Showing posts with label One-Shots. Show all posts
Showing posts with label One-Shots. Show all posts

Sunday, September 29, 2019

Pathfinder 2e - First Session

Game Date: 9/29/2019

Earlier this year I played a couple of the playtests for Pathfinder 2nd Edition.  This was my first time playing the actual game.  There were eight of us in the group, mostly using pregens.  Because of the large group (a couple of whom were really great at hamming it up), there was a lot of time between turns and I really didn't end up doing much.  But we all had a great time and we learned a bit about the new edition.

The session started with a town meeting.  We were told that the town sage had been kidnapped by an Ogre, who was taking him to speak to Hannar, a former town citizen.  We accepted the plot hook and headed toward the Ogre's cave.  On the winding trail up the mountain, we fought the Ogre and his companions.


After the battle, the party Rogue was suffering from centipede poison, and we spent many turns trying to heal him.  We located the sage and untied him.  Investigating the area, we found a ritualistic circle of rocks, and played around until Hannar teleported in.  He ordered the sage to tell him the truth about his birth.

The sage revealed that Hannar was a real Son of a Witch (well, Hag), and Hannar threatened to destroy the town.  Our bard tried using diplomacy, and it was super effective!  The bard convinced Hannar to see the error of his ways.  It was a nice change of pace to avoid a boss combat this way.

It was a short session, so there wasn't much there to judge the game on.  However, I have read through the Player's Handbook.  I'll go over my thoughts in a future blog, but overall I think it has some great ideas.  Some of the rules are a bit too complicated for my tastes, and so far I prefer the simplicity of D&D 5e.

But it was nice getting to throw down some dice again; I don't get to play nearly enough these days.


Saturday, March 16, 2013

Apocalypse World: In Which I Miss The Bus

Game Date: 3/16/2013
System: Apocalypse World
DM: Rusty   

Characters:
Marsh (Matt): Brainer
October (Star): Skinner
Uncle (Ted): Hardholder

The Session:
We didn't have enough players for our regular game, so we played a one-shot.  Like the name implies, Apocalypse World takes place on a post-apocalyptic Earth, where the survivors live Mad Max style.  There is also some sort of mysterious global force called the Psychic Maelstrom, which is a collective consciousness that people can tap into by opening their minds.

Ted's character, Uncle, was the overworked leader of Hatchet City, which really wasn't much of a city.  The magnitude of Uncle's political power was debatable, as some of the citizens seemed to have their own agendas and varying degrees of loyalty.  Uncle was having a bit of trouble with Ambergrease, a gang leader who had been causing trouble.  As the game began, some of Uncle's followers were requesting he find a way to defeat Ambergrease, lest he risk a rebellion.

My character, Marsh, was a creepy psychic of questionable gender.  I was in charge of several prisoners, one of whom had recently tried to assassinate Uncle. I used my psychic powers to interrogate the prisoners, but they did not know enough to help us.  It seemed that something had been controlling their minds.  Later we dissected one of the prisoners and found a strange parasite in his body.

While communing with the Psychic Maelstrom, Marsh received visions of a pale man called "Blind Blue", who we believe to be behind the psychic manipulations.  We also learned that Blind Blue intended to make October his queen, or possibly his slave.  When Marsh went to warn her, one of October's own bodyguards turned against us and attacked.  October managed to stun her opponent by taking her top off (one of her more interesting abilities), after which we subdued the guard pretty easily.

Soon the town was attacked by a Ambergrease's forces.  They used catapults to hurl flaming garbage over our walls, and prepared to drive a bus through our front gate.  While Uncle gave orders to his soldiers, Marsh came across some deserters attempting to smuggle our rocket launchers out of town.  Marsh managed to take their leader prisoner, grabbing a rocket launcher for good luck.  When the bus finally burst through the front gate, Marsh attempted to destroy it with the rocket launcher.  The missile missed by a mile, destroying part of Hatchet City's wall.  Also, Marsh's prisoner got away.

Despite the setback, we still had more than enough soldiers to take out Ambergrease's army.  Uncle's leadership skills got a lot of time in the spotlight.  The battle came down to a one-on-one between Uncle and Ambergrease.  It ended with Uncle shooting Ambergrease in the face.  We had to stop the session there, but we know the true villain, Blind Blue, is still out there.  Perhaps someday we'll revisit this world.

Afterthoughts:
Neat session!  I really like the flavor of the world itself.  The character classes are quite interesting, and while most of them do have D&D counterparts, they still manage to be unique.  I really enjoyed playing my character.  He/she/it was delightfully weird, and it was fun playing a ambiguously gendered character (just like in real life).  I wonder what I could have done with it if I'd had more time to develop my character's personality.

I was very glad I didn't pick Ted's character, however.  Watching him manage his troops and deal with other leadership problems made me quickly realize it wasn't the class for me.  I could probably have had fun with Star's character, though.  I could see playing a Skinner in a future game.

Warning:  This game is not for kids.  This is easily the most adult gaming system I've played so far, and we barely even touched on the dirty stuff.  My character had seduction-related powers, Star's character could hypnotize people by stripping, and Ted's... well let's face it, "Hard Holder" just sounds like a double entendre.  There was also a fair amount of adult language in the play materials.  It takes a lot more than that to offend me, but I mention it here just in case it's a deal breaker for anyone else.

From what I saw, the adult aspects were not handled in a juvenile way.  This isn't a puerile sexual assault simulator like FATAL.  Apocalypse World strikes me as a mature setting that just happens to have some sexual elements written into the mechanics.  While I'm sure many players will turn it into something more childish, I don't believe that was the designers' intention.  But I've only had a couple of hours of exposure to this system, so I could be wrong.  Given that so many groups have at least one player who consistently "goes there" *cough* Greg *cough*, I do wonder how many groups are actually capable of running a game with seduction mechanics before the whole campaign descends into something salacious.  (Admittedly I'm showing my own inexperience here.  I haven't been in a lot of different gaming groups.)

Mechanically, it seems like a pretty easy system.  It just uses 2d6, and character creation was quick and easy.  From the impression I got, the game is more roleplay than rollplay, so the rules are kept light.  But all I've really seen so far are the character sheets, so I'm probably not the best one to ask. I'm a little wary of the damage system.  It doesn't look like you could take a lot of hits before you go down.  (I had the same complaints about Savage Worlds.)  I'd like to think that this promotes roleplay - being fragile means you try to talk your way out of fights.  And yet, post-apocalyptic worlds are not places where it's easy to avoid battle. 

I also question the system of leveling up.  Maybe I'm misunderstanding it, but you get an experience point every time you use one of your "highlighted" skills.  Every time you get five experience points, you get an extra feature.  Great, but I do wonder what keeps you from finding all sorts of risk-free excuses to make skill checks.  Kind of like the Elder Scrolls games, where you can level up by picking the same lock over and over.  I'm sure there's rules in place to prevent such exploits, I just didn't see them.

But regardless of one or two quibbles and confusions, I really did enjoy the session.  I will gladly play this again if it comes up again.

Saturday, November 3, 2012

AFMBE: Bad Day at the Office

Game Date: 11/3/2012
System: Unisystem / All Flesh Must Be Eaten
Module: Coffee Break of the Dead

GM: Rusty
Cast:
Cliff - Narcissistic Jeweler
Matt - Frustrated Writer
Star - Frantic Intern
Ted - Disgruntled Ex-Employee

The Session:
The story began by following the typical morning of four typical citizens.  Cliff played a jeweler with a smarmy personality, reminiscent of Andrew "Dice" Clay.  Matt's neurotic writer was as cowardly as he was useless in battle.  Star's intern was a highly skilled expert... at getting coffee.  And finally, Ted's ex-employee was a true wildcard, who nearly ended the session before it really began.

As each of us got ready for work in the morning, we heard reports about a bomb going off at GeneTech Labs.  The GeneTech building was near our own office, so we all prepared for a rough day at work.  We each arrived at the office and went through our usual routine, with the exception of the recently-fired Ted, who showed up with the intention of going on a mad shooting spree.  As fate would have it, the four of us were on the elevator at the same time when the power went out.

As the strongest of the four, Ted tried to force open the door.  He was starting to make progress when Cliff tried to help him.  Unfortunately Cliff rolled terribly, causing the doors to slam shut, nearly mashing Ted's fingers.  Already looking for an excuse to go postal, Ted pulled out his gun and shot Cliff in the knee.  But Cliff was also armed, and soon they were having their own little shootout in the tiny elevator.  Matt and Star cowered in the corners.


During this gunfight, something landed on the elevator's roof.   We heard more gunfire from somewhere above us, and the elevator lurched and dropped a bit.   Matt tried using the emergency phone, but there was more chaos on the other end of the line.  The elevator dropped some more, ending with the doors getting jammed open at an odd angle.  We crawled out of the elevator into the dark basement level.  Ted and Cliff agreed to a temporary truce, and we started looking around.  Two of us had flashlights, but otherwise the only illumination came from emergency lights.  The first thing we found was a dead security guard.  His throat had been ripped out, and he'd been shot as well.  We took his gun, leaving only Star unarmed.

At the other end of the room was a set of double doors.  Something on the other side was pushing on the doors, trying to get them open.  We called out but nobody answered, so Ted shot through the doors.  The doors burst open, and we faced several walking corpses.  Ted, Cliff, and Matt started firing at them.  Weaponless, Star hid out of the way.  Matt realized that Star could help us by as a light source, so he tossed her his flashlight.  Unfortunately his throw was way off, and the flashlight broke against the wall.

We kept shooting, and the zombies shambled into brawling range.  Star picked up some scissors and ran up to help Matt with a zombie.  At that moment, Matt fumbled another roll, firing his gun wildly.  His errant shot missed his zombie and grazed Star instead.  I suppose that's what she gets for running with scissors.

Matt got bitten by his zombie, which caused us to wonder - just how Genre Savvy are these characters?   Are there zombie movies in this universe?  Would our characters consider a bitten person to be a future zombie?  Rusty ruled that Ted might think Matt's a risk, so Ted tried to shoot Matt and the zombie in one shot.  Luckily he missed, and Matt finished off the zombie at point blank range. 

Once these zombies were dead, we explored the floor a bit more.  On the next zombie encounter Ted and Star failed their rolls against fear, causing Ted to flee and Star to faint.  Ted eventually fled all the way into another group of zombies, but he'd dropped his weapon, so he had to fight them unarmed.  He proved to be as deadly with his fists as he'd been with a gun.  Meanwhile, Cliff managed to craft some Molotov cocktails from chemicals he'd found in the janitor's closet.

Next we found the building manager's office.  The manager himself was still there, as a very weak zombie.  His office still had power, so we killed the zombie and checked out his computer.  The internet was working, but every site we tried to visit was too busy to load.  There was also a small television.  Cable wasn't working, but we managed to pick up a local news report on the rabbit ears.  Apparently the GeneTech explosion had caused a chemical spill, which was somehow bringing the dead back to life.

Being on the basement level, there were only two ways out of the building - the stairs or the elevator.  The elevator obviously wasn't an option, so we headed for the stairwell.  A bunch of zombies were descending the stairs, and Cliff tried to act like a zombie to sneak past them.  It didn't work, though it's hard to say if it was because of Cliff's bad disguise roll, or if the zombies just had ways of knowing the difference.  Ted rolled badly on his next shot, and ended up shooting Matt.  Fighting to their last breath, Ted and Matt both fell to the swarm of zombies.


While the zombies were busy feasting on Ted and Matt, Cliff and Star sneaked past them and ran up the stairs.  They opened the door to the ground level, and saw a lobby filled with the undead.  From there they could also the building's front doors, which were covered in bullet holes.  They made a run for it.  As they neared the front door, they heard someone outside yell, "Hit the deck!"  Both dropped while a hail of gunfire blasted over their heads, taking out their zombie pursuers.  Cliff and Star crawled out the front door, into the safety of their rescuers.

They were taken to a nearby church that had been converted into a temporary military base.  Star hadn't been bitten, so she was just cleaned up and debriefed.  They had to watch Cliff a bit more closely, but he succeeded on his constitution checks to avoid zombification, so eventually he was cleared as well.  And the two survivors lived happily ever after, or at least as happy as one can be in a zombie apocalypse.

Afterthoughts:
I love trying out new systems.  This was my first time playing "All Flesh Must Be Eaten", and I really enjoyed it.  Admittedly, I don't think I ever really got the system down, but it seemed pretty simple.  I only had to use two dice for the entire session (d10 for attacks, d6 for weapon damage and for crits/fumbles). Some weapons also used d4s or d8s, but that's about it for dice.  Instead of adding numbers to damage rolls, you multiply them, which can lead to some interestingly high numbers.

Like the Savage Worlds session I played a couple of weeks ago, this game uses exploding dice.  So if you roll the maximum or minimum on the d10 roll, you then roll a d6 and add/subtract that to the roll.  If you roll max/min on the d6, you get to roll yet again, and so on.  Maybe it's just the novelty of it, but I really like exploding dice.  It's thrilling when you get several max rolls in a row, and almost feels like you're in a casino.

The game has you making fear checks whenever something scary happens, which is pretty cool for a horror-themed game.  In practice, though, a couple of the interactions felt like continuity errors.  My character was the session's biggest coward, but he managed to hold his bladder throughout the scenario.  Meanwhile, tough guy Ted ran for his life when he saw a zombie, even though he'd already killed a couple of them quite handily.  If I ran a session, I think I'd only have a character make a fear check if he sees a monster he's never seen before.  Or maybe you'd get a bonus to your fear check equal to the number of this monster you've killed in the past.

I'm not hip on the dying rules, but I haven't looked at them too closely.  For such a deadly scenario, it seemed like it took forever for us to die.  Usually I'm the first one to advocate systems that make survival easier, but in a horror game I think I'd rather just die when my life gets below -10.  When I'm already unconscious and having chunks of my flesh bitten off, there's not a lot to be gained in rolling constitution checks every round.

I loved that our characters were somewhat normal people.  I'm so used to playing rangers and clerics, that it's nice to play something involving accountants and secretaries.  Heck, I enjoyed just looking at the character sheets, and seeing how normal people are statted.  I don't think I'd want to play an entire campaign with normals (I play RPGs to escape normality), but for a one-shot it rocked. Overall, I thought the game it was quite fun, and I look forward to playing it again sometime.


Thursday, October 25, 2012

D&DNext Playtest: Kobold Slaughter

Game Date: 10/19/2012
DM: Matt
Fighter, Rogue, Cleric, and Wizard: Bryan

It was just the two of us today, so we tried a bit of the playtest.  I DMed while Bryan played four characters.  In order to test the character creation, we started by building a fighter from scratch.  It wasn't difficult at all, though we did get a little bit confused when we tried to figure up his attack and damage bonuses (more on that later).  We used pregens for the other three characters.

I only ran him through the first cave (A) in the Caves of Chaos module.  Unfortunately it wasn't much of a challenge, and we didn't have time to try any of the more difficult caves.  A lot of the more interesting combat options never got used, simply because most of the enemies didn't take more than one hit to kill.  The Rogue never used his sneak attack, because it wasn't worth wasting a round to hide just to get a damage bonus on monsters who only had three hit points.  The Fighter never got to use his Expertise die, because his one combat maneuver, Glancing Blow, required him to miss after rolling ten or higher... and most of the enemies would get hit if he rolled a 10.

The Wizard did use two of his three prepared spells, once taking out a few kobolds with Burning Hands, and the other time taking out a large number of rats with Sleep.  The rest of the game he just used Magic Missile each round.  The Cleric used all of his healing spells over the course of the adventure, mostly on the Rogue, who went down to 0 twice during the adventure.  Even with the Rogue nearly dying, overall I didn't seem to give Bryan much trouble.  I wish I'd thrown in some orcs or something just to give him a real test.

Afterthoughts:

I've been playing D&D for about 5 years now, but thanks to 4e's Character Builder, I've rarely built a character from scratch.  I've just never cared much for making a character by hand, because it takes too long and I always forget to add some bonuses from somewhere.  But I'd like to think that my aversion makes me that much more apt to recognize a simple creation system, and this one is not too bad.  I hope it stays this easy.

I love that you get a small stat bonus from your race and your class, instead of the old +2 from race only.  It makes sense to me that a trained warrior would pick up a stat boost from his training, regardless of his race.  And since you don't get as big a bonus from your race, maybe players won't worry so much about optimal race/class combinations.

I also really like the selection of backgrounds, especially since it includes roleplay-centric backgrounds like "Commoner" and "Artisan".  Those backgrounds probably won't be used as much by most of the players I know, but I'm very glad they're there.  I could easily see DMs setting up themed campaigns that require certain backgrounds, and since backgrounds are probably the least important part of character creation, the builds won't suffer that much.

Organization Rant
As mentioned up above, we did get a little confused when trying to figure up the Fighter's attack/damage bonus.  The problem is, I've only been playing since 4e.  Veteran players are used to flipping back and forth through a player's handbook to figure out where everything is.  Heck, some old-school gamers had to rummage through multiple books to get all the information they needed.  Meanwhile, the people who write the rules are used to writing for experienced gamers, and don't seem to have a clue how to clarify things for newbies. 

Exhibit A: Nearly every attack power in 4e says something like: "Attack: Strength Vs AC" or "Attack: Wisdom Vs Will".  Your actual attack bonus is more along the lines of, "Strength + weapon proficiency bonus + feat bonus + 1/2 level + magic weapon + etc etc etc VS AC."  So my earliest 4e characters ended up shortchanging themselves on their attack rolls.  I'd remember to add in some of those bonuses, but I'd always miss at least one somewhere (usually the weapon proficiency bonus.)  Until the premiere of the Character Builder, I always wondered why my characters hit so badly.  There is a section on the character sheet that expands on the math, but early on I assumed that was there to compute basic attacks rather than powers.

Anyway, the D&DNext playtest packet wasn't as confusing, but the information still wasn't always where we expected it to be.  We were pretty sure going in that our Fighter would have +6 to attack and +3 to damage, because his stats were very similar to the pregen Fighter.  We knew that you add your Strength to attack and damage, but we missed the chart (in each section of the "Classes" document) that listed the weapon training bonuses, so we couldn't figure out where the extra +3 attack was coming from.  We guessed it was some sort of proficiency bonus, but just couldn't find a way to prove it.

So, idiots that we are, we started at the beginning.  So we tried the "Character Creation" document, and it said (page 2):  Your melee attack modifier is your Strength modifier plus bonuses or penalties from other sources.  Okay, but what are those "other sources"?  The "How to Play" document (page 2) had an "Attacks" section, but it pretty much just defined attack rolls.  Then it promised: Additional rules for attacks and taking damage are provided in the “Combat” section.

So we went to the "Combat" section (page 10) where "Attack" is listed as an action you can take during battle.  Then it says:  See “Attack Basics” below for the rules that govern attacks.  So we headed over to "Attack Basics" (page 11), which went into more detail:  An attack roll looks like this: d20 + ability modifier + weapon or magic training (if any) + situational modifiers.  Yay, now we have mention of training... but what are the specific training bonuses?

Well, I remembered 4e listed proficiency bonuses on its equipment chart, so we tried the "Equipment" document next.  On page 5, each weapon category would say something along the lines of:  (Attack: Strength modifier).  This was even more confusing because elsewhere it told us you add Strength to both attack and damage for melee weapons, but now it was implying it was just for attack rolls.  For a minute we thought this meant we add Strength twice - once because you add it to all melee attacks (and damage), and once because Strength is used instead of a set proficiency bonus.

Eventually we did notice the nice big charts in the "Classes" document, but it felt like we'd been on a wild goose chase.  Here's a tip for the writers: have newbies look through your player's handbook, and put information in the places people look for it.  I realize this was mostly our own stupidity, and I'm not saying the writers weren't clear.  But it would have been nice if when it mentioned "weapon training" in the "How to Play" document, it had gone on to say something like, "A chart of training bonuses appears in the 'Classes' document."  Hopefully the final product will be user-friendly for those of us prone to confusion.

Vancian Rant
Bryan hasn't had much experience with spellcasters, so I had a little trouble explaining the part where Wizards have to prepare their spells in advance.  I compared them to 4e's Daily spells, but the "plan ahead" aspect still threw him for a loop.

Frankly, I despise the concept of Vancian memorization.  Just so we're on the same page, I mean where you memorize a certain number of spells a day, and those spells magically disappear from your memory as you cast them.  (Trivia time:  It's called "Vancian" after author Jack Vance, who used a similar magic system in his "Dying Earth" series.  The creators of D&D were Vance fans, and borrowed several of his ideas.)

I find it especially silly that you can memorize a spell multiple times, and you still forget it after you cast it that number of times.  It's like saying, "I memorized the Gettysburg Address three times, so I can only recite it three times before the next time I rest."  Okay, fine, with magic all things are possible.  But I still find it an odd way for magic to work.  Especially when you get to higher levels and it's like, "I can memorize two third-level spells, three second level spells, and four first level spells."

Now, I don't terribly mind the mechanical aspects of Vancian, I just hate the fluff.  Using the same mechanics, I don't mind it if you call it "preparing" the spell, assuming preparing means combining various ingredients (eye of newt, bat guano, etc) into specific amounts for later use.  I picture a "prepared spell" as a physical object, like a small pouch containing a precise combination of powders, ready to be ignited during combat. 

Of course, with that explanation, players will ask questions like, "Why don't unused spells carry over to the next day?  Why can't I take a week off adventuring and spend it preparing a bunch of spells for the next quest?"  Well, maybe these chemical combinations don't last long.  They have a 24-hour expiration date.  You might even offer to allow players to carry over unused spells for one additional day, but they run the risk of fizzling or backfiring. 

(Actually I really might try that sometime, it sounds fun.  When you cast a day-old prepared spell, roll a d20.  1-7 and the spell backfires dangerously, 8-13 and it just fizzles or does less damage, 14-20 and it behaves normally.  I could draw up something like a fumble chart.  Heck, something like that might be fun for all of 4e's Daily powers - even martial ones - that don't get used before an extended rest.  Hmmm...)

"But what if we're planning on doing a short exploration day?  If I get a few extra hours to prepare spells that morning, why can't I have more spells that day?"  Because, even though you're holding "prepared spells" as objects, they still require mental energy to cast, and you only have so much of that before you need rest.  "But what if I..."  You just can't, okay?  Some mechanics just aren't explainable in a 100% realistic way.  Not all rules are going to make sense.  But personally, I'd rather accept the logical inconsistencies that come with preparing spell components, than dealing with the idea that information is magically erased from your mind when you cast a spell.

...but I digress.  Long story short (too late) I would be very happy if the release version of 5e didn't mention memorization, and instead just referred to it as "preparing a spell".  But I won't hold my breath, as I know they're trying to please veterans as well as newbies.

Bottom Line
While we had fun, this session wasn't a true test of what the system.  Next time we'll probably start at a higher level and face some bigger challenges (and hopefully have more players - it wasn't easy on Bryan controlling a party of four when he didn't even know the rules yet).  Speaking of Bryan, overall he liked it.  He said it felt a lot more like AD&D than 4e, and even though he only played a little AD&D, it still made him feel pleasantly nostalgic.

Saturday, October 13, 2012

Savage Worlds: The Wild Hunt

Game Date: 10/13/2012
DM: Rusty

The Players :
Bobby Thompson (Matt) - Runaway Runner
Morgan Stevens (Star) - Psychotic Psychic
R.H. Milsten (Cliff) - Paranoid Paranormalist

The Session:
Today we played a one-shot of Savage Worlds. This was my first time playing the system.

The story began with our characters on a bus, headed for Edinburgh, Wisconsin.  We each had our own reasons for being on this bus, and out of boredom we got to know each other.  This was done in the form of an "Interlude", a Savage Worlds mechanic which rewards roleplay.  In this interlude, Bobby introduced herself to the other two characters and tried to get them talking.  Both Morgan and RH kind of creeped her out for various reasons.

After a while the bus driver started having vehicle troubles.  We arrived at the tiny little town, and the bus pulled up to a mini-mart, where we did a little shopping.  Later, the driver told us that the bus couldn't be repaired tonight, and we would have to sleep on the bus.  Then he left to use the restroom, and never came back.  Soon the store kicked us out so they could close, and we noticed just how dark this town really was. 

Outside the mart, we tried knocking on the bathroom door, but there was no answer.  Luckily Morgan was good at picking locks.  Once she got the door open, we found that the bathroom was empty.  Having no place else to go, we returned to the bus.  Then we saw some shapes moving in the darkness, which turned out to be undead dogs.  One approached the bus door, the other tried to get in through one of the windows.

We spent a round or two fighting the dogs, when three undead humans emerged from the darkness as well.  RH fended them off at the doorway, while Morgan used her psychic abilities to attack from the distance.  Bobby, armed only with a switchblade, didn't contribute quite as much as the others.  Late in the battle, Morgan used an action card to make one of the dogs flee, and eventually we killed the rest of the monsters.  It was a difficult fight, and Bobby was at -3 wounds for the rest of the session.

We decided a building would be safer than the bus, so Morgan picked the mini-mart's lock and got us back inside.  We stocked up on whatever we could, including flashlights, food, guns, and ammo.  Then we hid in the back room for a while.  We rested a bit, which allowed RH and Morgan to recover some power points, but nobody could heal any damage.

After a while we heard something scratching at the back, and a crash as the front door was pushed open.  Two more undead dogs managed to chew a hole in the back door, as three zombies made their way through the store towards the back room.  Morgan blocked the doorway to the back, while RH and Bobby dealt with the dogs who were now sticking their heads through the hole in the back door.

Trapped like rats.
Morgan did a good job of rolling high numbers, often triggering the game's "exploding dice" feature (max die rolls allow for additional die rolls).  Bobby, meanwhile, kept rolling 1's and 2's.  During the fight, RH was bitten in the leg, which made him permanently lame.  Not wanting to waste a round reloading his shotgun, RH finished the dog off with the butt of his gun.

My standard rolls for pretty much the entire session.
We had a brief respite, until another wave of enemies came through the shop's front door.  It was four more undead and the boss, the "Huntsman", who had large antlers on his helmet.  At first it looked impossible to harm the Huntsman.  RH hit him with a powerful shotgun blast that ended up doing no damage.  But Morgan eventually took him out with an impressive series of exploding die rolls.  The Huntsman dissipated, not truly defeated but temporarily unable to maintain his corporal form.  But we still faced a few undead.

The Huntsman approaches.
One of the undead did some brain damage to Morgan, leaving her unconscious.  RH jammed his gun, and rolled double 1's trying to unjam it.  This caused the gun to backfire, taking him out of the fight as well.  It finally came down to Bobby and one undead, and it could have gone either way.  Bobby just barely managed to finish off her foe.  She tried to heal her friends, but without heal training she didn't have much luck.  She rolled double 1's while trying to fix Morgan, which only made things worse.

And that's how we left off:  The three of us injured and bleeding in the back room, alive for now but knowing we might not survive the night.  The Huntsman was still out there, and would probably reform within the next couple of hours.  I suggested that Bobby run out of town to find help (running was her only real specialty), and the DM ruled that she continued to run for a few hours, only to arrive at the same town again.

Afterthoughts:
"Savage" is right.  Although nobody technically died during the session, it was a real bloodbath.  I liked the story a lot - it's the first time I've really played that kind of spooky/horror story in an RPG, and I'd like to do that again sometime.  It was the perfect October one-shot.  But the system itself would not be my first choice.

Things I liked:
The exploding dice was fun.  Even when it was being used on us by a monster, it was oddly fascinating to see just how many additional die rolls we were going to end up taking.

The Interludes were fun, even if I didn't really do well on mine.  Anything you can do to encourage roleplay is all right by me.  It makes the characters more real to me if I can see their personalities in action.

I liked how skills had us rolling different types of dice, instead of rolling a d20 and adding a bonus.  Note, I don't actually like it better than d20, I just like the novelty of doing it different. 

This isn't really about the system, but I thought it was a nice touch how all the pregens had unisex names, so you could play the male or female version of each.

Things I disliked:
When you take damage, you take a penalty to your die rolls.  So if you're wounded, the game gets harder.  I hate games that do that.  It's just like Monopoly, where the person to get an advantage early on often ends up keeping the other players down for the rest of the game.  Yes, it's more realistic, but I think it's pretty obvious by now I don't care for realism.  If you really need an in-game explanation for why your stats don't get worse as you get injured in D&D, I'd just chalk it up to adrenaline. 

The lack of healing was also a big issue.  If I'd known in advance how necessary having a medic is in the game, I definitely would have chosen a different pregen.  My character's one big skill was running, but I never really used it because I didn't want to abandon my teammates.  My fault picking a pregen based on their fluff rather than looking closely at their skills.

Things I'm on the fence about: 
You use standard playing cards for initiative.  It was interesting, and easy to track, but I don't know if I like the idea of mixing dice and cards.  It's just one too many things to bring to the table.

I also thought the wounds system was interesting.  While I didn't like the negative modifiers, I did think it was neat how the final blow would have you roll on an injury table.  I don't care for it in a high combat game, but I think it would be cool in a game that's mostly roleplay.

And that's really the bottom line for me.  I think I might enjoy Savage Worlds if I only had to slay a few monsters a day, rather than having to face a continuous onslaught of zombies.  It's probably unfair to judge it without having played a more combat-ready character, or without playing in a party that has a proper doctor, but from the little bit I've seen it looks like a pretty deadly system.  And that's never been my preference.

Saturday, June 16, 2012

Free RPG Day 2012


Game Date: 6/16/2012
Game System: Dungeon Crawl Classics
Module: "The Undulating Corruption" (Level 5)
DM: Rusty
Party: Cleric (Greg), Dwarf (Nat), Warrior (Matt), Wizard (Chere)

Today was "Free RPG Day", where several gaming companies contribute free samples to game stores in order to drum up interest in their products.  I played in a short session of Dungeon Crawl Classics, a game designed to be reminiscent of the earliest editions of D&D.  I had already played this once before, around this time last year.  At the time I only got to play 0-level characters, which was neat in itself but didn't really give me a good taste of the full game.  So today was my first time playing a leveled character. 

The Session:
We used pregenerated level 5 characters.  Spellcasters are subject to a corruption system in this game, and by level 5 you would more than likely have failed a few castings, so our wizard was suffering from a couple of minor curses.  Most noticeably, she had the head of a rat (no biggie).  Our party had heard rumors of a magical place where she might be able to cure her corruptions, and therein lay our plot hook.

As we neared our destination we saw a large explosion.  We went to check it out, and saw a man fighting off some black blobs.  We fought the shapeless whatchamacallits and tried to rescue the man.  When we reached him, a lot of his skin had been eaten away and his legs were gone.  Soon some sort of corruption overcame him, and he attacked us.  We granted him a quick death.

Leading away from ground zero was a very wide trail.  Some gigantic thing had recently left the area, and we were just fool enough to pusue it.  As we followed the trail, we saw odd effects where the giant creature's aura of corruption had tainted the plant life.  Some plants had been crystalized, others had grown eyeballs, and so on.  Eventually we reached a river, and had to cross a bridge.  Halfway across the bridge, a couple of gigantic mutated catfish burst from the water, demolishing the bridge in the process.

Our dwarf spent most of this battle underwater, tangled up in his horse's harness.  The cleric got stuck in a catfish's mouth, and when we finally killed it, he was taken underwater with it.  The warrior and the wizard managed to kill the second catfish (which had legs, by the way).  Right as the second catfish expired, our dwarf had his Crowning Moment of Awesome:  After failing several checks to disentangle himself, he finally rolled a very high strength check.  He came trudging out of the water, dragging his horse behind him, and asked, "Okay, what'd I miss?"

We walked a bit further until we came to a small building, which had been magically warded from the monster's corruptions.  It was the residence of a cleric who gave us a bit of information and some potions.  We continued following the trail and finally caught up to the monster.  It was a giant worm/centipede creature, with a reality-warping aura.  We attacked.

When my warrior got close enough, she climbed up the worm's body and (with a little help from some magic boots) stood on its head.  For the rest of the fight she held on and kept hacking away, critting twice for impressive damage. 

The wizard got swallowed during the battle, and inside the creature was like another dimension.  There she encountered a swarm of flying leech monsters.  She used a force barrier spell to keep them away, and discovered that the leeches could suck away her magical corruptions.  She took advantage of this and soon her rat-like head was back to normal. 

We finally killed the worm, and as it died its magical effects began to dissipate.  Unfortunately for our wizard, this included the dimensional weirdness inside its body.  Our mage had one chance to make a life-or-death will save, and she failed.  She was sucked into a dimensional vortex and wound up in limbo.  But wherever she is, at least she no longer has a rat head.

Afterthoughts:
I had a lot of fun.  But don't take that as an endorsement of the game, as I'm pretty easy to please.  Give me some dice and some cool people to hang out with, and I'll probably have a good time.

One of the most significant things about DCC is that it uses odd dice.   In addition to the usual set, it also uses d3, d5, d7, d14, d16, d24, and d30.  There have been complaints about this, but as my DM says, "People who play D&D are complaining about odd dice?"  On the other hand, we were playing in gaming store, which didn't have most of these dice for sale.  You can find them online, but it's not easy or cheap.  Still, there are always other options if you don't have the right dice.  My preferred method is to roll the next highest die and reroll if the result is too high.

These extra dice are used in interesting ways.  At times where other RPGs might give you a plus or minus for certain rolls, DCC sometimes has you use the next higher or lower die.  So if you would normally roll a d20, you might roll a d16 or d24 instead.  If you attack twice in a round, you typically use a lower die for the secondary attack.  The wizard's spells often had her rolling a d24 for attacks and spell effects.

It could get pretty complicated, and it took me a couple of fights to really get the hang of it.  My warrior mades attack rolls by rolling a d20+d7+weapon bonus+melee bonus+whatever buffs I had at the time.  Then for damage I rolled d7+d6+weapon bonus+melee bonus+buffs.  Then if I wanted to make a secondary attack that round, I did all that again but using a d14 for the attack roll instead of the d20.  Then if I rolled a crit (and I critted on 18-20, so it wasn't entirely uncommon), I had to roll a d24 on a crit chart, which often had me making yet another attack or adding even more dice to the damage.  And all the while I'm rolling a d20 for the d14s, and rerolling them each time I roll higher than 14...  which is sickening when you see yourself roll nice high rolls three times in a row, knowing you have to reroll it each time because you rolled too high.

...and that's the warrior, traditionally the simplest class in RPGs.  It was crazy watching my magic-using teammates across the table, looking up spell effects on chart after chart.  Spellcasters seemed to be quite powerful, but playing one is risky.  Too many fumbles and you risk getting corrupted with various curses.  I don't know how far this goes, but it's a neat take on the world.  It makes me think of low magic settings like Dark Sun, where wizardry is feared and discouraged.

I still can't get past the "Races as Classes" thing.  You can play as a Fighter, Wizard, Thief, Cleric, Dwarf, Elf, or Halfling.  You can't be a Halfling wizard or a Dwarf thief; a Dwarf is a Dwarf is a Dwarf (and so on).  Glancing through the rulebook, it appears that the Dwarf "class" is basically another type of warrior, while Halflings are thief-like and Elves are pretty much wizards.  Does this seem racist to anyone else?  I know it's a callback to early RPGs, but there are some things that got updated for a reason.  They knew better than to bring back Thaco, but they kept this?  It's very nearly a deal-breaker for me.

For me, the bottom line is still the same as it was last year:  This is a game designed to appeal to nostalgia, but it's a nostalgia for things I never experienced.  I didn't get into RPGs until after they had fixed their early mistakes.  I understand wanting to go back to "a simpler time", but DCC doesn't strike me as remotely simple either.  The game does have a quirky old-school charm, and I'm sure I'll enjoying playing more of it in the future.  But where old-school/modern remixes are concerned, so far I'm much more interested in the upcoming D&DNext.

Saturday, June 9, 2012

D&DNext Playtest: Level 2

Game Date: 6/9/12
DM: Rusty
Chere - Dwarf Cleric
Greg - Elf Wizard
Matt - Dwarf Fighter
Star - Human Cleric
Ted - Halfling Rogue

Today we played some more of the D&DNext Playtest.  We used level 2 characters this time, so we were a bit sturdier and a had a few more abilities available.

We started by checking out another cave.  On our way in, we were ambushed by several kobolds.  We managed to kill a few, and the rest fled.  We continued into the cave.  Inside, we heard some voices and discovered a pit trap.  The party rogue tiptoed around the trap and discovered some kobolds in another side hallway.  No sooner had we dispatched them when a large swarm of rats approached us from down another hall.

The swarm didn't hit hard, but they were plentiful enough to give us a lot of trouble.  During the battle, a couple of the party fell into the pit trap, leaving fewer of us to face the swarm.  The rogue found himself surrounded, and very nearly died.  But eventually we managed to finish off the rats and heal the rogue.

After a short rest, we sent the rogue exploring.  He discovered the kobold den, where about 40 of the creatures went about their daily activities.  In another hallway he saw four kobold guards.  He returned to the group to report, and we debated what to do next.  Finally the rogue went back out into the hall, and caused a commotion to bring the kobolds to us.  The only ones that came running were the four guards, who we took out fairly quickly. 

The group crept into the guard chamber, and opened another door.  There we fought a few more kobolds, including their leader.  Our wizard charmed one of them, and we picked off the rest one by one.  Once they were dead, we couldn't find any more unexplored hallways.  We decided not to disturb the ones in the den, and we left this cave.

In another cave, higher up the valley, we saw a bunch of heads on posts.  Once again we sent our rogue ahead to scout the area.  Soon we were attacked by orcs, and unfortunately the rogue was blocked in by all our enemies.  We were pretty sure there was a TPK in our future, but the orcs weren't as hard as they looked.  The rogue did get knocked down to zero once again, but we managed to heal him before he died.  Once we finished off the final orc, we beheaded them, and replaced the heads on the posts with orc heads.  We ended the session there.

Kobold Ambush - Kobolds represented by Jawas.

The rogue sidesteps a pit trap and discovers kobolds in a hallway.

A swarm of rats scurries down the hallway towards us.

The rat swarm corners the rogue, while others keep the fighter and cleric busy.

Facing off against the kobold leader.

Kobold leader sure is cute, eh?

Confronting the Orcs.

Saturday, May 26, 2012

D&DNext Playtest: The Caves of Chaos

Game Date: 5/26/12
DM: Rusty

Players:
Cliff - Elf Wizard
Greg - Halfling Rogue
Matt - Dwarf Fighter
Ted - Dwarf Cleric

On 5/24 WOTC released the first publicly-available playtest materials for Dungeons & Dragons 5e (a.k.a. "D&DNext").  I'd heard a lot of rumors online, but this was the first time I'd seen anything solid.  Glancing through the materials, a lot of it looked familiar, as if they'd started with one of the pre-4e editions and streamlined things.  So when when I came across something unusual, it really jumped out.

The Advantage/Disadvantage system caught my eye right away.  In previous editions, if you're making a d20 roll and there's extra factors that might influence the action, the DM might tell you so add or subtract from the roll.  Maybe you'd get an extra +2 on your bluff check because your target is drunk, or you'd take -4 on your crossbow shot because the ground is shaking.  In this version of D&DNext, if you're faced with uneven circumstances, you roll two d20s instead of one.  If you're at an advantage, you take the higher of the rolls.  If you're disadvantaged, take the lower.  It's an interesting idea - not better or worse, just different.

Actions are a bit different.  Instead of Standard/Move/Minor, you get an Action and a Move.  But it's not that big a change, because most things that used to be considered minor actions are now free actions.  This makes sense roleplay-wise, because many minor actions are things characters did while moving anyway.  But the biggest change is that you can take your Standard action during the movement.  So if you have a move of 25 feet, you can move 15, attack, then move 10 more.  And since there's no opportunity attacks (so far), you can engage, attack, and retreat in the same turn.

This is kind of quirky - if you catch your enemies by surprise, you no longer get an extra "surprise round" at the start of combat.  Instead, the surprised characters get negative 20 to their initiative rolls.  My first impression of this rule was something along the lines of "Huh?"  But I actually kind of like it in practice.  It means that if your initiative is high enough, you could still overcome your surprise.  Still, I think it would be easier to give the surprisers +20 instead of the surprisees getting -20, simply because addition is easier than subtraction.

Almost every time I came across something I didn't like, I soon saw something else that made up for it.  When I saw that character creation has you rolling for hit points, I thought, "Not this again."  But then I noticed that you start with your constitution score, and add the additional Hit Dice to that, which isn't so bad.  At least I don't have to worry about the Wizard starting with 1 hit point.  Speaking of the Wizard, when I noticed that he used Vancian magic, I was annoyed.  Then I saw that a few of the at-will cantrips were offensive spells, and felt it was a good compromise.  There is some concern that Magic Missile might be too powerful as a cantrip, but there's lots of balancing to be done before this game is released.

I'm not sold on the healing system, though.  Put simply: During a short rest, you can use a healer's kit to heal an amount equal to a die roll (the Hit Dice determined by your class).  You can do this a number of times per day equal to your level.  I'm sure it's hard to find a balance between too much and too little healing, and I'm glad they didn't use 4e's healing surges.  Still, right now it seems a bit stingy at the early levels (and maybe too generous at the high levels, but I'd have to see it in action to know for sure). Question:  If you're already limited to doing this a certain number of times per day, and the healing kits are somewhat plentiful (in that a 50gp kit can be used 10 times), isn't the healing kit itself a needless complication? 

My favorite thing about the system is just the basic process of character creation.  You pick your race, your class, a background, and a theme.  The background mostly gives you skill bonuses, while the themes add some extra features to your class.  It's hard to tell how much freedom you really have since I've only used pregenerated characters, but it looks like the different combinations give a lot of variety to the characters.  Dedicated fighters might pick fighter-enhancing backgrounds and themes, while a more jack-of-all-trades character might pick backgrounds or themes designed for other classes.  This could well be D&DNext's version of multiclassing.  It also looks like character creation is going to be extremely simple, and character sheets are going to be fairly short, two things I was really hoping for.

The playtest module itself - "The Caves of Chaos" - is a converted excerpt of the classic "The Keep on the Borderlands".  It's pretty open-ended and light on plot.  We only played a couple of encounters, so there's not much I can say about what did or did not work in practice.  We did run into several questions (a la "can we step over prone enemies?", etc) but that's just because the packet isn't meant to be a full ruleset.

It's still very early in the game's development, and the instructions say not to get used to anything.  The final product will probably be so different than what I just played, as to make this unrecognizable.  Hopefully they won't scrap the parts I like.  I really only have two predictions right now:  D&DNext will not suck... but a lot of people will hate it anyway.

The Slaad mini is actually an Ogre.  He was pretty tough, but we took him out.

Sunday, May 13, 2012

HeroClix: Heroes-In-Training

Game Date: 5/12/2012
Players: Matt vs. Rusty

I may have created a monster by getting Rusty interested in HeroClix.  I just hope he doesn't sue me when his new hobby drives him to bankruptcy.  But until then, I'm just happy to finally get a chance to play the game.

I started collecting HeroClix when it was first introduced (circa 2002... has it really been that long?), and I bought them sporadically for a year or two.  I collected Marvel, DC, and Indy minis, as well as props, maps, and miscellaneous third-party products.  But in all that time, I only actually played the game two or three times, and only using the Quick-Start rules.  Once I realized I just wasn't going to play it, I stopped collecting them for years.

But when I got them out to take pictures of them (pics here and here), I got interested in them again.  I went ahead and bought a few of the conspicuously absent characters, and I'll probably keep buying new ones now and then.  This past Saturday I finally played it using the full rules.

Game 1: 100 Point Teams
Matt: Mystique, Magma, & Shadowcat.
Rusty: Deathstroke & Damian Wayne.

My three characters were around the same point values, while Rusty's pair was less balanced - Deathstroke being a higher value than Damian.

Before the battle even began, we realized my team was going to have issues.  One of Deathstroke's starting powers had him shrug off 2 points of damage whenever he was hit, and none of my characters did more than 2 points of damage.  However, Mystique started with the ability to give a teammate a +1 modifier, so I planned to work with that.  I knew it was a long shot, but we were really just playing for practice.

The match eventually came down to Shadowcat and Deathstroke, both standing in the bushes (for a slight defense bonuse) trading blows.  As predicted, Deathstroke was the winner.

Game 2: 200 Point Teams
Matt: Supergirl, Batgirl, Spoiler, & the Huntress.
Rusty: Lex Luthor (prisoner version), Red Guardian, 3 Lackeys & 1 Vampire Lackey.

Early in the fight it looked like my team was a shoe-in for the win.  My heavy-hitter was Supergirl, and she truly looked indestructible at first.  However, the source of her durability was a power that allowed her to shrug off damage... a power Luthor could turn off at will with his "Outwit" ability.

We took out each other's weakest characters first, until it came down to Supergirl & the Huntress vs Lex.  Victory looked inevitable... and then it happened.  See, the interesting thing about HeroClix is that with every point of damage you take, all your stats and powers can potentially change.  A lot of characters realistically get weaker with every hit they take.  Some characters actually get stronger as they take damage.  The Hulk, for example, gets more powerful the angrier he gets.

Well, this version of Lex Luthor is an interesting case.  He starts off fairly normal... yes, he's just a human among super-beings, but he has the ability to out think his opponents.  So his "powers" in HeroClix basically represent his craftiness.  But when he reaches a certain click, he suddenly turns into a powerhouse.  Apparently this represents the part of the story where he reveals that he had planned for this contingency, and unveils some sort of enemy-nullifying technology. 

Long story short, Super Luthor kicked my ass.


Afterthoughts:
It really is an interesting game, and a lot more complicated than the "Quick Start" version I had played previously.  I like that you don't need a character sheet; and that everything you'd need to know about your character is on the base of the mini itself.  But unless you have an eidetic memory, you're still going to need the power reference cards to know what all the different colors represent.  Plus, some of the newer Clix have unique powers printed on the cards that come with them now.

The way some of these powers interacted with each other was complicated, and the more characters you have on your team, the more powers you have to keep track of.  It's one thing if it's a power your character has all the time, but a lot of the powers change whenever you take damage.  It would speed up the game if everyone at the table picked their teams in advanced, and had time to really look at their powers and memorize them.  On the other hand, it's really neat when the players don't know their powers in advance.  I know Luthor's second wind surprised both of us, and that sort of randomness really made the session fun (even if it did cost me the battle).

Having spent the last couple of years playing D&D 4e, HeroClix strikes me as a bit unbalanced.  With the right set of wrong choices, it is possible to build a team that simply can not damage the opposing team.  But I suppose building your team is part of the game itself, and something I will get better at if I keep playing it.

So here's the question - is it better to make a team of several weak characters, or just a couple of strong characters?  I can see it both ways.  Like I said, some of the weaker characters can't even damage some of the stronger ones without special powers or teamwork.  If your team consists of several Lackeys against Superman, it doesn't really matter if there's 10 of you.  Your bullets just bounce right off him, and he can take you out at his leisure.  So it helps to have at least one powerhouse on your team.

But with more characters, you get more actions... sort of.  You don't actually get more turns for having more characters - you still only get a set number of actions per turn (1 for a 100 pt game, 2 for a 200 pt game, etc).  But the same character can't activate two turns in a row without penalty, so having more characters lets you go back and forth between moving them.  When you're down to one character, you may find yourself skipping every other turn so you don't take damage.

Really, the number of team members doesn't matter nearly as much as having the right powers available to you.  Luthor's Outwit power, for instance, is such a game changer as to make it almost indispensable.  Certain combinations of powers can work together well, so a power gamer could come up with a much better team than a casual player.  In that way, composing your team is a bit like building a single character in D&D.

HeroClix changed a lot during my hiatus.   The bases of the minis are much better - you can turn them much more easily now (the original starter sets included a ring that made it easier to turn them).  The maps are more detailed and better drawn, and include color-coded borders to indicate higher levels and rough terrain.  The only thing I don't like is the cards they include, because it's one more complication to a system I originally loved for its simplicity.

In conclusion, it's an awesome game, even if I do suck at it.

Saturday, February 4, 2012

Castles & Crusades and Central Casting: Heroes of Legend

Game Date: 2/4/2012
Players: Rusty (DM), Chere, Cliff, Greg, and Matt

Instead of our normal game, we gave "Castles and Crusades" a try.  Similar to that "Dungeon Crawl Classics" game we tried last year, Castles and Crusades is a relatively modern attempt to recapture the mechanics of some of the older editions of D&D.  (I keep confusing the name with "Crossbows and Catapults", a game that involves using toy catapults to toss checkers at your friend's plastic castle.)

For character creation, we used a generic background system called "Central Casting: Heroes of Legend".   The backgrounds are based on die rolls, but these backstories are many layers deep and require a lot of rolling.  Various rolls determine all kinds of things about your history.  After about forty die rolls we determined that my character was of moderate social status, was orphaned in the forest, became devoted to an Earth-goddess, was conscripted into the heavy infantry to fight a holy war, deserted his fellow soldiers, later served a lord who turned out to be his long-lost father's arch enemy, lost his house when his father burned it down, became good friends with a lawyer who was a former foe, learned to wield an exotic weapon, and is a skilled mountain climber.  And mine wasn't even one of the more interesting ones.  Some of the other players lost limbs, developed allergies, adopted pets, inherited fortunes, obtained magic items, and were the subjects of dark prophecies.  Some of these details affected actual in-game mechanics, like stat bonuses or starting money.  Other details were just for flavor.

Rolling up these backgrounds was time-consuming, but I enjoyed it more than the actual game.  Heck, it was practically a game in itself.  It's really neat to see how seemingly unconnected facts about your childhood can be connected to later details, creating a complete picture that actually flows.  On the other hand, it said my character joined the army at the age of two, so it doesn't always make perfect sense.  But much like reading Tarot cards, a lot of the elements are open to interpretation in order to make them fit together.

Once we all had nice long complicated backgrounds, we started playing Castles & Crusades. Mechanically, the system's biggest claim to fame is the "Primes" system.  Instead of having skills, you generally just roll ability score checks.  Two or three of your stats are considered "Prime Stats".  These stats are equivalent to trained skills.  But instead of giving you a bonus to the roll, it lowers the DC of the skill check.  For example, let's say you're trying to break down a door, so you roll a Strength check.  If Strength is one of your Prime Stats, then the DC is 12.  If not, the DC is 18.  It's an interesting concept, but I don't really see it as "better".  It's just a different way of doing things.

While I had a good time playing (as I usually do), nothing really stood out that made me think it was superior to any other system.  Again, like Dungeon Crawl Classics, C&C picks what its authors considers the best elements of earlier RPGs, while trying to keep everything as simple as possible.  But like I said in the DCC post, the game is designed to appeal to nostalgia I don't actually possess.  I didn't play much of the D&D editions this game is trying to emulate, so it doesn't evoke all the warm fuzzy puppy-hugging feelings that it does for some of the other players.

It would be unfair of me to really judge the game yet, though.  I've only played one session, and our characters were level 0.  We don't even have classes yet.   I can't really say if I like it or not until I see what an actual class is like.  I will be happy to play more of it next time it's on the schedule.  Of course, if it becomes a long-term campaign, I hope I can switch to a different character.  Mine's just not "me".  I'll play any character for a one-shot, but I have to like my character if it's going to be worth leaving the house every week.

Session Details:
Story-wise, our characters started out as captives on a slave ship.  There was a bad storm, which took care of most of our captors, and the ship ran aground on an island.  After exploring a bit of the island, we rescued a crazy old man from some Orcs and Goblins.  The man led us to a temple, where we learned that the goddess Tymora planned to destroy the island soon.  We knew that the old man's late master had been buried with a boat, so our goal was to get to that boat before Tymora unleashed her fury.  A few battles later, we were almost to the catacombs where the boat is entombed, when we ran out of time and ended the session.  We might pick it up from there next time our regular campaign is cancelled.

The Bottom Line:

Central Casting is a fun way to randomly give your characters deep and interesting backgrounds.  Most of the time I'd still prefer to write a character's background myself, but for the right game it's a lot of fun to make one at random like this.  I highly recommend it if your group is looking for some variety. 

Castles & Crusades is a simple RPG for those nostalgic for older systems.  I really don't have the data yet to tell if I like it, but I do know that it wasn't designed with people like me in mind.

Sunday, January 29, 2012

Gamma World: Death By Chocolate

Game Date: 1/28/2012
DM: Matt

The Party:
Chewy Sweatyhair (Rick): Empath/Entropic
Jerry Fungi (Bryan): Fungoid/Plastic
Pebble Bushyhead (Misty): Plant/Pyrokinetic

The Module:
This was a special session for Halloween.  Yeah, yeah, it's January, but we had a hard time getting everyone together.  This was a module that I designed.  The gimmick (I always have a gimmick) is that instead of using tokens or minis, it uses pieces of candy to represent the monsters.  Whatever you kill, you get to eat.  I wrote the module using a generic universe, so it was easy to convert it to Gamma World.  For those interested in running it themselves, I've posted the generic version of the module in this blog.  

The Characters:
Per the suggested rules, I had the players roll their characters randomly, from all three sources (the basic Gamma World set, Famine in Far-Go, and Legion of Gold).   Bryan was a Fungoid/Plastic, so he was basically a rubber mushroom.  Misty was a Plant/Pyrokinetic, so she was a burning bush (you know, there's a cream for that).  And Rick was an Empath/Entropic, so while he could feel your pain, he was also often the cause of it.

I packed a bunch of D&D and Star Wars minis so they'd have a variety to choose from.  I had a decent mini for Bryan's Fungoid - a D&D  Myconid Guard.  For Misty, we used a D&D Blackwoods Dryad (I don't seem to have a mini of a flaming plant, sorry).  Since neither of Rick's mutations really affected his appearance much, I told him he could look like whatever he wanted... so he picked Chewbacca.

A typical-looking party... for Gamma World.
The Session:
The first encounter was against a bunch of chocolate-covered zombie minions (Hershey's Kisses) on the factory floor.  At the end of the first round, a large chocolate golem (Reeses Cup) burst out of one of the vats and joined the battle.  They PCs out the minions pretty quickly, after which defeating the golem wasn't that hard.

The second fight was against four Fruit Imps (Starburst) in the break room.  Jerry developed a temporary flight mutation, which he used effectively.  Of course, the enemies could fly as well, so it's not like he could just hang back and blast them from safety, but it still turned out to be a useful ability. 

I ran the third encounter a little different than in the original module.  The storage/shipping room now contained only one monster, a large golem (Reeses Cup).  When he was defeated, he split into three smaller golems (Reeses Minis).  During the battle, Chewy used an Omega Tech item which put all three Lesser Choclans to sleep... and put himself to sleep as well.  This made wrapping up the battle fairly easy, even if it did backfire on Chewy a bit.

In the final battle, I used a large plastic Hershey's Kiss to represent the Demon Boss.  He was joined in battle by two more chocolate zombies and two more lesser golems.  Pebble had acquired an Alpha Mutation which allowed her to fly, and a successful overcharge even let her hover.  So she stayed above the enemies' heads firing ranged attacks at them.  Early in the battle, Chewy tried to overcharge a power and ended up stunning himself.  It was save ends, but he failed to save about seven times in a row, making him miss most of the encounter.  But the boss had problems of his own.  His only ranged attack was an encounter power, and the PCs managed to stay where he couldn't reach them in melee.

Afterthoughts: 
The candy gimmick was a big hit with the players.  I hadn't DMed in a good while, so it was hard getting back into the swing of it.  Sometime around the second encounter it looked like the enemies were doing too much damage against a three-person, level 1 party.  So I nerfed a few of the monsters on the fly, mostly by "forgetting" to use certain powers.

This was my first time running a Gamma World session, and it was a lot of fun.  However, the Alpha Mutations and Omega Tech cards make it a lot harder to predict how combats are going to turn out.  A perfectly balanced encounter can suddenly become a breeze when a player draws the right card, or it can become a nightmare when that same player fails an overcharge attempt.  But that's part of what makes it awesome.

Pictures:

When Chocolate-Covered Zombies Attack

Product shot!

Fruit Imps in the break room

Chewy gets put to sleep by his own Omega Tech

The final boss

Saturday, August 6, 2011

Worldwide Gameday: Neverwinter Campaign Setting

8/6/11 - Next Level Games


DM: Rusty

The Party:
Belgos (Matt) - Drow Hunter
Brandis (Cliff) - Human Cavalier
E.J. (Andrew) - Warpriest
Fargrim (Rick) - Dwarf Slayer
Gorak (Bryan) - Half-Orc Slayer
Nameless One (Michael) - Elf Hunter
Shecky Greenbaum (Greg) - Elf Thief
Zandara (Chere) - Human Mage

Today's Gameday was based on the new Neverwinter Campaign Setting for D&D 4e. As you can see, we had a rather large party, but that doesn't mean it was easy.  Several times we came close to losing party members.  This was my first time playing the Hunter class.

Our characters were hired to be bodyguards, on a sea voyage from Waterdeep to NeverWinter.  The voyage itself went without incident, but when we arrived at the dock, we were attacked before we could even get off the ship.  A large number of aquatic zombies crawled out of the water and climbed aboard the ship, and we found ourselves surrounded.  This was especially difficult for ranged characters like mine, because there wasn't a whole lot of maneuvering room. 

The second and final combat had us fighting a Necromancer in a graveyard.  At first the boss was only accompanied by a pair of gravehounds, but he soon summoned a bunch of zombies to surround our party.  Once again, my character started the battle in a difficult position.  However, once I was able to get away from the enemies, the Hunter turned out to be a really interesting class.

Early in the battle, the boss teleported into the middle of our party, in order to effectively use his aura power.  It was an Aura 2 which did 5 damage each turn, so we all did our best to keep our distance.  Additionally, the boss had the ability to steal energy from fallen PCs, and could even recover from death itself.  But again, we had eight party members, so we managed to overwhelm him with sheer numbers.  A couple of our party came close to death, but we were all on our feet at the end.

This wasn't a particularly long session.  We only fought two combats, though I'm told we avoided at least one more potential battle.  It was a fun module, if a bit forgettable.

I have, however, reached my personal limit on Essentials-only events. It's not actually so, but it just feels like this is the 14th time in a row I've been in an event/campaign/whatever where someone said, "Hey, you know what would be a neat change of pace? Let's all play Essentials characters!" Don't get me wrong, I actually like Essentials. In some ways, I prefer it. However, as of 8/6/2011, the concept of the Essentials-only event has officially been done to death. It is no longer creative or different, it's just restrictive. By my count, Fourth Edition has 26 classes, over 100 builds for those classes, only 11 of which are Essentials builds. Asking us to only consider 10 percent of 4e's wonderful content is like giving us wings and then throwing a net over us. In recent months I've found that one of my favorite things about Essentials characters is how well they integrate with "classic" 4e builds. At this point, Thief is just another build, and can be played right along next to the original PHB's Fighter and Wizard. So come on, DMs and event organizers, it's time to showcase that ease of integration, and let players have their freedom back.