Thursday, July 31, 2008

Where I've Been

So, I inadvertently decided to take a week or two off from the blog. There wasn't much for me to write about, and I was having some difficulty finding the free time to sit down and get analytical, or creative. I do intent to keep it up though, but at quite the same rate as I did.

From henceforth on, I shall be updated only 4 days a week. Sunday, Monday, Wednesday, and Thursday will be days of choice. However, depending on what is happening in my life, I may postpone a post till the next day, or do a double on the next posting day.

I want to get into game design. There are many aspects of it that I enjoy, but the first thing I want to do is to actually make some games.

From here on out, I will be working extensively on three different projects.

Project Board Game: I will be designing and making my own board game. This will teach me balance, and give me the opportunity to create a game both mentally and physically as I get to construct the actual pieces that are used in the game.

Project Modules: Another project will involve me writing up some of my favorite quests into modules. I believe that my writing has matured enough that I could start doing this for some extra cash if they get published.

Project Cooperation: Me and my former roommate once began designing an RPG. I am going to seek his permission to take this to a whole new level, and see if I can coordinate a group of people to contribute, revise, and playtest his brainchild to a "completed" state.

To keep me on track, I will be dedicating my Sunday post to describing any progress I have made on at least one of these projects. Wish me luck.

-Lance of the Motivated People

Thursday, July 17, 2008

What I've Learned

I was recently asked, while being filmed, what I've most improved upon since I first started DM'ing was. I didn't have to think for too long about the answer, and thus, I shall post it for you here:

"When I first started out, I didn't understand how to make the game fun, while still applying the rules of the game. I think since then, a certain amount of investment in learning the rules, and learning how you can use the rules to make it fun and balanced is the important part."

I can't stress this enough, in fact. Making the game fun is number one. You don't always have to follow the rules, but knowing as much about the rules and the game system as you can is truly invaluable.

I've been awfully busy lately, and the blog is suffering. However, I've got some works in progress coming up that should be very interesting.

Wednesday, July 16, 2008

Chronicle: Krellion's First Day

Doctor Wilven sighed, "It's not easy up on the wall, you sure you got what it takes?"

Krellion, the Warlord, looked at him through his Feyborn eyes and replied, "Yes."

"Straight to the facts. Ok, I'll introducte you to Captain Shreev." Wilven burst out of the door to his his home and office and into the streets of Villehelm, Krellion walked firmly by his side. Neither of them showing the slightest inflection of emotion as they marched toward the northern gate of the village.

The northern gate to the village was quite impressive considering the amount of people and resources that they were able to expend in these parts. It was nearly 30 feet high, which was just out of reach of the largest giant they have yet to see, and braced on either side by enormous hunks of metal. The metal hunks appeared to be nothing more than a collecting of wagon rims, horseshoes, and old weapons and tools fused into 40 foot long polls. This was keeping the main gate from falling to the swings of 15 foot stone clubs.

Krellion was led up the stairs inside the gatehouse to a small office on what could only be called the second floor. Captain Shreev was there, and he wasn't breathing.

Captain Shreev was not living. At least, not in the traditional sense. He was not undead either. He had a soul, but it was bound to the object that he, and everyone around him, considered his body. There was no flesh, no blood, no heart, but he still felt. He was a warforged, and he was the most valuable asset Villehelm has ever had.

"The warforged are more than just metallic statues of fierce warriors, they are soulful, and they are not too different from those born of more natural methods." Said Wilven. He can think, and care, and hate. To us, he is another person, and a member of our family.

"Are you ready for your first mission?"

Krellion nodded.

Monday, July 14, 2008

Traps! When?

Theogre Fytestuf moved slowly down the dimly lit corridor. The walls were lined with picked shale deposits, and the air was stale and a little moist. He knew the wet droplets running down his brow were a clear indicator that danger was imminent, it was an 8th sense to him at this point. However, the question on his mind was of great importance to his immediate future: why is the next 10 feet of ceiling made of sandstone?

Theogre Fytestuf might not be a rogue, but he is certainly perceptive. This is what's important about being a player in a dungeon that is potentially full of traps. The player-DM interaction here is a very important one, and it is important to choose your words carefully when describing the elements of your world. The warnings should never be too obvious. The trick is to have something go off in the minds of the characters, and not necessarily the minds of the players. Meta-gaming is a big issue here, and you need to understand how to avoid it. Meta-gaming is not only a fun-sucker for the fantasy that the players live in, it is also a time sucker on your game. And traps and treasure are some of the biggest purpoteurs of meta-gaming in all of gaming.

The Dungeon Masters Guide has a lot of good info on how to disguise a trap with your words, but there is also a really important element of when to use traps in a campaign. Don't just throw them out willy nilly, and as a player, don't go looking for them everywhere. Don't place your traps like they're free, because they aren't. Someone or something had to put that trap there, and they most likely went through a lot of effort to protect something valuable. Sometimes it's important to just let the trap go undetected, and still affect the players, because the trap itself may indicate a treasure trove.

Conversely, as a player looking for treasure, don't simply assume that traps will be placed at every hallway, intersection, etc. Let the DM's clues and the context of the dungeon tip you off as to whether it's appropriate to spend some time searching.

This is Lance of the Hill People saying, "Don't Let Traps Slow You Down".

-Lance of the Hill People

Sunday, July 13, 2008

The Krevmeister

Introducing: The Krevmeister!
Seriously, Bro, that's my wench yer hittin' on.


Who is that fine piece of Dragonborn Fighter? That, my friends, is the Krevmeister. Proud member of the senior class of the Military School of Hard Knocks! As you can tell by his stunning photo, the Krev is your number one goto guy for any and all on campus parties! He's the kinda D.B. that plays wingman for a total stranger, and never lets a gentleman disrespect the lady folk. The big lizard on campus, this is your guy for any and all partying!

Some of his most famous parties include:
Rescuing a maiden from brigands in the woods
Finding the lost staff of an ancient wizard who cast the fading protection spell on the land
Delta Kappa Gamma's earthquake fundraiser
Stopping ninjas from stealing the Dean's roster
Panty raiding the Sorcerority

And his most famous party, Naked Dwarven Ale-Drink

Where he invented this:



The Krevstand

Dedicated to Aaron, for his 1st DM'ing experience with 4th Edition. Great job Bearplane!

Online D&D - Webcam

Last night I tried my first attempt at playing D&D with 2 of the 3 PC's in the room, while the third was watching via the webcam.

We had a mic set up so that he could hear everybody around the table, and we had the speaker pointing at me, but in such a way that the other PC's could hear him, and there would be no feedback into the mic. Apples, from a player perspective, found it tiring to have to concentrate on 3 different worlds at once. There was the real world, with me and the other PC, there was the digital world, with Tylth in Connecticut, and there was the game world.

I didn't think of it until she mentioned it, but it's true how that can easily break ones focus. Normally, when sitting around a table, you are able to see people's expressions, and gestures, and what they're pointing at. But even if we had positioned the camera so that Tylth could observe the entire room, we still would be unable to see who he was gesturing at.

These attempts at online D&D are by no means a replacement for sitting around a table. Personal interaction turns out to be the most satisfying and enjoyable part of almost any adventure.

Example: The starting quest I had planned was full of exciting tracking and chasing, ambushes, booby traps, and a manhunt through the woods to the bandits lair. This was entirely overshadowed as the players were spending so much of their energy getting accustomed to the fact that one of the players wasn't really there. The online locale turns out to be a big drain. However, I believe that of the diffferent methods I've considered so far, this one seems to be the best. As all new things take some getting used to, this method might simply take a little practice and fine tuning, and we might be able to work it into a regular campaign.

Next attempt: I'm going to see if there's a way we can get two webcams going, one pointed at the players, and one pointed at the game board.

Yesterday's post was delayed due to an extremeley gorgeous summer day. I will be doing an extra one today to comepensate.

Friday, July 11, 2008

Closer Look: Powers

This is an extremely important aspect of 4th Edition D&D, and I've already seen it overlooked on a few occasions. Sometimes it's not immediately apparent as to what you really should be doing in an encounter. Powers will do two things to guide your actions in an encounter. You will either find yourself spending your turn deciding the right power to use, or you will entirely misinterpret the purpose of your character build, and not use any powers. This post will outline some of the general guidelines to what to do with your turn.

Step A: If you aren't using a power on your turn, there had better be a good reason why.

Obvious Reasons Why You Wouldn't Use a Power
1) You have used all of your encounter powers, and none of your at-will powers fit the situation
2) None of your encounter powers fit the situation, and none of your at-will powers fit the situation
3) You prefer to save your daily and specific encounter powers for the right time, and none of your at-will powers fit the situation
4) You need to spend the round either positioning yourself, or using a second wind.

If it turns out you spend the entire battle simply using your basic attack, then you may want to reconsider your character choices. It is always possible to simply explain to the DM why your decisions at character creation have not panned out with your adventuring group, and either ask to make a new character, or simply make some changes. It's always a good idea to have an in-game reason or story as to why you might have different powers now, so as to add some incentive to the DM to allow you to make these changes.

Step B: Make your decisions early, and you won't feel so pressured when everyone waits on your turn. Give yourself a few choices before your turn, so that you can easily change your mind on the fly based on the actions between your decision and when it's your turn.

Step Awesome: Know your powers! Even if you have to look it up, know the intricacies of your powers beforehand, so that it's easier and faster for you to reference. For instance, get a good idea of what kind of exceptions will come up when you use your power. It's good to know the specifics, but it's better to have an understanding of those powers.

All in all, you're better off being prepared for multiple situations, but in the long run, you're going to have turns now and again that will take time, and those should be the exception. Not the rule.

P.S. I'm posting this while playing an Elven Cleric. We're currently in the wolf den, and I'm confident in knowing that I'll know what power to use when the DM calls my name.

-Lance of the Boy Scouts?

Thursday, July 10, 2008

New Stuff

So, I'm attempting this post from my new laptop, using the windows sidebar gadget. Yep, I gots Vista.

Yesterday I worked the layout a bit, and added some quick search links and tags to a lot of the posts thus far. I'm currently in the process of designing and organizing GHoG to be more of what I first envisioned it. Bear (sic) with me as I may miss some posts here and there in the next couple weeks in lieu of other improvements.

Tuesday, July 8, 2008

Chronicle: Of Politics and Prejudice

A.J. Thomas was not the oldest member of the village, yet he held the title, Eldest. He has seen few more than 50 winters, and still goes strong to this day. His position in Villehelm is one of great posterity, and one of great importance. He and four other elders oversee the business and politics that are designed to protect and nurture their fellow villagers.

It was this day though, that A.J. Thomas, or Eldest Thomas, as he preferred to be addressed as, was having a bit of turmoil with one his most valuable assets.

"Goblins in the forest kill without mercy, Eldest. Each of them risked their lives to get us this medicine. And all they've got from us so far is a free night at the inn and a few meals." Doctor Truss Wilven was accosting the Elder Council at this point. The 5 of them sat straight backed against their oaken chairs, staring at a kneeling Doctor pleading.

Eldest Thomas snorted, his wrinkled bronze nose leaked a bit as he took a dirty cloth to his face. He spoke with muffled words through the cloth, "I don't understand..."

"We would have lost 10 men doing the same-" Wilven burst out.

"And they will be compensated doctor." Thomas interrupted him, "But, can you prove to me that we could not have got a cleric here in ample time for less money to perform a decleansing? I believe there is one that is able to teleport and perform a ritual for less than 700 gold pieces these days. Why did we not pursue this option?"

"Damnit, Arthur. This is not why I'm here, and this has nothing to do with your damned gods!" Wilven was extremely tired by this point. Tired and irritable, as many doctors are.

Thomas sighed, "Now now, I understand that you were simply trying to help, but perhaps you might reconsider consulting the council before sending wanderers off to perform life threatening tasks in the name of our village. Perhaps we will look the other way on this one, and let you reward them from your own pocket?"

Wilven spat, "You! You bitter old Paladin. You think that an atheist doctor is a threat to your god maybe? That people will start believing in me rather than believe in your mystics?" He started to clench his fist as tight as he could, a drop of blood trickled out from under the one fingernail he had not chewed to the bone. "I'm sorry. I should... not... have spoken that way. I request that you not punish these heroes, and take out whatever necessary discipline you feel necessary out on me."

"And we shall do both. But you may find some things changing soon, good doctor." Thomas laughed, "In fact, you can be assured they will change. And you can be assured they will change you. They will receive 800 gold pieces from our treasury, and we shall deliberate on your punishment until tomorrow. You may rest now, at 8 bells we will see you back here, and you will know our decision."

Chronicle: The Heroes Return

Truss Wilven had done all he could to help the poisoned children. His day was spent gathering some select herbs from outside the village, looking specifically for a certain root that was known to slow blood flow. It was a common remedy for slowing poison until an antidote could be found, and a common poison applied to the blades of assassins. Too much would be quickly fatal, and a tired doctor could be a dangerous killer at this perilous time.

There was no danger though, Truss himself had quaffed an entire pot of some of the most vibrant tea he could brew, and as such would be livelier than a stampede of tigers. The potion was made, and the children had taken their share. The first of the children turned pale almost immediately. He looked half dead, unable to move save for some slow, light breaths. The four of them were almost entirely unconscious, and not one would see their demise just yet.

Wilven made his way to the battlements by the north gate, where he would sit and wait. A haphazardly armored young guard stood by him as he crouched, leaning over the edge of the stockade wall.

"There's goblins out there, Larr." Truss said to the guard, eyes glazed, and mouth hardly moving.

"'s true doc, worried?" Larr Catyk replied.

Truss sighed, "No. But I'm wondering if I should be." He took a deep breathe and leaned against the back shelf of the battlement. "Everything I've ever believed in, which has not included any god or immortal that you could name, is telling me that these kids aren't going to die yet. I just can't believe for a second that they wouldn't survive."

"I believe it, doc. They're young, and don't deserve it."

Wilven shrugged, "How old are you?"

"Old enough to know when to run from a critter in the hills. 17 now."

Wilven stood up, and looked Larr in the eye, "Daniel is 15 now, son. I'm 34. We live in the hills, and any one of us could die any day to a number of things. But we're not going to run from everything that looks at us funny. We stand and fight, and we lick our wounds when we win, and we bury the dead when we lose. But either way, people are going to get hurt, and get sick, and they're going to die. But they're not going to die if I can help it. That's why every town needs a healer, even if they have to settle for one of those god-loving clergymen."

Larr slinked back, and looked off into the hills to the north. "Hey, hey doc! It's them! And it looks like one of 'em has a full sack! I bet it's the mushroom!"

Wilven was ecstatic. There was nothing he wanted more than to forget about the reality he just painted for the boy next to him.

Sunday, July 6, 2008

Gametable: Suplemental



Here is the basic mode of Gametable. An aerial view of a gridded world, with drawn in surroundings, and movable 'pog' units. There's a chat window for player rolls and talk, and when combined with Ventrilo is the closest thing to a live D&D session I've seen online.

But it's not real D&D. At least not the way I know it. It WANTS to be D&D, but it is only a robot with dreams. Like instant messengers want to be conversations, and Pinocchio wants to be a real boy; Gametable is a wannabe. But as it neither lies nor shows my mother as a talking icon of an ant- I can accept it for what it is.

What it boils down to is that Gametable's greatest strength, and greatest drawback is its DM. A creative mind that can make full use of the wide utility GT offers, with an engaging story line and fun, sometimes skin of the teeth, battles- is what makes the 'game' worth playing.

The other side of the coin is that this IS a computer game. How long do you usually wait before you know your attack hit the enemy? How long does it take a computer to record and adjust your enemy's hit points and status effects? For a true computer game, this is all instantaneous. But we're dealing with a hybrid here, a computer game run by a human. Instead of the time-is-not-an-object pace of live D&D, there's a gas-brake-gas-brake feel as control of the game is traded between human and machine. For every instantaneous dice macro roll the computer makes at your request, there is several seconds of delay while the DM calculates, or tags are changed.

Maybe it's an aquired taste. For it's multiplayeriness and customizability it's better than alot of games out there. Players are also allowed to draw embellishments on the playing field, which is a worthy trick, and the easily designed dice macros are neat.

In conclusion, Gametable is like D&D on robo-crutches. Not quite as cool as it sounds though.

Gametable in Action!

I'll make sure to post a chronicle tomorrow, I've been slacking lately.

Earlier today we tried out the Gametable with Ventrilo. 3 of us were in The Green Hills, two at my place, and the other lives a few blocks away, while the 4th was in Connecticut. They had all made characters previously, and I had spent quite a few hours devising a dungeon for them to adventure in. This was meant to be a test run, and as I knew we would all be spending a lot of time learning how to work this new contraption, I was not going to delve too much into the plot.

When we were all settled down and ready to start, I had the players place and name their 'pogs'. Pog is the name they use in Gametable that basically represents a character or NPC or monster. I placed them all in the town hall, and gave them a short backstory as to how they met and started adventuring together. It was extremely brief, but had just enough detail to be believable. The first thing that happened when they got in the town, was they saw a bulletin board near the town fountain. The wanted poster basically sent them to the dungeon via instructions from the innkeeper. All of this played out fairly well, but still lacking in the fact that we were not able to look at each other and speak so openly as in person. Drawbacks aside, the postive aspects were still numerous though.

A lot has to be done ahead of time with this system, and it's important as the DM to understand exactly how everything is going to play out. You'll need to figure out how you're going to record initiative, how players will be able to take their movements, etc. Some parts are improved by this. For instance, even the town was mapped out, so players knew where they were in relation to other players when certain things were happening. It also made me realize how important a mapped town can be.

When the players finally showed up at the dungeon, it was slow moving at first. The first battle took a good while, and it was hard to tell if exploring the dungeon was faster or slower than in a face to face game. However, this didn't exactly matter, because the format that we were using allowed for little social time and fun things in between. They were still there, yet not as numerous as normal. Part of this might still have been due to learning how we work together to make this happen, and part is because of the lack of face to face interaction, and the fact that only person can talk at once on vent. Ironically, D&D is a game where most of the fun comes from the sarcastic side comments, or when you quietly interrupt someone with great wit.

All in all, Gametable works. It requires a lot of planning and preparation to make it work, but it does. All had fun, but it was clear that it was a different kind of fun than in a face-face session. Next week, we may try including our faraway friend via webcam!

Also, I'm going to ask Apples if she wants to write something on her thoughts of Gametable. She seems to have a different view of it than the rest of us thus far.

-Lance of the INTERTUBZ LOL DND ONZLINE People.

Mini-Review: Silk Road Online

Silk Road Online is a free to play, pay for premium, MMO. It is set in the 7th century, on the trading road between China and Europe. The game itself starts with a very haggard character creation. You have options, but it is difficult to understand the implications of your choices. Your first choice is your model, it determines your face, hairstyle, and body, and each model has their own name and storyline. While they are all interesting, I would be much more interested in being able to start my own story in a new world, than to play out the life of someone foreign to me. The other selections are fairly meager, you can choose height and weight, and your starting weapon.

Once we actually got into the this was a big drag right off, and it seemed like developing your character was a real chore. We were lost in a sea of possibilities, some of them available to us immediately, and others we would have no hope of doing until later levels. This is normally par for the course, but without any tutorial or even NPC guidance, it was extremely frustrating to start out.

We did not get very far in this game, in fact, we couldn't even finish the first quest. When we first started in the world, we found out early on that we could not even create a party until we reached level 5! .This was a big drag right off, as we were hoping to get into the world and immediately start leveling together based on the choices we made and had in mind during character creation. This was a big turn off to me, in any given MMO that I start, I want to be able to immediately start grouping with people, and on my terms if necessary.

Aside from the fact that you can use very little but autoattacks until almost level 5, and the fact that the first 5 levels were nothing but grinding, this game was simply a buzzkill from the beginning. My avatar needs a good, interesting, fulfilling beginning, or I'm just not going to be invested in it.

-Lance of the Hill People

Friday, July 4, 2008

Getting Comfy With Your Gaming

Everyone has their own little nuances and strategies of getting into the gaming groove. I would like to share mine today.

First off, it depends on the game that I'm playing, how long I have to play it, and what I'm looking for when I play. The default stance is to shove as much of my body below the chest underneath the desk, and recline as hard as I possibly can. The real goal is to get a 30 degree angle going here, so that I'm practically lying down, but still able to get into a straight sitting position of things get heated.

If I'm playing anything split screen, I like to sit cross-legged on the floor as close to the TV as I can without getting in the view of people behind me. This is mostly due to a vision problem that was likely caused by sitting too close to the TV screen when I was younger.

When I play just to mess around, I usually enjoy a drink or two, especially if I'm raiding in an MMO, and it's all old content. By the time we get to a new boss, I'll be sober enough to still perform well. My drink of choice is usually a glass of brandy, but I will also enjoy a fine, hand-crafted, ginger ale now and again. A steaming cup of hot chocolate goes well on a cold winters morning though.

If I'm playing a FPS, I don't want any food or snacks, because if I'm playing a FPS, I want to be as into the game as I can be, or I start to see my stats waning. I love to challenge myself to get good scores while still contributing to the victory of my team.

PvP on an MMO will usually find me drinking straight rum, and maybe even smoking a bit of sweet tobacco out of my friends hookah. This combination is extremely rare though, I usually don't smoke from a hookah more than once every couple months on average. The smoothness of the smoke coupled with the sting of a good rum is the exact combination to keep me from getting irate when PvP starts getting heated.

D&D I like to run with a full meal just before, and a short snack break at least mid-way through. If the players haven't had two encounters yet, I like to hold off until at least then. I also enjoy sitting in my rolly/swively office chair with one book in lap, and most of my DM tools scattered across the board. I personally don't mind when my players see what I roll, and I honestly have no qualms about telling them something hit or didn't hit when the die roll says it should or shouldn't have. It's mostly a personal thing, other DM's have different relationships with their players though, so that's not for everybody. Oh, and all the players fill up the two couches that are opposite where I keep my chair. It's hard to explain, maybe I'll have Apples diagram it in MS Paint with sweet illustrations for you guys...

Anyway, post your gaming pose in the comments by all means. I'd like to hear how other get comfy in their gaming.

-Lance of the Chill People

Thursday, July 3, 2008

Mini-Review: Dungeon Runners

This post will be done in entirely in the style of what it feels like to play this free to play, pay for premium MMO.

Ok, made my character, didn't have a lot of options. Choice of Fighter, Ranger, or Mage, and all of the options were either satirical, sarcastic, or particularly dooming, but I choose fighter. I'm looking at a 3rd person view here, and it looks like someone nearby has a yellow eclamation point. I've seen that before. Ok, it appears to be a Noobsaurus. That's funny? I talk to the Noobasaur, Noobasaurus is HILARIOUS. I find myself reading every word of his tutorialistic quests, and can't read a single one without letting a full laugh escape the dungeon of my gullet.

So I guess I've got a quest from the Noobsaurus to try to get my support ticket answered. My number is 54,000,001?! Funny, but only because it's true. I guess I'll check out this guy with a quest. Turns out he's in line to get his support ticket answered, but he's willing to trade tickets if I do him a favor. This goes on, and eventually I trade with the guy with ticket number 2, and I get a quest that lets my leave the starting area.

MEANWHILE: I'm getting other quests from people, and townspeople are giving me rude and sarcastic remarks, while the hermit who lives near a bunch of people sounds exactly like Krusty the Klown. The quests almost all take place within a dungeon known as the Dew Valley Forest, and the gameplay is almost exactly like Diablo. They even have weapon and armor descriptions that involve 2-3 suffixes and prefixes that include lots of animal names and irrelevant adjectives.

I walk in with two of my friends, and we plow through waves of wolves and rat people to complete the first 3 levels of the dungeon. No problem. We take a trip back to town, and one of the guys gives us a quest to kill some rat boss at the bottom. We enter his lair, and hip hop music starts playing. Chalk it up to odd choice of exciting dungeon music and move on. I die. The death penatly is 100% negligible at this stage, and I simply teleport instantly (at no cost) to my teammates. Action resumes. We bust through the lair, fighting as hard as we can, and the final boss is a rat guy with a posse. The posse members carry a boombox and there are some huge subwoofers in the rats lair. I let out a couple laughs, and when I go to turn in the quest, the quest giver remarks that I'm the 109th person to inform him that Rattle is dead. He chooses to believe me though, and gives me the reward.

This goes on.

Long story short, download Dungeon Runners. Playing is free, so just give it a shot, and make sure to read what those quest givers are talking about!

The Denizens of Villehelm

This post is one of many that I will be doing to help structure my own setting, while giving examples and ideas to other DM's and world crafters.

The Denizens of Villehelm:

Innkeeper - Vinn Rin Talbin
Vinn keeps the Inn, that's his job, and it's his life. He is married to Celia Talbin, and has no children. He is of average height, and is a stocky but confident man. He always wears a particular vest that is light and composed of worn faded leather. He is often happy in his work, and is the unofficial town greeter when it comes to adventurers in the village.

Blacksmith - Letigit Stripe
Letigit is an Eladrin who was abandoned during a battle for contested lands between Dwarves and Eladrin. She was mistakenly taken from the Eladrin village by a pillaging Dwarf, and was raised by a kind family in the mountains. She is exceptionally tall and muscular for an Eladrin, and gruffly makes the towns weapons by day, while drinking a gallon of ale every other night.

Doctor - Truss Wilven
Average in appearance, and deliberate in action, Truss Wilven is the most well known and respected member of Villehelm. He has straight brown hair, light green eyes, and every bit about him is completely average and ordinary. Except for his pipe. You wouldn't notice him if he was the only person standing in the center of the town square, but as soon as you get to know the Doctor, you find out what he lacks in appearance, he makes up for in actions.

The MLA Ambassador - Gunvel Slantern
What's an MLA Ambassador? Well, you'll have to ask the neighborhood gnome, Gunvel Slantern. He knows all about the MLA, and will talk about if for hours on end. It is wise to not bring up such things around him, but if you need anything that you normally wouldn't find on the beaten path, this guy is your best bet. Certifiably Gnomish.

The Town Eldest - Arthur Jonathon Thomas
A former Paladin, and defender of all that is just, Arthur is the most bullheaded and stubborn man in the village. Which is why he's in politics. The council of elders consists of 4 members plus the eldest, who is not actually the oldest, but the most revered among the elders. Arthur is easily angered, and would not be caught dead offering his own solution to any sort of conflict or problem. He is deeply religious though, and is a devout worshipper of Pelor.

The Stable Boy - Tanigan Alabhad
From far off lands, it is unkown how Tanigan ever made it to the hills before the mountains. He has a darker skin tone than other humans in this area, and he is often ridiculed by others for it. He pays little notice, and does his work diligently, and happily. Tanigan has his own dreams of becoming an adventurer someday, and it is well known that his strongest desire lies in returning to whence he came.


Well, that's a good start for now. In future posts there may be some more detailed information about one of these characters, and there will certainly be more of these mini-bio's in the future.

Tuesday, July 1, 2008

DM'ing: Making a Success of a Derailed Session

This week we had one of our regulars missing from the campaign. Normally this can be easily accounted for, you make up some sort of reason why the character needs a sidequest, or even play them out through the battles and such. Sometimes though, you want to make sure that everybody is there for the session. My particular reason was that this was going to be the very first dungeon in 4E.

The players were all ready to make their way into a secret secret passageway beneath a tomb in the hills, and all of a sudden the Tiefling Warlock (our missing PC) dropped to the flour and started frothing at the mouth. At the same time, an NPC who happened to be outside keeping guard, ran in saying there were monsters approaching from the outside.

The DM'ing strategy here was to give some sort of plot twist that may have been related to the fire beetles recently battled that would cause the players to cease their descent. At the same time, I set up an encounter outside that would pose a threat and keep their interest.

What I had not planned on was that they sealed the passageway behind them with the Warlock inside. This was to defend the unconscious from the attacking monsters, but while they fought kobolds outside, I had a different scenario play out below ground.

The heroes fought a good battle against the kobolds, but had a surprise waiting when they went to retrieve their fallen friend. As they descended the ladder to the room with the Warlock, they heard munching and chewing sounds, followed by moaning. When one of them pulled out a fire beetle gland for light, they saw 2 zombies chewing on the Warlock, and two more coming out of the dungeon entrance, or exit, as they recently discovered.

When all of the battles were finished, the players decided they needed to get medical attention to the frothing Warlock. They started heading back to town, and one more random encounter on route to the village was enough to make a well rounded session. Unfortunately, with all of the combat, and such little mystique and intrigue, the Warlock will be behind in XP for next time. These kinds of situations can be remedied with solo side quests and things of that nature. And in this digital age there is also the option of running an RP only sidequest for the PC to have him earn some XP in ways other than quests and combat. An entire quest could be done through emails, or even online using Gametable and Ventrilo, depending on how deep you prefer to go as a DM.

One thing that is exceptionally important: If you take great care in designing your campaigns, don't let an absent player take advantage of you. The planning that you put into your game is at least worth the regular attendance of your players. If you let them come and go as they please, and this interferes with the continuity of the storyline and such, or hinders others gameplay experience, don't just give them the XP they missed unless it's really for a good reason. Conversely, if you improv every session, don't lecture players on attendance when the entire game is made up on the spot. Let your players know where your boundaries are, and be understanding of when it's appropriate to miss a session, and when it's not. Everyone has their reasons, and missing out on XP might not be a fair penalty for some of those reasons.

-Lance of the Hill People

Hill People