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.

IMAG0544_1.jpg

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.

IMAG0543_1.jpg

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.

d20-07

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.

 

Advertisements

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.

Monthly OneShots: The D&D Christmas Special

With the festive season in full swing, it made perfect sense to run a Christmas themed game as my monthly one-shot adventure. Many years ago I ran one such adventure for my group in Glasgow, using the lightweight, and now largely forgotten Big Eyes Small Mouth system. It was chaotic and immense fun so I decided to revive it like the ghost of Christmas past for this year’s game. Only rather than BESM, I’d run it in D&D 5th Edition. This was partially because I knew I would get more players but also because I feel like I need more experience with the system. Between Pale Reach and the upcoming Immortals campaign, 2019 is likely to be D&D heavy, with a one-shot I could experiment and play with encounter expectations.

The setup was simple, a caravan had gone missing during the depths of winter and a small group of adventurers had set out into the wilderness to find it. Becoming disorientated in the snow they stumbled upon a modern Santa’s lair, which had been taken over by a young dragon and her minions. Inside a clan of elves worked away as slaves, constructing toys and trinkets for the dragon’s horde.

Overall the adventure ran well, with the chaos that I had expected as the adventurers delved deeper into the workshop. Due to last minute cancellations, I was once again short of two players, which threw the balance out completely. The easy initial encounter became rather challenging (especially as it was the more martial characters that were missing) while the final boss fight would have been a TPK if two of the players hadn’t taken an unexpected approach, which resulted in offering to serve the dragon by taking on the role of Santa!

It was the middle encounter that I was happiest with as realising that they were outmatched in a fair fight the players tried cunning which we played out as an impromptu skill challenge. For something put together on the fly it worked really well and ended with the PCs freeing the elves and inciting a mini-rebellion to take out the ogres overseeing the production line.

All in all, I feel like the game was fun but also highlighted that I need to re-read the rules, especially for the rarer situations that can come up surprisingly often in D&D. Given I’ll be running a regular campaign full of new people I think this is a must, when it comes to running such an iconic game I want to ensure that they get an authentic experience and come out of it wanting more.

Diving into… my first D&D campaign

I’ve been slowly re-engaging with the hobby since moving to Liverpool earlier this year and one of the things I have really had to get over is my apprehension at playing D&D. I’ve blogged about this already but in short – the game is everywhere and if I want to play regularly then it is likely that it will have to be D&D.

So when the opportunity to run a game for a group of almost entirely new players at work came up? I grabbed it. No hesitation, no grumbling about better games. We had our first session at the start of the week, which covered character gen, a little bit of world building and a single introductory scene. While we’re going to stick to a fairly traditional game I’m making use of the fact that they are new to gaming to just slide some indie approaches into it. The main one – shared world building. I presented them with the following outline

The known world is comprised of six great Empires, encircling a vast wasteland that legend tells was once itself a powerful domain. The Empires are ruled by individuals that, collectively, are known as the Immortals. It is a time of relative peace but not prosperity. The Empires are locked in a permanent cold war, to attack one neighbour would leave them open to assault by another. In response the Immortals have turned inwards, isolating themselves in an attempt to maintain absolute control over their citizens. The old ways and religions are regulated, persecuted or driven underground. Only in the wastes can one truly be free. Bands of adventurers and rebels seek out lost riches and safe havens while merchants risk their wares for the chance of greater profit. Legends and prophecy, spoken only in whispers, speak of the Immortals and their origins.

but beyond that I want them to fill in the details. Who are the Immortals, what are the Empires like, what do the rebels seek? I have a couple of ideas for world-changing events, including a few set pieces. I’m also thinking of introducing something akin to the Last Breath move from Dungeon World. That way I can dial up the lethality while expanding on elements of the setting (fictionally the move will be associated with a possible backstory for the Immortals).

I have no idea if the game will take off, or whether it will fall foul of scheduling problems and player drop out, but for now, I am looking forward to it. I’m excited about D&D, I’m excited about building a campaign and getting to introduce some new players to this weird and wonderful hobby.

Engaging from the start…

I ran my first session of D&D 5e this week and despite my issues with the d20 system in general I think my response on twitter summed up the experience:

Why did it feel so good to get back to the role of GM? Partially because I have always preferred it to being a player. I like the role of setting up scenes and watching them play out. I like having to gauge the impact of PC actions on the bigger picture. Most of all I like seeing the response of players as they realise what is going on or come up with a solution I couldn’t have foreseen (as the Happyjacks hosts are fond of saying the GM should create problems, not solutions).

The other reason it felt so good was that I went in with a plan to engage the players and I feel like it worked. I was GMing in what is best described as a community campaign akin to the Adventurers League. There’s a pool of players and GMs but each session will see a different combination of them come together. The big difference though is that there are no parallel sessions of the same adventure. Every session is a unique and self-contained standalone adventure set within the wider campaign world. The starting point for any adventure is the players, they state what their character is investigating or up to and then put a group together.

It’s not the easiest way of doing things. Individual sessions can be a little disjointed with only loose tie-ins to those that came before. For this, my first session, I had to prep an adventure based on brief summaries from one player and the previous GM. Not the easiest of asks, even for an experienced GM. It also had to engage the players in such a way that they would want to follow up on it, to generate enough interest in the events that it could become a plot in its own right.

This meant having a plan – introducing a new faction that could make an immediate impact and that had the potential for being a long-term threat. So in came a heretical cult within the ranks of Lathander that place particular importance on the divide between day and night, for the sun can only rise if it has first set. To establish their importance I put the party in position to witness (and ultimately disrupt) a ritual that had taken place hundreds of years before. It explained why nobody had ever heard of the cult and presented a clear threat to the established status quo in the present.

For me, as the GM, it also presented a way to engage long term with the wider setting as I’ll be able to build up the details of the threat over multiple sessions if and when the players engage with it. Given one of them is already planning a follow-up I’d count it as a success.

Gateway 2015: General Roundup

A few Thursdays ago (3rd September to be exact) began the journey that had resulted from one of my wackier ideas of late, I set off to Gateway 2015, one of the Strategicon gaming conventions run throughout the year at the Hilton at Los Angeles Airport. For those that don’t know me this was, all in all, a rather wacky idea for the simple reason that I live in the UK and I was basically going to the other side of the world just for the gaming convention, having set aside only a single day of the trip to be a tourist.

Why would I undertake such a trip? Because of the fine folks of the Happy Jacks RPG Podcast, and the rather amazing community that has grown up around the show. Since leaving Glasgow three and a half years ago the amount of gaming I’m doing has drastically reduced and those games I do play in are primarily run online. I miss face to face games and most of all I miss doing them with friends. So I flew five and a half thousand miles for the chance to play in games with people I only knew online and from podcasts. Sounds crazy right?

Turns out while it was crazy it was also one of the best weekends of gaming I’ve ever had and all the people I met were genuinely brilliant fun to be around and I got to have a great time in the games I played in / run. I’m aiming to do separate posts for the three games I ran (Project Cassandra, Demon Hunters: A Comedy of Terrors and Firefly) but first a quick round up of Gateway itself.

Continue reading “Gateway 2015: General Roundup”