even interested in trying a different game, whether due to a lack of interest in non-fantasy settings or from the belief that you can just reskin D&D 5th edition ad infinitum. I had hoped we’d seen the back of that after the bubble burst on the 3.5/d20 market. It’s especially frustrating as somebody that got into gaming through a society where virtually every table was running a different system. This isn’t to say that I blame Critical Role or wish it didn’t exist. I think they have made tremendous strides in attracting new people to the hobby and showcasing what is possible. I just wonder what they could achieve if they started expanding out into other systems rather than sticking almost exclusively to D&D. They’ve got a fanbase that would leap onto anything that appeared on the show, to the point that even just discussing a smaller game would probably boost its sales significantly.

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#RPGaDay2019 6th August: ‘Ancient’

August has come around once again which means it’s time for RPGaDay 2019. In a shift from the questions format of previous years this year is characterised by a series of prompts, which I’ll be attempting to answer each day with a short post, with the prompt word highlighted in bold each day.

Day 6: Ancient

Ancient dragons may be a classic creature for D&D but I’ve yet to actually use one in a game for the simple reason that I really hate playing beyond the first tier (Levels 1-10). Go above that and I tend to think the game just slows down too much, the PCs are overpowered and the chipping away at HP becomes excruciatingly slow. How anybody plays all the way to level 30 is beyond me. This means that I spend a lot of time reskinning monsters, using the stats from an established creature as a quick tool to help with balance. As has been pointed out to me in the past D&D stands for Dungeons and Dragons, so why aren’t both given proper spotlight? I need to look through the DMs Guild to see if it has been done but I would really like a compressed version of monsters, allowing for lower tier play without sacrificing the many iconic creatures that the game has developed over the years.

Review: D&D Monster Cards 6-16 by Gale Force Nine

As my D&D campaign has progressed my players have slowly murdered encountered tougher and tougher opponents. It’s the way that D&D works, which meant that sooner or later I was going to want to field creatures with challenge ratings above 5. We’ve now reached that point, so it seems appropriate to review the second of Gale Force Nine’s Monster Card packs, which covers CR 6-16.

This slighly smaller pack provides 74 creatures, once again using a mix of regular and double width cards with images on the front and stats on the back. The majority are double width, which isn’t really surprising given the more complex rules associated with many of these creatures. As with the CR 0-5 pack the cards are of good quality and presented in a consistent, clear format that includes their special abilities. As a reference resource they work, though you’ll need to look up the details of any spells that are listed (which is understandable)

Unfortunately, as with the CR 0-5 pack (reviewed here) Gale Force Nine have chosen to omit a number of monsters, including some of the more iconic entries. You get, for example, all of the Young Dragons but not a single Adult Dragon. There’s also no Beholder but for some reason the CR 17 Dragon Turtle and Goristro are present (I don’t know if this is a mistake in my pack or not because GF9 don’t list the contents anywhere I could find). Apparently some of the omissions are because they didn’t want to include anything with a lair action, which I think is a rather ludicrous choice given the stated CR range.

All in all the pack is rather disappointing, while I will make use of the cards for quick reference the omissions compromise it too much for me to recommend it at the RRP of $16/£13. That goes double if you already have easy access to the Monster Manual.

All reviews are rated out of 10, with Natural 20s reserved for products that go above and beyond my expectations. Unless otherwise stated all review products have been purchased through normal retail channels.

2019 Progress: Halfway there?

As ever time marches on and all too soon the first six months of the year have passed. Given my hope of this year being the one where I move a host of projects forward I thought it would be worthwhile to do an update on my goals for 2019.

Have dones

  • Written and playtested Ghosts of Iron for the Crystal Heart RPG. I’m in the process of revising the text before I submit it. Should be released to Kickstarter backers later this year.
  • Completed the draft for Trick of the Light, my next Demon Hunters adventure starter inspired by the Slice of Life web series. Currently editing and moving it to layout so should hopefully be released soon (ideally before GenCon).
  • Drafted three missions for The Sprawl and handed them over to @HyveMynd for editing / layout. Aiming for a release later this year.

Ongoing

  • Attending conventions – I made a 1 day trip to UK Games Expo 2019 and will be attending BurritoCon 3 in Manchester later this month. I’m also aiming to attend DragonMeet later in the year, if I do I’ll be running games as part of Games on Demand.
  • Progress on Project Cassandra! I posted up the current characters and a rules summary (which is now itself out of date) and am in the process of putting together a playtest packet for BurritoCon. First public playtest since the disaster of Dragonmeet.
  • I have notes for the remaining two Slice of Life adventures and have decided that the Clean-up Crew scenario will be a Fiasco playset given how well the episode meshes with that system. These will be my next focus after Ghosts of Iron and Trick of the Light.
  • The D&D Immortals campaign continues and has passed the tipping point, with the characters ensnared by Destiny and heading towards some epic showdowns with the previous generation of Immortals.

Will I evers

  • Patreon. With the change in how Patreon were going to charge creators I decided to sign up for one with the thought of actually starting it later in the year. Right now I’m sitting on it for the simple reason that it won’t work until I manage to build some interest in what I produce and the first step in that is to actually produce some material. I haven’t released anything since last year and right now I don’t have a core focus for any Patreon project. I don’t know if there is enough interest in material focusing solely on Demon Hunters while most of my other projects have been standalone. Regardless of whether I ever do use it my first goal has to be building up a catalogue of material I can point to.
  • The Kingsport Tribune one-page Cthulhu idea looks like it is going nowhere, just didn’t come together though it did give me some practice with a newspaper style layout.
  • Rocket Demons of Antiquity is on the backburner for now. I’ve come to the conclusion that it is a scenario that will require an ongoing campaign to delve into as opposed to my typical one-shot playtests. Plus I’ve got at least three other adventures inspired by previous campaigns where I already know the story-beats to write up first.
  • DMs Guild material – While I have notes for a few products I’ve yet to make any move or progress towards writing them up. Although I expect they would be far bigger sellers than anything I’ve produced to date I’m fortunate enough to be in the position where that isn’t a priority so I can focus on the material that most interests me.

Review: D&D Monster Cards 0-5 by Gale Force Nine

One of the things I’m slowly coming to appreciate with D&D is just how central monsters are to the game, more so than for any of the other systems I have run. Combat is a central thematic pillar and the majority of the time the expectation is that those combats will involve Monsters as opposed to intelligent NPCs. That one of the core books is the Monster Manual should be a massive giveaway here. As part of our Fall of the Immortals campaign, I’ve been trying to utilise a wider array of monsters than I am naturally inclined to thanks to my previous GM experience.

It quickly became apparent that keeping a copy of the Basic Rules on my tablet for reference just wasn’t going to cut it. Interesting combats should include a variety of creatures, which meant that I found myself flicking back and forth between pages every combat round to double check stats and abilities. It slowed the game down and was generally just a pain to deal with. Printing off the monster stats in advance helped quite a bit, right up until my players turned left and initiated an encounter I hadn’t planned for. Fortunately,¬†Gale Force Nine produce a product that is ideal for this situation – Monster Cards, with sets covering CR 0-5 and CR 6-16.

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The CR 0-5 set covers 177 monsters, presented as a mix of standard and double sized cards. The front features artwork depicting the monster in question while the reverse covers the game statistics, with the double width cards employed when creatures have a number of special mechanics. Due to the size constraints of the card format there is absolutely no descriptive information, you’ll need to refer to the Monster Manual if you need that.

Overall, the Monster Cards do exactly what I need them to – provide a quick reference for in-game statistics. I’ve taken to clipping them to the top of my GM screen during play, allowing the players to see what keeping the multiple stat blocks right in front of me. The artwork is high quality and primarily lifted from the Monster Manual (from what I can tell). There are a few variant pieces featuring backgrounds, primarily used for cards representing tougher versions of a standard creature. Each card also includes a clear artist credit, an especially nice touch that many products would have omitted. The layout is just as professional and ensures that the details are clear and easily readable despite the condensed nature of the card format. Long term I will probably sleeve the cards to protect them, they only just fit the box and I’ve already seen one card pick up a small amount of damage just through the process of opening the box.

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So what’s not to like? I have one main issue, which is the contents. There are a number of creatures that are present in the Monster Manual/basic rules but absent from this set. The various beast forms that a druid might shift into are prominent examples, so if you were buying the set for that you’re out of luck. Similarly, there are no NPC type cards, no guard or bandit etc. While I can’t complain at the sheer number of cards included these seem like they should have been clear inclusions given how often most groups are likely to use them.

That these cards are missing is particularly frustrating because Gale Force Nine don’t list this fact or include the set contents anywhere on their website. Thanks to some research I knew about this going in but given these are officially licensed cards it would have been reasonable to expect either all of the relevant entries from the Monster Manual or a card listing. This problem doesn’t seem to be limited to this set, a number of comments online suggest that the CR 6-16 set omits a number of the most iconic Legendary creatures that grace the pages of the Monster Manual. Presumably, they’ll be included in a third set in the future but the omission is striking.

So would I recommend the Monster Card CR 0-6 set? For a GM seeking a quick reference tool, the answer is yes so long as you know that you will still need to refer to the Monster Manual for a number of entries. For players? No, this really is a GM orientated resource. Even if it included all of the forms a druid could shift into I still wouldn’t recommend it, there are simply too many cards that would go unused. You’d be better off checking the basic rules or SRD and getting the attributes from there.

Addendum: Since releasing this review I have also reviewed the followup pack which covers monsters with challenge ratings of 6-16 and can be found at: D&D Monster Cards 6-16 by Gale Force Nine.

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All reviews are rated out of 10, with Natural 20s reserved for products that go above and beyond my expectations. Unless otherwise stated all review products have been purchased through normal retail channels.

Fall of the Immortals: Room for Improvement

We’re now four sessions into our D&D campaign Fall of the Immortals and it’s shaping up quite nicely. The PCs have reached level 2, the players are beginning to find their feet and we’re slowly establishing the details of the world in an approach that is somewhere between traditional D&D and the PBTA trappings of Dungeon World. I’m making an active attempt to ask the players to define details without overwhelming them.

There is, however, plenty of room for improvement on both sides of the screen and based on our most recent session one of mine is that I need to improvise less. This seems counter-intuitive in many ways as my progress as a GM over the last few years has been squarely towards improvisation. Going into our last session my concrete notes were little more than

PCs infiltrate noble party looking for the scroll. Upper echelons of gnome society; modron like mechanical creatures used as guards.

However, when it came to running the session I felt that while I was able to introduce scenes I felt like they lacked depth and that the connecting elements were paper thin. I had little sense of how the mansion was designed, of who the host was or of how the PCs might uncover the whereabouts of the scroll. When the PCs chanced upon an interesting location, such as the library where monodrones were loading and unloading books from cages that were slowly rumbling past, I then failed to provide proper context. The PCs decided to follow the cages of books, which led them to a room where dozens of shackled scribes were working away furiously on… something. My mind was blank, I just couldn’t think of a good explanation for them existing beyond trying to explain elements of the previous scene.

Fortunately, the PCs didn’t dig too deep and I wouldn’t be surprised if the players hadn’t picked up on my troubles but even so it is bothering me. The solution is likely that I need to prep more, taking those few sentences of notes and expanding them slightly. For example, going into the last session I knew the PCs were infiltrating the party so a few notes on the mansion would have helped. I knew they were after the scroll so I could have made notes on where it is and what might be protecting it. I’m never going to go the way of full on adventure paths, with every detail described in advance. I have neither the time or the inclination to put that much restricting prep in. But some more prep would have been invaluable without preventing the addition of elements on the fly.

The Immortals and Ending with the Beginning

Like many gamers when it comes to campaigns I’ve found that the majority tend to end not with a bang but a whimper. They fall apart due to scheduling issues or simply fizzle out when trying to continue on from after epic and satisfying story arc. It’s an issue that has been on my mind with the start of the new D&D campaign – how to end it?

At the moment, two sessions in we have yet to touch on any real plot, the mini-adventure has seen the players investigating an attack on an apparent merchant caravan and trying to rescue the lone survivor. While the adventure is really just aimed as an introduction to the game mechanics I have tried to drop in a few hooks here and there. The caravan was carrying a scroll inscribed with the symbol of one of the Immortals (that burned up before the PCs could retrieve it – yay for natural 1s on investigation attempts) and was being guarded by High Elves, which we established was unusual for the setting.

But where is it going? What is the point of this all? That’s the question that I’ve been wracking my brain with for the last few days. The obvious answer to that is the Fall of the Immortals, the rulers of the Empires in our as yet unnamed setting. We have already established that two of the characters are survivors of a previous rebellion, so it makes sense that they would have an interest in seeing the downfall of the tyrants.

It also fits with a number of standard fantasy tropes. Authoritarian empires? Check. Unknown heroes rising up? Check. Normally I wouldn’t lean so heavily on those tropes, at least not deliberately. However, in prepping for this campaign I’ve been going back to basics. The first of which is that D&D is best when it is tied to those tropes. Indeed from a gaming perspective, many of them originated with D&D (which itself lifted them from the established traditions of the fantasy genre, both Tolkien and its pulpier counterparts). Secondly, I am running a game for a group of mostly new players. Players who haven’t played through those tropes before and who certainly haven’t burned out on them.

So keeping with the basics we already have an ending – The Fall of the Immortals. Thanks to the fact that we established there to be multiple empires we even have our intermediate goals, taking down the first couple of Immortals before building up to the strongest of them. All that’s left to add is a touch of Fate, which I plan to introduce through a little bit of prophecy and a whole lot of dragon.

We are playing Dungeons & Dragons after all.