Showing posts with label tabletop. Show all posts
Showing posts with label tabletop. Show all posts

Saturday, August 8, 2015

African Fantasy Artwork



Artist Unknown.  If anyone knows, please tell me via PM or the comment section

If you're a long-time reader of my blog, chances are you saw a Magic School Campaign post for Spears of the Dawn.  I am a big fan of Kevin Crawford's work, and his fantasy Africa setting is one of the retroclones I am most eager to try out at some point in gaming.  Even though I haven't found any grabbers yet, this did not keep me from gathering potential material.  Beyond maps and adventure writing, I often find that artwork is another great inspirational source.

Aside from this game and Nyambe, African fantasy in regards to the tabletop scene has been very sparse, and this extends to artwork as well.  I spent a good amount of time looking for pictures which might be appropriate for such a campaign, and ended up with 138 images.  So right here I'd like to share my findings in an Imgur album link.  I hope that people find it a useful resource, whether they're old-school or modern D&D, or using homebrew or published settings.

I'd like to note that the artwork for Spears of the Dawn is available for free on DriveThruRPG for further material.  I showcased a lot of it in my review of the RPG in this thread on GiantITP.

Monday, August 3, 2015

The Sad, Sad Tale of Fire Mountain Games


Throne of Night promotional piece by Michael Clarke

Edit: Regarding print-on-demand options for Throne of Night on Drive-Thru RPG and RPGNow, I do not have any cited sources on this at the moment.  There is however, a print-on-demand option for Way of the Wicked Book Seven as of this posting, was offered as a presale via KickStarter as a stretch goal.

I do recall such an option existing at one point, but as of now I want to use claims backed up by links, quotes, and statements by companies concerning Throne of Night.

Even the stamp of a well-respected name is not enough to prevent a KickStarter scandal.  The creator of Mega Man is currently in hot water over his Red Ash project, whereas three years ago one of the most respected voices in the OSR lost virtually all the goodwill he had in the community over the Dwimmermount fiasco.

The Pathfinder community is no exception to this, although the major one in this fandom is not talked about as much in comparison to Dwimmermount or other failed RPG projects.  For that reason I'm making this blog post in the hopes of spreading awareness.

Let's start from the beginning

Fire Mountain Games is a third party publisher which received a lot of praise for its work, specifically the Way of the Wicked Adventure Path.  The basic idea is that the PCs are the bad guys for a change, working for the glory of Asmodeus and plotting to overthrow the Lawful Good nation of Talingarde.  The six-part series has many novel features: in Book Two the PCs maintain theirs own dungeon to guard against adventurers and do-gooders; a reverse dungeon crawl, if you will. In Book Three, there's an assault on a holy mountain temple which pit the PCs against celestials who otherwise are not typical monster encounters.  The Book Six finale even has a nation-building scenario where the party takes over Talingarde.  Way of the Wicked was also noted for its high quality in spite of only having one writer: it's no secret that Pathfinder's system breaks down horribly at higher levels, and many adventure paths don't go to 20th level anymore.  But Way of the Wicked managed to remain fun for many players to the very end.

Fire Mountain Games was a newcomer to self-publishing, beginning around late 2011.  It was a two-man operation, with Gary McBride as the business owner, writer, and handler of all non-art material, and Michael Clarke who illustrated many beautiful pieces for the books.  McBride was an active member of the community, interacting with folks on message boards and even writing articles for fan magazines such as Wayfinder.  By 2012 Way of the Wicked was nearly done, and McBride announced on the Paizo boards his next big project: Throne of Night.  It was intended to be a six-part adventure path, an underground sandbox where the PCs are either dwarven explorers or drow conquerors building territory and accumulating resources in pursuit of building a grand subterranean civilization.

Fire Mountain Games managed to release a new installment of Way of the Wicked every 6 to 8 weeks.  Although Paizo adventure paths were of similar length and released in monthly installments, McBride was a one-man writer.  In early 2013 Pathfinder's only evil adventure path at the time came to a satisfying conclusion with Book Six: the Wages of Sin.

Fire Mountain Games was in an enviable position among third party publishers.  McBride's work became a household name among Pathfinder players in less than a year and with just a couple books to his name.  Even other respected companies such as Dreamscarred Press didn't get to this level of acclaim without years worth of work and dozens of sourcebooks under their belt.  When the Throne of Night Kickstarter page came up, it surpassed its funding by leaps and bounds with $40,640 from 314 backers.


It all goes downhill from here


A lot of the conversation among backers can be found in this Paizo thread and in the comments section of the KickStarter page.  But the abridged version of events is that this turned into one of the worst communications between project-maker and backers.  Going by the updates list, McBride remained active and communicative all the way up to the funding deadline on May 7th, 2013.  The backer levels included PDF and physical copies of the Throne of Night series, as well as similar options for Way of the Wicked.  The estimated release date for Book One of Throne of Night was May 2013, with a new book coming out every two months according to the backer rewards.  The project's estimated time of completion was March 2014.

There were delays.  Not surprising, considering that as far as we know McBride is doing everything but the artwork himself.  But it was the lack of communication, along with backers not getting promised physical books, which began to turn people against Fire Mountain Games.  June, July, and August saw monthly updates and explanations that work on Book One is still being done.  It finally comes out...in October, 2013.

Better late than never, some might say.  But the problem is that now there's a PDF and eventually print-on-demand options, which should mean that backers who pledged enough money to receive said copies should be getting one as soon as they become available according to the $120 backer pledge.  They did get their PDF copies, although the physical rewards are another story.

Fire Mountain Games also had a Creature Cards KickStarter set up before Throne of Night, and that too is riddled with its own problems of missed communication.  However, unlike Throne of Night it appears in the backer comments that more than a few folks received cards in the mail.  Some were satisfied, others remarked on the low printing quality of the cards.  According to the timeline the Creature Cards funded around November 2012, meaning that McBride launched the Throne of Night KickStarter almost as soon as his oldest one funded.

In another example of multi-tasking, Fire Mountain Games was making sheets for Ogre Nightfall, a table-top game headed by Steve Jackson Games.  The Nightfall sheets (which were FMG's responsibility) were not shipped out according to this thread.  In another Board Game Geek thread, Fire Mountain Games said that they'd ship them around May 2014, yet that never came to pass.

In early 2015 on the Ogre KickStarter page Steve Jackson Games picked up the pieces and shipped out Nightfall sheets to the backers who pledged for them.  The Nightfall fiasco was bad enough that Fire Mountain Games was added to Board Game Geek's wall of shame of companies known for delays, scams, and other troubling behaviors.

There is progress...of a sort

The Paizo thread, Throne of Night's KickStarter page, and Board Game Geek threads, all contain a running theme of any and all attempted communications to Fire Mountain Games not receiving any response.  Sometimes the KickStarter page updates are separated by months at a time, such as the dead silence from September 2013 to March 2014.

Naturally there's a lot of anger as well as speculation, in a few cases developing into threats of violence on the Paizo thread which resulted in bans and temporary thread locks.  Perhaps the most aggravating thing is that the KickStarter pages make apologies for lack of updates, that "it's been too long" with no explanation for said delays but he's hard at work, giving dates which end up getting missed and delayed time and time again.

The weird thing is that McBride has been active on KickStarter still, and as of this posting he last logged on July 24th, 2015.  Book Two of Throne of Night was released around April 2014, and the promised Book 7 of Way of the Wicked as a Throne of Night stretch goal was released in July of that same year.  He even funded and backed other KickStarter projects such as Grimtooth's Ultimate Traps during the normal radio silence, so he didn't drop off the face of the Internet.

The Throne of Night books were being sold on Drive-Thru RPG, RPGNow, and Paizo, with print-on-demand options in the former two stores.  Which brings us to another sticking point among backers: promised physical copies were not shipped to them, yet here they were for sale online.  Several days ago the Throne of Night books reverted to PDF-only purchase options.

The updates on the Throne of Night KickStarter page become more sporadic around 2014.  The majority of them focus around showing off new art, with no answers about shipping or progress reports on the Throne of Night adventures themselves.  August 2014 update promised a release for Book 3 around that year's December; here it is August 3rd, 2015 and still only 2 books are out.

One of the backers, Kevin_Video, said that he got into contact with the artist for the project, Michael Clarke, to discuss things.  Kevin posted the responses Clarke gave in the Paizo thread in these two posts:  First link.  Second link.

By July 2015, information was finally released on shipping.  McBride says he plans on finishing the remaining books, then printing out the physical copies to be all mailed off together.  This time there's no planned release dates, either for shipping or Books 3 through 6.

A compilation of problems

A long overdue estimated release date.  Lack of communication with backers and the vast majority of updates being artwork-related.  Selling the print-on-demand products online while not giving out the promised copies to backers.

The sad part about this is that Fire Mountain Games made an awesome track record with their books.  I purchased 2 of the released Throne of Night books and WotW Book 7; I can tell that McBride is still capable of putting together a well-crafted adventure.  But so much of this goodwill is squandered now, and a lot of his products are getting 1 star reviews of people pointing poor communication as well as accusing him of theft and fraud.

It is even more sad because I see this as a recurring theme among people who developed a sterling reputation in gamer communities, only to squander it all on a poorly-run KickStarter.  It is due to this why I've never backed crowdfunded projects myself in spite of all the good stories I hear.  Regardless of the reasons and circumstances behind Throne of Night, my best hope is that things work out and backers get what they're due.

A Handy-Dandy Collection of Links






Sunday, June 14, 2015

D&D Rant: Our gameplay does not fit the mood


One of the biggest pieces of news in the video gaming fandom is the trend of designers using the KickStarter platform to make spiritual successors to beloved franchises.  This is the case for Castlevania creator Koji Igarashi.  Like others he turned to his fans when current major developers repeatedly turned him down, saying that side-scrolling Metroidvania games are a thing of the past.  Bloodstained: Ritual of the Night was a resounding success, raising over $5.5 million dollars as of today!  As a major fan of Symphony of the Night, I've been keeping up with the news on this spiritual sequel on his YouTube channel and elsewhere.  While watching one of his Ask Iga videos I found one of his answers (3:08 mark) particularly intriguing:



For those who can't see the video, one of the initial abilities for the character to learn would allow her to climb up walls by growing an extra pair of arms out of her back.  However, this proposed move would change the core dynamics of the game exploration-wise as well as not gelling with the gritty tone they had in mind for their world.

And Now for Table-Top

This hit on something which has been sticking in my craw; ideal games have gameplay and story integrated to make the entire experience feel seamless rather than disjointed.  Done well, a proper setting takes into account how the rules and abilities of characters can affect the world and the game.  Done poorly, it can throw the player out of the experience as the inevitable questions come up: "what's this doing here?" or "how hasn't this item or class fundamentally changed things?"  Sad to say, I often feel that a lot of D&D settings fall short of this mark, and this is especially the case for cross-Edition conversions and third party material going for a specific theme without consulting how the mechanics can strengthen it.  The prime offender in a lot of these cases is magic spells and items.

There's a lot of settings out there trying to do many different things.  Ravenloft for gothic horror, Dark Sun for grim survivalism, Forgotten Realms for high-octane magic and epic power, and ultra-lethal "zero to hero" retro-clones such as Dungeon Crawl Classics.  And that's not counting the myriad licensed games out there such as D20 Call of Cthulhu, a Pathfinder conversion for Earthdawn, or even Mongoose Publishing's D20 Conan.

I don't think we've learned our lesson from the days of the D20 glut, when Wizards hailed the system as a truly universal engine and we ended up with poor matches.  OSR and Pathfinder's popularity in the D&D fandom means that we're seeing a lot of people applying the skeletal framework of a themed world without even seeing if the bones will fit in their RPG body-suit in the first place.  Would the themes and mood of gothic horror or Conanesque sword and sorcery suit a game where a spellcaster can create a permanent self-sustaining heatless light source with no negative side effects, enchant themselves with hours-long personal flight spells, and where mid-high level parties have magic items and treasure expensive enough to buy out the gross domestic product of a town?  All too often, especially with low-magic worlds, I see world and social structures set up which do not facilitate the typical adventuring aesthetic or have NPCs carrying around multiple +1 weapons and armor in a land where such goods are supposed to be the stuff of legends.

The spellcaster is an integral part of a D&D adventuring party, and in trying to keep what's familiar we often transport classes wholeheartedly into most settings, Vancian Magic and all.  When magic of all types and disciplines can be cast freely and immediately with daily rests the only limiting factor, you end up with a very high-magic world not in line with a lot of classic fantasy.  High-level D20 D&D is often akin to a superhero aesthetic, where archmages engage in land-altering power and call upon legions of extraplanar help.  Attempts to enforce a more low-fantasy approach are often ham-handed restrictions, as observed in Tomb of the Lich Queen when the adventure's location stripped out many core staples of high-level gameplay, making one ask why the adventure was published for such a level range in the first place.

We're Behind the Times

This may not be a popular thing to say, but I think that table-top is well behind video games in this aspect of game design, and trying to make our RPGs "all things for all settings" is more a hindrance than a help.  I've seen too many publishers do straight conversions of disparate Editions or to cash in on the D20 trend without asking themselves if their game evens works well with it.  D&D is not a universal fantasy system, and pretending that Pathfinder or even the OSR can simulate such a wide variety of genres is just going to contribute to the glut and create dysphoria in gameplay and story/world integration.  I think that some retro-clones which set out to emulate a specific play-style are on the right track.  Here's how I'd group the games with which I have experience with and have heard described by players who know the system better than I do:

Basic D&D/Labyrinth Lord: Strong emphasis on dungeon-delving and exploration of wilderness and forlorn locations.  Tracking resources is an important feature, often balanced with how much wealth can be attained as a primary goal.  Tables and charts for random dungeon and encounter designs encourages Roguelike gameplay.

3.5/Pathfinder: High-powered, high-magic play with strong emphasis on character customization and builds.  Magic items and wealth accumulation are a core construct.  At 11th level and higher the game dynamics experience a fundamental shift as easy access to plot-stopping spells discourages the standard dungeon delve.

4th Edition: Team-based tactical gameplay with resource management divided into encounters and daily uses.  Core components of the game are meant to scale, and skill challenges and spell rituals serve as several methods of out-of-combat interaction.

Friday, June 12, 2015

The folly of anecdotal evidence


Studies show that people are more likely to look at articles with pictures, even if said pictures have nothing to do with the subject at hand

During my old Arcana High campaign, one of my players took on the role of a gnome illusionist named Syrasi Tumblebarrow.  Coming from a long line of celebrated arcanists, she was expected to follow in her family's footsteps when she received her admission letter to Highstone Academy.  However, Syrasi was was intrigued by another school of magic, one forbidden in gnomish culture: necromancy.  At first I didn't really have much of a world set up, especially for gnomes, but over time things evolved organically.  Syrasi was played very well, who acted as the party's moral center and injected interesting story ideas which I rolled with for later sessions.  At first gnomes were but tinkers who lived in burrows and liked whimsical magic, but by the campaign's end they were so much more than that.  They were conservatives torn between isolation and interaction with the wider dangerous world, yet at the same time innovators in technology.  A culture where the widespread ability to speak with animals resulted in a progressive, almost vegetarian respect for beasts of burden.  A society where the concept of death is not just the physical kind, but also used for the mark of outcasts who are no longer welcome among their people.

In conclusion, gnomes are not an unpopular race, and are in fact just as common a playable option as elves and humans.  How can anyone argue otherwise without denying the experiences of my own gaming table?  All those gamers complaining about the race feeling superfluous, or being outright removed in various settings, are either dishonest or projecting one isolated incident as some sort of common trend!

The story of Syrasi is true, but the conclusion of this last paragraph is not.  In regards to certain arguments among the D&D fandom I often see anecdotal experience of one's own group games trotted out as some sort of trump card.  The idea that something can only be a trend, a problem, when one personally experiences it.  The idea that the comments of others are less legitimate by virtue of being told by someone outside one's circle.  I see this pop up a lot in regards to martial/caster disparity in Pathfinder, although by no means is it limited to that.

I once did a solo Labyrinth Lord game where the PC was a Paladin.  In one session she was supremely unlucky and out of 4 hours of gaming she only rolled a single D20 result higher than 10.  Our holy warrior was not doing so well and would appear to be underpowered due to the luck of the dice, but in another session she was decked out in heavy armor and fighting berserkers who laid nary a scratch on her.  I could use either session's experiences to argue that the Labyrinth Lord paladin is underpowered or overpowered solely by what I experienced, but that would be missing the bigger picture.

Gaming sessions, even when the same adventure is played, can often go off course or result in a very different experience.  DMs incorporate house rules, make alterations to personalize the adventure to their world, and configure a lot of behind-the-scenes stuff the players may never see.  A party without a magic-user and thief plays and feels very differently than one which contains both.  The dice may not go our way and turn our usually-skilled hero into a bumbling unfortunate soul.

Anecdotal experiences have their place in discussions; it is a useful tool for playtesting, after all.  But it is one story among many other games, one path in a world full of crossroads.

Tuesday, March 17, 2015

My Goal This Year: Play New Games




I have an active gaming schedule where I'm the DM for two weekly games.  Going strong several months now, one of them is coming to a close; with that same group I'm planning to run Pathfinder's Kingmaker.  One player from the Pathfinder group is part of my Solo Heroes campaign for Labyrinth Lord, and we are at the point where the game's moving on to domain management (using Kevin Crawford An Echo Resounding).

Late December I made a set of New Year's Resolutions which should reasonably be achieved in 12 months or less.  One of them is to expand my gaming horizons.  Whether it's Pathfinder and D20 variants or Labyrinth Lord, I realize that my primary gaming schedule the past few years ties back into a specific framework of 2 rulesets: Basic and 3rd Edition Dungeons & Dragons.  Although this is by no means a bad thing or a trend I don't think I'll reverse anytime soon, as a self-publisher of RPG supplements it's a good idea to see how different mechanics shape one's play experience in terms of game design.  And beyond that, it can be fun to go out and try new things!

I with to play these games at least once during 2015.  Whether it's with my own group or another bunch of folks on Roll20, Google Plus, I'd like to sample a bit of each game even if it's just a one-shot.  Although if I really like the game I'd definitely be up for future sessions!  

RPG Wish List:

13th Age
Astonishing Swordsmen & Sorcerers of Hyperborea
Beyond the Wall and Other Adventures
Dungeon Crawl Classics
Dungeon World (& Monsterhearts)
Eclipse Phase
FATE (Core or Accelerated, either's fine)
Fiasco
Mouse Guard
Numenera
Spears of the Dawn
The One Ring
OVA: Open Versatile Anime
World of Darkness (Old or New, preferably either Vampire or Mage: the Awakening)

I don't know if I'll play all of these games within a year, but I should at the very least try.  Even if I played one session of each game per week, that would take about 3 months time.

I once tried GMing a third game.  Even though it was semi-weekly, preparing notes for this in addition to 2 others led to burnout almost immediately and thus the disbanding of the group.  Knowing my limitations, any regular non-one-shot games I participate in I'd like to be a player for instead of a GM.

Monday, February 23, 2015

Interesting 3rd Party Finds: the Variant Adept (Pathfinder)



For those not familiar with the Pathfinder Role-Playing Game, anyone who belongs to the major races and is not a monster has class levels.  However, there are no 0-level humans in the game like in earlier Editions.  Instead, there are five NPC Classes meant to broadly cover the non-adventuring common folk of the realm.  The Aristocrat is the rich noble who doesn't know much in the way of fighting; the Commoner is the peasant or unskilled laborer; the Expert represents a skilled tradesman; and the Warrior a common soldier who knows how to fight but does not approach the level of the Fighter (a master of war).  The Adept is the sole spellcasting NPC class, yet surprisingly it only covers a narrow purview: the folk shaman living away from civilization who gains minor spells from a patron.  Given its limited spell list and the differing game mechanics for magical traditions, the Adept can't really reflect the studious hedge mage, cunning illusionist trickster, or other minor apprentices common in magic school campaigns and Sword & Sorcery demonic cults.

By sheer chance I stumbled across an interesting Variant Adept within a free adventure for the Scarred Lands Campaign Setting.  Basically, it allows the Adept to expand their spell list to a small selection of ones from PC classes, and to trade in their Familiar class feature for another supernatural boon.  That way, a DM can have adepts who are wizardly apprentices, followers of a druidic faith, or even cultists to a vile god.  As this section of the rules in the adventure is designated as Open Game Content, I'm going to post it here in its entirety.

Optional Rule: Variant Adepts

These variant rules can make the adept NPC class much more versatile, representing anything from a simple apprentice wizard to a strange prophet, or even a druidic cultist who worships some primordial titanic power.

Spellcasting: An adept can cast either arcane or divine spells (choose one; this cannot be changed once decided), which are drawn from the adept spell list in either case. Like a cleric or wizard, an adept must choose and prepare her spells in advance. An adept cannot spontaneously cast cure or inflict spells.

To prepare or cast a spell, an arcane adept must have an Intelligence or Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adept’s spell is 10 + the spell level + the adept’s Intelligence or Charisma modifier.

A divine adept must have a Wisdom or Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adept’s spell is 10 + the spell level + the adept’s Wisdom or Charisma modifier.

Arcane adepts acquire their spells from books or scrolls and prepare them through study. The arcane adept keeps a spellbook just like a wizard, and uses it in exactly the same way that a wizard does.

Divine adepts must meditate or pray for their spells, in the fashion of a cleric or druid.

Where the adept class table indicates that the adept gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence, Wisdom, or Charisma score for that spell level.

Adept Talent: At 2nd level, an adept can choose any one of the following options:

Arcane bond: As the wizard class feature of the same name (either a familiar or a bonded object).

Bloodline: As the sorcerer class feature of the same name. She gains the bloodline arcana and bloodline powers for that bloodline as a sorcerer of the same level, along with any bonus skills. The adept may add the bonus spells for that bloodline to her spell list, but does not gain the bloodline’s bonus feats.

Cleric domain: As appropriate for the adept’s god, philosophy, or religion; she gains a bonus domain spell of each level she can cast, as a cleric, along with any domain powers. She uses her adept level as her cleric level for this purpose.

Nature bond: As the druid class feature of the same name. If she chooses an animal companion, the adept treats her druid level as half her adept level for that purpose; if she chooses a cleric domain, she gains a bonus domain spell of each level she can cast, along with any domain powers. She uses her adept level as her druid level for this purpose.

This ability replaces summon familiar.

Favored Class Benefit: At 1st level, the adept may choose cleric, druid, or sorcerer/wizard; once chosen, this class cannot be changed. For each favored class level in adept, the adept can effectively add one spell of any level she can cast from the chosen class’s spell list to the adept spell list.


Personal Thoughts

You might notice that while the Variant Adept draws various abilities from the major spellcasting classes of Pathfinder, they are neither as powerful nor as versatile as the magical traditions they're meant to emulate.  The ability to add more spells to the base Adept list (which is quite small in Pathfinder) only comes via a Favored Class Benefit, meaning that only races which have Favored Class: Any will be adding things like fireball, silent image, and third party spells to their repertoire.

I also find it interesting in how an arcane adept is not limited by an arcane spell failure chance, and thus can potentially cast spells in plate mail with the expenditure of feats.  There's also no restriction in the text for a divine adept drawing Favored Class spells from the sorcerer/wizard list, or for an arcane adept to do the same with cleric/druid spells.  Although the base Adept was a strong contender for being the most powerful and versatile NPC class, the variant version makes it good enough to be on par with some lower-tier PC classes.

The utility of a spellbook and allowing others to copy spells from it might present a potential problem in regards to the Leadership feat and followers.  Even though the rules prevent a wizard from copying spells not on his class skill list into his spellbook (see "Adding Spells to a Wizard's Spellbook"), this can end up as a way for said PC to exponentially gain more spells for free.  Adepts copying spells from PC class spellbooks is not as much of a problem, in that they only gain cleric/druid/wizard spells not on the Adept list via Favored Class, and thus only 1 per level at most.

Use in a Magic School Campaign

The variant adept is a good way to populate your academy with low-level student NPCs without worrying about class features, at-will cantrips, and the like.  The adept's poor base attack bonus, lack of any martial weapon or armor proficiency, and low Hit Die and skill list make its minor spells and adept talent its sole strong suit.  This archetype is perfect for the mass of fresh-faced youngsters dedicating their school months to study, and having all Knowledge skills as class skills for this last part doesn't hurt either!

Tuesday, February 10, 2015

Adventures in the Afterlife




Over on the Dungeon Crawl Classics Google Plus community, there's been discussion about Total Party Kills.  Quite often they're a drain on player enthusiasm and more often than not lead to the end of a campaign. James Spahn (the original poster) mentioned that he found that this wasn't the case when playing Dungeon Crawl Classics, and wanted to see if this sentiment was common among other players as well. Although I have yet to play it, I have read the RPG and believe that one of its advantages is the player buy-in of the game's lethality. Not only do PCs start as ordinary level 0 folk, but each player has multiple PCs to control during the first session. Those who manage to survive the "Level 0 Funnel" gain their 1st level in one of the classes and become bonafide adventurers! But beyond that, as I mentioned in the G+ thread, the game designers discussed a rather pertinent piece of information for a more simplified experience point system to ease the burden of book-keeping. The more likely an RPG is to be rules-heavy, or the more thought and detail required in character creation and advancement, the more emotionally draining it will be when the entire party is wiped out.

On that note, I think that there's some massive potential to be had not just in DCC, but in many D&D settings which have extraplanar realms. Greyhawk and Planescape's Great Wheel*, Golarion's Great Beyond, and Forgotten Realm's World Tree among others have a diverse assortment of planes housing the dearly departed souls of former mortals. Many of these realms, especially the Lower Planes, are dangerous places full of adventure and intrigue. In this case, death is not the final frontier, but one step along a much greater journey.  Below are a series of plot hooks to generate in the case of a total party kill, as the final moments of life escape the party's last survivor.

Your PCs might be dead, but the adventure lives on!


Afterlife Plot Hooks: War World

As the PCs come to after their last defeat, they find themselves on a jutting cliff face looking over a foreign land.  It is a bleak, barren realm of red sky and black earth; figures in the distance down in the lowlands make war, crashing against each other in waves of man and monster, steel and spell.

Behind the PCs sits a massive armored entity sitting on a diamond throne, his shadow casting a long and powerful slice of darkness across the land.  He is the God of War, and has been watching their progress in the mortal world for some time now.  Unwilling to let such talented souls go to waste, he wishes to enlist their help in infiltrating the mobile fortress of Balisphor the Burning.  The war-god's most talented devotees have yet to make progress against the keep's seemingly impenetrable defenses.  To sweeten the deal, he not only offers to allow the PCs a portion of the spoils attained during the assault, but will offer them the chance either to work for him long-term, grant them the ability to return to life once more, or release them to their proper afterlife dependent on their true patron deity and/or alignment.

Afterlife Plot Hooks: The Prison Plane

The plane of Carceri is ruled by the demodands, its entire purpose to hold the most dangerous souls of the Multiverse.  Whatever powerful entity the PCs were up against uses magic to transfer their souls to this hellish realm.  The party wake up in a forlorn town surrounded by scorching hot badlands, acidic seas, impossibly high mountains, or other suitably supernatural prison environment.  Demodands act as the wardens and keep the populace desperate, starving, and at each other's throats so as to better control them.  However, there is a subtle underground movement of resistance by anarchists plotting an uprising as part of a larger plot to overthrow the entire planar hierarchy.  The PCs might be able to use the rebels' schemes to gain equipment and access to the few hidden areas the demodands cannot find by scrying.

Afterlife Plot Hooks: The Call of Sorcery

The party dies, their souls venturing to the realms beyond the world of flesh and blood.  They remain there for an unknown period of time, serving their deities as spiritual heralds or remaining behind in the waking world as ghostly apparitions.  A great evil threatens the land, and a spirit-medium concocts a ritual to summon the spirits of the honored dead.  From planes far and wide the PCs come to this focal point, reunited for the first time in years. They are back on the Material Plane, but as revenants neither living nor dead.

The spiritualist is happy to see them and informs them of dire news, and how he needs their help in thwarting a foul plot.  They are free to accept or decline, but the spiritualist mentions that in order for a revenant to stay on a long-term basis they'll need the aid of people skilled in spirit-calling.  Not just spells, but esoteric material components and even proper rituals are required to keep their souls bound to this world beyond a few months.  Perfect opportunity for further plot hooks and quest rewards!

Afterlife Plot Hooks: Reincarnation

Sometimes spirits do not leave this world, even those who do not become undead.  Some have their essences melded with the surrounding land or even sent back to the Material Plane by their patron deities in a new form.  The PCs come back to life around the same time, but things are...different.  They might find themselves among the ranks of the goblins or orcs who killed them in the caverns, treated as though they lived there their whole lives among them.  Those with a connection to the land might have their souls inhabit a body made of wood and rock, a walking nature elemental.  Or perhaps their spirit comes to inhabit their next of kin, sibling, or parent, those whose blood connection calls out the strongest of all; now two souls inhabit one body, as both of them struggle to either accept this predicament or find a way for the PC to get their old body back.

*PS: For those who are fans of Planescape, I wrote a mostly system-neutral Planar Revision Project about three years ago to add more conflict and adventuring opportunities among the planes.

Sunday, November 16, 2014

DMing Tools: the Bioware-Style Journal

DMing Tools: the Bioware-Style Journal




Image Courtesy of Moby Games

It's inevitable that the Dungeon Master of any long-running game will accumulate a healthy assortment of notes, plans, and bookmarks for their regular sessions.  Now that I've been using Roll20 recently, I have a much easier time organizing and saving relevant parts.

Going to video games, the RPGs Bioware is famous for producing (notably Dragon Age and Mass Effect series) include a "Journal" (or Codex) choice in the options menu.  Basically how it works is that whenever your character encounters some new bit of lore, be it the contents of a book in a musty library or the first encounter with a species of monster, the relevant data is added to the Journal.  What's great about it is that knowledge is gained incrementally: you won't get everything related to Elven culture when you visit one of their settlements, and the entries update depending on events which take place in the game.  Sometimes the journal entries will be in-character, with the entry on wolves written by a scribe discussing superstitions and folkore surrounding them.  Combine this utility with alphabetical entries organized by subject, and you have an easily-searchable journal full of knowledge that is fun to read.

So how can this be applied to traditional table-top games?  Well, for one, every Roll20 campaign comes with its own message board to be filled with the posts of the DM and players.  For my Arcana High campaign, I searched the chat archives and campaign journal entries when I had some free time, going over the major characters, nations, religions, and compiling them in the posts of a new thread.  I kept the entries simple, usually no more than 1 or 2 sentences.  Like my earlier style when doing "skeleton settings," I only made entries for characters, places, and events the characters encountered or heard about in the game sessions.  That way the journal's growth is organic instead of feeling like a huge infodump on the players.

Even with this brief information of a sentence or two per entry, it has been immensely helpful for my players to keep track of things.  Sometimes we can't always make it to the game, or the DM gets sick.  Simply trusting people to remember things, even important characters and events, isn't always so simple when we have real life getting in the way.

As for those not using Roll20 or other online games, compiling a "codex" to e-mail to players who ask for it can be a great idea as well.  I recommend to send them only the relevant bits they ask for in case the journal gets quite long.

Wednesday, November 12, 2014

Quasar Knight Enterprises: What I Write and What I Do


I've always wanted to be a writer since I was a kid.  From Dungeons & Dragons to the Final Fantasy series, RPGs served as ample fodder for both fond memories and engaging imaginary worlds and stories.  Three years ago I started writing reviews, homebrew materials, and the occasional article on the message boards I frequented which shared an interest in science fiction and fantasy games.  After playing 3rd Edition and Pathfinder for many years, I decided to get writing on a small project in late 2013 as part of a creative writing thread on the Something Awful RPG subforum.

It was a rough start.  I had to get legal advice about the OGL to make sure I properly understood its conditions.  My computer broke down after the first month, and I had to manually extract the files to recover what I lost (thereafter teaching me to save multiple copies of everything on cloud storage and external hard drives).  I was a newcomer to self-publishing and had to juggle the writing process with finding stock art, setting up shop on Drive-Thru, Paizo, and other places, and doing the formatting myself.

After several months and a rocky start, I ended up with a finished product, the Abstract Thief, in early June, and Quasar Knight Enterprises was born.  Once that first book was released I found it easier going forward, for in 3 weeks I had another product out!  Ever since I've been working and releasing one-man projects around a monthly rate.  I've been sticking with what I know so far, which includes Pathfinder and OSR rulesets, but over time I hope to broaden my horizons by writing material for other popular games and maybe eventually my own.

When designing new projects, I always build upon potentially popular ideas which remained more or less untouched in 3rd Party Pathfinder and other OSR products.  There are boatloads of sourcebooks containing new feats, but Nice Things for Fighters was intended to appeal to those players upset with the imbalance between martial and spellcaster classes.  Death to Alignment was a rules variant which combed through existing feats, classes, magic items, and spells and redesigned them for gaming groups who wanted to remove alignment as a game mechanic (but wanted to still keep demons and paladins).  In a fandom where the number of 3rd Party Pathfinder products on Drive-Thru is 4,000 and still growing by the month, it's nigh-mandatory to make work which is original and stands out to get noticed.

My advice to would-be publishers and writers in the RPG industry is this: the first step is often the hardest.  The writing, the research, the initial fears of dipping your toes into the sea of products.  But once you get in the water, that vast ocean will seem a lot smaller.  And as a writer there's no better feeling in the world than when you put the finishing touches on your current project, uploading it to the Internet, and seeing people buy it to use in their home games.

So that's my story.  I hope that you enjoyed it.

Saturday, November 8, 2014

The Benefits of a Skeleton Setting

The Benefits of a Skeleton Setting




A lot of folks use established worlds and campaign settings.  At their best, they serve as a toolbox of interesting locations and characters with minimal prep work.  I have many fond memories of gaming in Freedom City, Oerth, and the Sixth World, but in recent months I've taken to creating my own worlds.

I'm sure that there's an already established term for this, but my method of homebrew is to leave as much of the setting unexplored if possible, filling out the immediate factors when they become relevant and building off of my player's ideas.  I still have a lot of detail when it comes to preparing adventure material, but my setting comes to life as I go along and come up with new ideas instead of filling things out ahead of time.  Instead of a fully-fledged world, organs and all, a minimalist setting is a skeletal framework; both are structurally sound, but the latter has more room to add on and customize with minimal fuss and challenge of popular conceptions.

One of my current gaming sessions is a Pathfinder setting where the PCs are all students at a magic academy, but who are secretly masked avengers who go out and fight bad guys.  I have a central city as a home location (Brancean) and the backdrop of a wider country (Aleria), but aside from that other lands are referenced via second-hand information and backstory.

When I first created my game, half the players were overall newcomers to Pathfinder in general, but they set about making their characters unhindered by the lack of a fully-fledged framework, adding what seemed right at the time without the GM filling them in on things.  One player created a gnome illusionist, Syrasi Tumblebarrow, the latest in a long line of talented magicians.  She was ecstatic to come to Highstone Academy, not just for their stellar reputation, but also to explore the art of necromancy, a taboo subject in Gnomish culture.

Another player chose to play a dwarf, Ritti Dragonslayer, whose people worship the sun deity who is instead known as an entity of fire, justice, and war to those living in the Underdark.  The player also wanted her character to be like the dwarves of Discworld, where gender isn't considered important except for the purposes of reproduction and more or less dress identically and all have beards.

A third player wanted his PC to come from a prominent and amoral noble family, the Von Kleists.

Instead of checking up on setting lore or flipping through sourcebooks for example material to best fit their characters, these factors were decided out of the blue.  Far from being a hindrance, the bare details of setting culture allowed for more freedom for us to create our own shared world.

It did not stop at character creation, either.  I relied upon the in-character talk of the PCs to get further ideas.  While the PCs were searching Brancean's literal undercity for a dark folk priest, Ritti remarked upon the oddity of the concept of training people to become priests.  It was but a minor remark not expanded upon at the time, but it provided potential fodder for future ideas.  Did divine magic come intuitively to dwarves, then?  Where the champions of deities and spirits picked directly by their patrons, with no trials, tests, or ceremonies necessary?  Maybe all dwarves were versed in spiritual matters, making the concept of a religious occupation unnecessary?

The idea of an Undercity below Brancean was also a new idea at the time.  When designing my city I did not care to detail every neighborhood or important person, saving those things for later and building off of earlier notes.  As a person whose free time is consumed by writing future work projects and adventure ideas, I don't always have the leisure of designing settings from the ground up, but I crave the openness of building my own world.

My own designs of a "skeleton setting" were built off of the sandbox nature of OSR games, but combined with the collaborative world-building of 13th Age where the backstories of players also determine the features about the world.  It's worked very well for me, as it combines the best features of many design decisions.

Sunday, October 26, 2014

Greetings and Welcome

Welcome to my First Post


Hello there.  If you found this blog, you were probably linked to it by one of my social media accounts or advertised forum posts.  Even if you're familiar with my work, I feel that a little introduction is in order.

My name is Ray Chapel.  I post on a lot of table-top role-playing game websites under the username Libertad.  I am a long-time player of Dungeons & Dragon and an avid enthusiast of other games such as the World of Darkness, Eclipse Phase, and much, much more.

I figured that in addition to Twitter and the other usual suspects, a blog would be a good repository for all of my product updates, articles, reviews, and assorted work.  And I do have a lot to say.

Welcome to my online home, and stay tuned for more updates!