Blurbs from the Booth-How I spent my Winter (Fantasy) Vacation

It’s that time of the year again-WINTER FANTASY!  I love Winter Fantasy.  It’s the one con a year I can get my wife to go to.  We have a blast, and sometimes, just sometimes we actually get to play on the same side of the DM screen!  This year I went a bit earlier and run a ton of DnD.  Let’s go day by day, and I’ll tell you what I thought.

 

Wednesday

Ah, winter in beautiful Fort Wayne, Indiana!  I was caught in the massive snow storm that keep many a GM, DM, and player at bay.  I was supposed to run a game, but my table wasn’t there, so I was shipped to an adventure I didn’t prepare, hadn’t read, and was running for some of the major heavy hitters who coordinate the DnD Adventure League.  So, no pressure then?  It all turned out well though.  I had a blast, my players had a blast, and the adventure turned out to be a good one.  It wasn’t as much fun as my current favorite, DDEX1-4, but DDEX1-10 is an awesome adventure that really sets up the next season well.  From there it was off to check into the hotel, but I screwed up and checked into the wrong hotel.  That made for a fun hour.  Even more entertaining, I was going to stay at the other hotel the next day, so I had to move my gear over for exactly one night.  Good times!

 

Thursday

The best advice I can give Dungeon Masters besides don’t follow the rules too much is to buy a cot!  I slept like a baby in my room with four other DMs, and hit the floor early.  I was selected to martial for the con, so if you don’t get to your games quickly, I’m one of the people you get to blame.  I got set up and run an awesome adventure.  This was even more fun because I was able to actually read the adventure ahead of time.  Lunch was the ever loved King Gyro that I ate as I listened to the first DnD DM seminar.  Now I expected this to be completely useless.  I’m not a bad GM, so I think I’m ready for anything.  And, this seminar discussed the basics of DMing.  But, honestly, I was pretty impressed.  Sometimes it’s good to go back over the basics, at least quickly.  Then, I was back for more marshaling.  However, most of my players couldn’t make it due to the storm, so I was selected to play Baker Street.  Let’s give this a short RPG rundown!

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Mechanics

 

All tests are six-sided dice rolls with a Sherlock Die.  The regular dice all are successes when you have a value of four or over.  Just like all fun six-sided dice games, 6’s explode and are rolled until they don’t roll a six.  The Sherlock die has a 1, 2, and a 3 on it as well as Watson, Sherlock, and Moriarty.  The 1, 2, and 3 on this die makes 1’s, 2’s, or 3’s count as successes on the other dice.  Watson adds one success, Moriarty makes all dice with a three or less count against your successes allowing for negative scores, and Sherlock lets you name a number and all those count as successes.  That’s the entire base mechanic.  When you do something you’re specialize in you add two extra dice, and when you do something else you use your ranks in that.  Not trained?  Then roll two dice and the Sherlock die.  Done.  Attacks and Defense work the exact same way.  I roll my dodge, and you roll your weapon attack.  Weapons all have a set number of dice, so you roll those dice and the Sherlock die and repeat the basics above if you hit a character by beating their dodge roll.  For each hit with the weapon, you reduce the condition of your target with wounds. Wounds reduce the dice numbers that count as a hit, until you are knocked out or killed.

What does stand out is the investigation mechanics and threat.  When you enter a room, you can roll investigate.  That allows you to get a number of clues.  Those clues all have leads, and you can do a different check to eliminate leads.  This really helps me as a GM and a Player by now I don’t have to try to be smarter than my players or GM, and if I’m accidently way too cleaver for my own good and hide my story too deep,  my players have a mechanic to actually find the story threads.  If the players want to explore again and reduce more leads, they then can search again, but they might raise the threat of the adventure.  As the threat goes up, the bad guys get harder, the Moriarty side of the Sherlock die gets worse, and more problems arise for the players.  It keeps the tension up while still letting the players choose what happens.  It felt organic and fun.

Theme

While I like Sherlock Holmes, I was never a diehard fan. But this really drew me in.  It’s after Sherlock “dies” falling off the falls.  Watson hires some help, and that’s where the players come in.  Our game had a chimney sweep, a child laborer, and a prostitute.  Guess which one I was.  I did work hard for my money!  What was fun was all the pregenerated characters were all characters from other Victorian stores and events.  My lady of the night was from Whitechapel, so if I wasn’t helping Watson, things would not end well for me.

 

All and All, Baker Street is a fun RPG, and I even got a cool new die out of the demo.  Well worth it!  Go give it a try! http://rpg.drivethrustuff.com/product/142228/Baker-Street-Roleplaying-in-the-world-of-Sherlock-Holmes

Thursday finished with my wife coming into town late, and I ran another DnD game of Tales Trees Tell.  That went well, and my players and I had a blast.  Then, my wife and I did what all red blood Americans do when they’re in a hotel room alone together-We played a game of Star Realms.  I kicked some butt that night!

 

Friday

The wife’s in town, so I bought her tickets to my games that day.  Also our niece came to the show for one day.  I marshaled for the first slot and sat down at my table.  It was an adventure I hadn’t played yet, but I had prepared it called Raiders of the Twilight Marsh.  My players enjoyed that one.  They fought a dragon, I made a horror, and my niece who hadn’t played DnD till then had an amazing time.  Lunch happened quickly as I attended the second DnD Seminar discussing the use of inspiration.  I really liked this one.  It had PowerPoint slides, some good audience interaction, and it discussed giving player’s narrative control.  I want to do that more in my games, so this was right up my alley.  After lunch, I marshaled again, but I still didn’t have any players, so I was given a chance to play Neo Exodus.  This is a new Pathfinder compatible Living setting.  I played a cleric of a semi-computer god.  It was fun, but my only problems where Pathfinder problems.  Don’t get me wrong, I had a great time.  But, combat takes so long, and set up can be a pain.  However, it was fun.

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That evening, I marshaled, and then the wife and I hit the con and played some board games at the GenCon board game library.  We tied played Carcassonne: The City.  Then we hit the hotel room and played some more Star Realms.  I didn’t do as well that night.

 

Saturday

Saturday was my easy day.  After marshaling, I run my first table of Pool of Radiance Resurgent.  I had a great time, and my players decided to just bluff their way through it.  Goes to show you how much you can customize this game as instead of having a necromancer dominate the undead you can have a diplomancer just talk your way out of anything the DM throws at the players.  That was a good time.

From then on the con was free for me, or so I thought.  After the 1PM marshaling, my wife and I went to J. K. O’Donnell’s.  God, I love this place.  It’s got great beer, great food, and an authentic atmosphere.  We tried to go Friday night, but there were just WAY too many people there at night!  I had an authentic Irish breakfast which was eggs, blood sausage (not bad by the way), fried vegetables, and other meats.  I’ve always wanted to try an UK breakfast, and now I have. I also got a little tipsy (man am I out of practice!), so my wife and I went back to the hotel, and took a nap (I’m getting old!).  That evening, fully refreshed, I marshaled, and I asked to run a game of Arcanis.  I love Arcanis, but don’t get much of a chance to play anymore.  So, I grabbed all my d12’s, the wife grabbed her old character, and we played a game with some other people from MI.  The evening ended when back in the hotel room with more Star Realms and opening up my copy of Tiny Epic Defenders.  I lost Star Realms, but we did win at Tiny Epic Defenders.  Quick rundown time!

Mechanics

In Tiny Epic Defenders, you make a deck of bad things to happen to the kingdoms’s different locations.  Then, you also shuffle in your action cards.  When a bad thing comes up, a location takes some damage.  When it takes too much damage, the location is considered destroyed and all damage now goes to the capital.  When the capital falls, the game’s over.  When your turn comes up, you can do three actions which can be location’s ability, heal one damage on a location, move, or use a special character power.  When the deck of bad things and actions runs out, you draw a new card from the timer deck, shuffle, and repeat.  When you can’t draw from the timer deck, a major threat appears somewhere.  Now players have to race to do damage to the final monster as quickly as possible.  The mechanics are quick and easy.  Also, I have the deluxe version, so I get a few more monsters and final threats.  Honestly, it’s easy, and fun.

Theme

I liked this game, but I didn’t love this game.  Predicting where and when monsters will damage locations isn’t a bad game, but the end game is a bit anticlimactic.  To damage the last bad guy, you spend one action for one damage.  You get three actions, so you just position yourself on him or her and pile on the damage.  It doesn’t feel as tense as the rest of the game.  It’s great game if you have 20 minutes and want a co-op game, but if you want some more meat in your co-op game, you will be a little underwhelmed.

 

Sunday

The last day of the con, and the last spots I’m marshaling.  My first spot was open, so the wife and I played Shadow of the Demon Lord with the creator Robert Schwalb.  That was a blast, as it’s always fun to see who makes the game your play.  Also, it’s always fun to play with the creator of an RPG when they’re hung-over and questioning life choices that involve cheese taco rollups!  Let’s do a quick rundown of Shadow of the Demon Lord.

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Mechanics

This game is a d20 system, but not the standard d20 I know and love.  Ability modifiers use a flat ability – 10 system.  Have Strength 12?  You have a +2 modifier.  Have intelligence 8?  Then it’s -2.  Easy.  Easy is a word I’ll say multiple times here, and I mean that in the best way possible.  To succeed at most things you have to hit a 10 with your modifier and dice roll.  Again, easy.  Attacks all hit the ability of the target or an armor class that you figure out once.  Easy.  To modify situations you add six-sided dice.  Get a bonus from a character blessing you?  Roll a d6, and add the result.  Get a penalty from a monster?  Roll a d6, and subtract the result.  The adding good dice counteracts adding bad dice, and you only count the highest dice added.  This makes the math MUCH similar or easier.  The biggest number you will add will be around 10.  Done.  This is a really sleek system.  It feels enough like all the RPGs I love while still having its own distinctness.

Theme

I had a long talk with the creator about this game.  For all its glory, it felt…short.  And he told me that was by design.  We all have heard tales of grognards who played epic 40+ year games of D&D.  But for every story I hear about that, I read about Pathfinder games that die in under a month.  This game is designed to be played quickly, and leveled up quickly too.  You won’t play one game for 10 years, but you will pay for ten sessions.  When put that way, all my doubts vanished.  It’s a definite shift in perspective when you’re told that although your characters have an awesome story to be part in, you won’t be playing them that long.  But, honestly that’s the truest thing I’ve heard of from the RPG industry in a long time.  As for the in game theme, it’s a grab bag of bad (in a good way).  The Demon lord is an extradimensional thing that is bad.  When it tries to enter our world, its shadow is cast on different things causing a bunch of different things like the zombie apocalypse to lite beer.  That means anything you play can happen in this world.  From plagues to fallen angels, you can decide the Demon Lord’s shadow is causing some sort of havoc in the world.  Also the world is a strange mix of gaslight/steampunk/Lord of the Rings.  Players can be anything from any of those worlds.  I was a clockwork priest of the world who believed that the world and all living things are all made of tiny machines the others could not see.  My crazy choice all slid well into the game.  Robert Schwalb is a fantastic story teller, and any game that has demonic statues fart out baby headed centipedes obviously is going to be a good one.

If you get a chance, when this game comes out on kickstarter, throw money this way.  I know I am. http://schwalbentertainment.com/shadow-of-the-demon-lord/

 

Due to the unfortunate accidents some other DMs had, I was asked to run one last game.  I hoped in to the DM chair and met my boss in the DnD Adventurer’s league Frank.  I hadn’t met him all con, and this was my chance.  We played a great game of Pool of Radiance Resurgent, and then had some spirited conversations about the future of the League.  I’m looking forward to what’s happening next, and I didn’t get fired, so I left happy!

 

Well that was my time out in Fort Wayne.  I’ll be back next year.  I had a blast, but I do have some suggestions for next year:

  • Credit Cards-I haven’t seen cash for three months. My family gives my digital money now!  You should be able to take my digital money
  • Day Passes-My niece came for one day and then drove back to MI. That day cost $30 bucks!  My wife played for four days, and that cost her $30.  Something is not right here.
  • Reduce the price of events-$8 is a bit much. Now, I know you have to charge so we all get to play, but $8 is a bit much for four hours.  We’re talking Origins prices here, and while awesome, Winter Fantasy isn’t as big as Origins.
  • Different Games-I love D&D, but this right now is basicaly an only D&D con. I want some different games.  I don’t want Winter Fantasy to be an only D&D con.  If Wizards of the Coast wants to step in, throw money at the con, and make it only D&D, that’s one thing.  But, if this is an independent convention, I want at least a smattering of other games to play.
  • Event books-This year the games weren’t really published off the website. I didn’t know what was happening when.  I had to ask more than a few times to know what I can even play when.  I’m not looking for tome, but even a list of what and when would really be nice.  I didn’t even know when half the DnD DM guild stuff was happening and I ended up wondering into both events almost by accident.

Daily Punch 2-9-15 Real Advantage feat for DnD 5e

I saw this happen a few times at Winter Fantasy.  How about a crit when you roll doubles with advantage in DnD 5e?  How about a feat for that?

 

Real Advantage

Gain the following benefits:

  • Gain +1 to any stat to a maximum of 20.
  • When you have advantage and roll the same number on both dice, it is considered a critical hit if you would normally hit with the number rolled.

 

Thoughts?

Daily Punch 2-2-15 Expanded Dragonmark feat for DnD 5e

Eberron just was added to DnD 5e!  The link is right here  Let’s build on what they put out.

 

 

Expanded Dragonmark

Prerequisite: Dragonmark

You are a scion of your family and even more powerful the most would remember.  Gain the following benefits:

  • When you cast a spell using your dragonmark, the spell is assumed to be one level higher than the base level it would be cast at.
  • Gain two additional casting of any spell you gain from your dragonmark.

Thoughts?

Blurbs from the Booth- Multiple Characters to one Player

I’ve seen a problem at my table a few times.  I have one player who ends up playing multiple characters.  This has happened a few way.  One is the most broken feat out there for Pathfinder and DnD3e-Leadership!  With Leadership, a player gets a follower as well as a small army as they level.  Now one character gets two turns while the rest get one. Next is the funnel for Dungeon Crawl Classics.  Players start with five level zero characters and during their first adventure will lose some, but form a bond with one or two.  It’s a great way to build your character’s backstory, but it does have some problems.  Once  I had a player walk out of a funnel with four player characters at level one.  Now they want to play all four.  The final way is when a table is a little light, and the players decide that they can fill up that table for me by just playing more than one character.

 

So the first question you probably have is ‘Why Do I hate this so much?’  Well, it has to do with roleplaying.  Sure, in a hack and slash game playing multiple characters would be easy.  No fuss and no muss.  But in a game that has any amount of roleplaying, multiple characters just kill the game.  Now I have players who either don’t roleplay their multiple characters or roleplay too much and completely dominate the table.  Or I have players who have events happen that they just don’t tell me about!  If I as your GM don’t know it’s a thing, then it’s not a thing!  I need to know what your up to so I can build that into the world I’m running.  Finally, I have players who bilk the system by using multiple characters to just be extra powerful.  I hate that the most!  I hate power gaming for power gaming sake.

 

Well, what’s a GM to do?  Well I’ve made a few compromises and changes.  One, I no longer allow leadership.  I don’t like the feat and no organized play group does either.  It’s ok in some circumstances, but those are exceptions, not general conditions.  Next, I just don’t have games if I miss too many people.  No, you do not get to play Mike’s cleric if Mike is not here!  Mike wants to play, and we’ll play when he’s here.  And finally, in DCCRPG, when a player runs multiple PCs, his/her PCs tend to be the target of the monsters more often.  Monsters go for the biggest threats, and if you’ve got six guys standing in a group, then that is where my fireball goes!  Now admittedly, some of these solutions are mean and may target a player unfairly, but sometimes it’s helpful to remind players that this is more then just a dice rolling contest.  I want a story, and I hope they do too.  Multiple character to a player never end well as some players just won’t have the luck that the person with four characters will have, and that lesser player will not get a moment to shine or even feel like they are useful.  And that is a feeling I’m trying to avoid.

 

What do you think?  Am I over reacting?  Do you want one PC to a player?

Daily Punch 1-30-15 Dual Natured Cleric feat for DnD 5e

In Pathfinder and DnD 3.5, clerics could get two domains.  Maybe we should bring that back to DnD 5e.  How about a feat?

 

 

Dual Natured Cleric

Your god has favored you, and you represent more than just aspect of your god.  Gain the following benefits:

  • Increase your wisdom by 1 to a maximum of 20.
  • Gain an extra domain.  Every day when you pray for spells, you gain the choice of taking spells from either domain for each level provided by the domain.  For the channel divinity, 6th, 8th, and 17th level features, you must choose one from either domain to gain for the day for each feature.

Thoughts?

Ring Side Report- RPG Review of Corporia

download

 

Product– Corporia

System– Flux System

Producer– Brabblemark Press

Price– ~$10 here http://rpg.drivethrustuff.com/product/127226/Corporia-RPG?term=corporia

TL; DR– Night Watch played with a quicker, simpler version of Shadowrun. 99%

 

Basics– Time for an Arthurian Knight in Media Corp!  In Corporia, players take rolls in the Knightwatch, humans touched by the flux, who now take up arms against the reincarnated forces that once King Arthur and the Knights of the Round Table fought.  With a reincarnated Lancelot and M.E.R.L.I.N., the supercomputer, at your side, can you put down the forces of Chaos?

 

Mechanics or Crunch– Like any full RPG, let’s break this one down into its base parts.

Base Mechanic-The Flux System-  I can write the entire rules of the flux system down in a tweet- Roll 2d6 (called flux dice), take high die roll, add ability (called core values) and skill, consult GM.  Done.  That’s the entire base rules-for EVERYTHING YOU DO.  Pretty impressive!  It runs quick, but still has more than one die to allow for flexibility in the system.  Want to convince a person you’re not a knight in plate armor hunting demons, but just a cosplayer riding the subway?  2d6(take high)+wits+influence, add role-play, and then consult GM.  Boom!  Done.  All your numbers range from 1 to 6, so it’s not math clogged or new play unfriendly.

 

Combat- Want to hurt somebody or something?  2d6(take high)+ability+skill.  Here is where some of the Tongue and Cheek come into play.  Want to hit somebody with a sword?  The skill is Getting Medieval and the ability/core value is strength.  Shoot somebody? It’s deftness and firearms.  However, this one doesn’t just roll against a static number; you instead have to dodge an attack which depends on the method of the dodge and the attack.  Parry a sword is 2d6(take high)+deftness+getting medieval.  Dodge a bullet is deftness+getting medieval.  Unlike in other RPGs, defenders win ties.  If the attacker gets a higher number, he or she rolls the damage dice for the attack (this system does use more than just 2d6), adds the core value for the attack such as strength for hitting with a sword, and subtracts the defender’s armor.  If the damage is greater than the defender’s mettle (think a combined wisdom and constitution from Dungeons and Dragons/Pathfinder), the target takes a wound.  But, this game also has hit locations.  To find the location, you look at the total on both the flux dice of the attack and consult a chart.  Just like in a real fight, most attacks hit center mass as 2d6 average to a seven which is the torso.  And just like in most fights, the wounds you take cause you to lessen your abilities to fight!  Take enough total wounds to be double your mettle?  Make a Strength+Mettle test to not pass out.  You can keep fighting until you pass out.  Quick, lean, and simple.

 

Magic-Where would urban fantasy be without magic?  Magic in this system is a bit like Dungeons and Dragons.  There are two major different schools to magic-witchcraft and sorcery.  Witchcraft is a divine magic from D&D, and Sorcery is a bit like arcane magic.  Want to know how to do magic?  2d6(take high)+magic+spell type.  Done.  Just like combat, it’s easy, slick, and user friendly.  Each day a spell caster can cast a number of spells equal to his/her magic core value.  If you cast more than that you start to take increasing penalties to the roll.  Spells can also be modified to add more targets or increase range by adding penalties to the roll.  It’s not the cast till you pass out system I love.  But, it does have push your luck, and if I can’t have my players pass out, I’d like them to push their luck.

 

Computers-It wouldn’t be modern fantasy if it didn’t have hackers.  This game has them, but hackers basically work just like magic.  Roll dice as above, add numbers, and compare to a target difficulty for a device.  Quick, clean, and user friendly.

 

Flux Points- I love player driven narrative control.  I want my players to have some chips to cash in to make things happen, and in this system that’s flux points.  Players can spend flux points to shrug off wounds to keep fighting or to add to a roll before the roll happens.  That’s always fun.  Also, flux points are used as experience points to buy new improvements.  That adds a level of cautions to how many points a player wants to spend on a roll.  Flux points are earned by playing to your traits and having the game master temp players into doing crazy things.  Unlike some other RPGs, players never have to spend experience points to avoid an action the game master wants, but I can crank up the flux point offer to almost ludicrous points to entice a player to do what I want.  And that’s always fun to do!

 

Character Generation- PC generation is a snap.  Near the back is a one page sheet that will easily give you the layout of character generation.  You choose an archetype, but that just helps you, not hurts you as some abilities are cheaper depending on the archetype and the system is basically classless.  Then, you define traits to help you build the persons personality and use a simple point buy to build your attributes, skills, and feats (called assets).  Then you get flux points to get a bit of narrative control/point buy attributes and spend money on gear.  As a final step, the future has a combined facebook/Foursquare system that allows you to log on to places to be more popular and have more social pull in a location, but you might also be tracked, so you decide how much of that you wish to use as a character.  Done.  I always love systems where half an hour is the longest character build time you need.

 

Summary-I like this system.  Quick systems make me happy.  However, unlike the quickest system out there Numenera, this one also has a touch of math that makes me ecstatic with the flux dice.  That also builds in some extra room for manipulation.  Take charging or running in combat- You get one move and one action per turn.  You could run twice or run once and cast and run.  When you do that you roll normally, but now you take the lower of the two dice.  It punishes the player for doing too much, but doesn’t punish as much as you would expect.  Also since the number curve is flatter, nothing spirals out of control too quick.  Honestly, this is a great system what works really well as well as working really fast.  As I’ve said over and over again, quick, clean, and user friendly. 5 /5

 

Theme or Fluff- This book walks an interesting line.  I originally approached this RPG thinking it would be like Shadowrun.  It has elements of it like cyber modification, urban decay, and urban fantasy, but this RPG feels more like Night Watch by Sergei Lukyanenko.  That novel is in the suggested readings, so that warmed my heart.  Players wake up to being touched by the flux, but they are hired by Knightwatch to stop the forces of chaos in the world.  Chaos isn’t really represented as its pretty evil in this RPG.  That said, the book itself reads more like a corporate new employee manual than your standard RPG book.  At every chance the authors got, the book uses corporate manual layouts for things like the character sheets and the magic sections is a pamphlet that the players get to read through.  Even the abilities are referred to as “core values”.  It’s those little touches that really help make this feel like you would be sitting around the coffee pot at 3PM on a Tuesday talking about filling out those pain in the butt reports to Lancelot and then at 8PM running around in plate armor with an taser bat hitting vampires in a nightclub.  Well done. 5 /5

 

Execution– You can tell that the people who made this book put some real effort into this one.  There are a ton of pictures here that show the staff all got into character.  I would have liked a bit more white space on some pages, but overall I was really happy reading this one.  I didn’t feel like I hit too many walls of text.  Even the world guide to The City gave each area with nice pictures.  You don’t get as much details about each district, but you also get a better feel for each place.  It’s not perfect as I would have liked a combat example as well as a few more tables-especially for things like the wounds.  It’s written in the text, but some of that information would really help as a quick reference or on the character sheet.  But honestly, that’s nitpicking.  What is fun though is the book comes with enough adventures that if you wanted to you could play from the start at character finding and joining Knightwatch all the way to a dual with Morgan Le Fey and ending the incursion of Chaos once and for all!  Not many books are that bold as to give you the end of the game in the first book, but this one does it well. 4.9/5

 

Summary– My one sentence review of this system is: Night Watch played with a quicker, simpler version of Shadowrun.   If you don’t need some overly complex mechanics in your game, this is an excellent system.  Some aspects that Shadowrun has are not here, but that comes with some significant rules and mechanical baggage.  For the setting, this is an amazing retelling of the standard Arthurian trope.  It’s fun to read on a story that is familiar, but does stand on its own.  Honestly, if you want something quick, easy, and fun for 10 bucks you won’t go wrong.  Well worth your time and money to look at this one! 99%