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.

Hill People