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Category: Gaming

State of the Gaming

Running: one straight-up 4e game. We’re working through WotC’s module series. This is fun.

Playing: one 4e game which I’ve played in no sessions of but I like the writeups. Should be fun.

Will be running: online 4e game heavily influenced by The Shield and The Wire, or possibly the Scales of War adventure path instead, although I’d need a couple more people for the latter. Sort of leaning towards Scales of War for the sake of easier prep, but undecided.

Thinking about running: something, since certain people are not inspired, which is OK. But I don’t know what. I was thinking about a 60s flashy spy game, but the more I think about it the more I think I’m trying to shoehorn the wrong stuff into the wrong stuff. And when I strip away the Orlando Trash-related overarching plot and the Seven Houses stuff I realized I’m not as jazzed; there’s no hook there for me.

So maybe the modern mysticism Seven Houses game I’ve wanted to run for a while. Heavy influences are the background to 100 Bullets — the intrigue, not the noir stuff — and Mystick Domination, which nobody ever played but it was evocative.

Heresy: Kingdom Come? Shadowrun? Dogs in the Vinyard?

Eclipse Phase looks like fun but is not out yet.

Hm.

Gumshoe Redux

Jere ran some more Gumshoe for us over the last couple of weeks; it was once more a bunch of fun. The scenario was more Cthulhoid this time around, not so much from a villain perspective but definitely so in terms of locale and threat.

The PCs (a retired cop, a linguist, a spirit photographer, a stage manager, and an NSA analyst) were a motley crew attending a Shakespeare festival in New Hampshire. At a party a couple of days before Opening Night, the actress slated to play Cleopatra in Antony and Cleopatra killed her understudy under suspicious circumstances. By virtue of our collective failure to run away screaming, the local sheriff deputized us to solve the murder.

Over the next few days, we found out that two of the directors, the local patron family, a suspicious sculptor, and a 70s cult rock band were all involved in a plot to open the way and allow Horus to run rampant. The phrase “crack the shell of the world” was bandied about more casually than we found pleasing. Once we had a reasonably firm picture of what was intended, questions of history (how this group of cultists came together, who perverted and corrupted who, and whether or not the Lost Folio was real Shakespeare) went by the wayside and stopping the various Opening Night performances became paramount. Said performances being the components of the way-opening ritual.

I felt more or less completely outclassed by the cult at most points, which was fairly satisfying. See my opening comment regarding the Cthulhoid nature of the game. I like the sensation that the Outer Darkness is imminent with little hope of total success. In this case, the cult will be back in 17 or 33 years, and it’s not as if we made any real dent in the infrastructure of the town. We had a ton of freedom to determine the best way to stop the performances, and all we managed was to convince the actors to go home. No actual cultists were harmed.

Jere removed the combat system entirely; we just ranked our physical skills like investigative skills. I’m not sure if we got any clues via physical skills — Jere, did we? In theory we might have been able to; in practice we were a very non-violent lot.

As I noted after the game, there was far less feedback on which skills were producing which clues than we got in the first game, which left me feeling a little bit more at loose ends. I suspect that any given group is going to get to about where we were in terms of that feedback; it’s a trust relationship built up between GM and players. In this case it didn’t bug me per se, but I’d yellow flag it: much of the value of Gumshoe for me is getting rid of the “guess the clue” mechanism. This is a group issue, by the by: players are as much responsible for pushing their skills as GMs are.

I am pensive about my roleplay. It’s pretty easy for me to slip back into humor. In this case I was deliberately going for a slightly goofy approach, which in retrospect may have been wrong. I’m not sure. I pulled off my usual arc with such characters, which depicts them as mostly ineffectual with a core of resilience; said core manifested this time in Edward’s purchase of a gun “just in case.” This satisfies me but I worry that it hampers immersion for others.

I’m finding myself tempted to open up a Web site for Gumshoe in the tradition of my old Shadowfist and Feng Shui sites. I don’t know if there’d be enough interest, but I like the game a lot and I think there’s good scope for fan-created scenarios and rules, which I’ve always felt have something to do with the success of a game. Pelgrane has some pretty good forums. Hm.

4e GMing Tools

As per request, quick summaries of the tools I’m using to GM D&D 4e:

First cool tool: the GameMastery Combat Pad Initiative Tracker. It’s a wet/dry erase board with a steel core and a bunch of magnets that you shuffle around to track initiative. It works very well; in the first session, I was pretty much able to run combats with the module and the tracker held in one hand. However, it’s got a lot of wasted space.

This last session I added the printableDM Encounter Manager to my toolbox. It’s nice; I tried the ones without the initiative trackers but I think I’m going to swap over. As noted, the GameMastery tracker is a bit clunky in that half the space is chewed up in ways that simply aren’t useful in combat. Holding two full page sheets in one hand is obviously a lot harder than holding one full page sheet; if I can track initiative easily on the Encounter Managers, that’s a win.

I think the right thing to do here is find a slim steel clipboard of some kind, clip the Encounter Managers to it, and use the GameMastery tracker magnets to track initiative. That gets me back to one sheet. Unfortunately, steel clipboards are hard to find.

The Wizards Dungeon Master’s Screen is very good. I just need a better place to put it, since I’ve been DMing standing up. I’ll figure that out with time.

Alea Tools is good magnets for tracking status effects on miniatures. I didn’t use them enough last session, but I will.

Jim Goings’ Condition Cards (scroll down a bit) are great easy reminders of which PCs are undergoing which conditions. Also it’s nicely intimidating to say “you’re weakened” and slap down the big indicators. There are a bunch of other nice tools on that page, btw — I particularly like Kiznit’s character sheets.

LFR Update

Unfortunately the local Living Forgotten Realm group’s plans to run bi-weekly Sunday games fell through, and I can’t make the regular weekday games. There’s a big weekend event coming up in a couple of weeks that’d get my puny level 1 cleric up a couple of levels, and thus perhaps enable him to play in the next tier of adventures — but I’d still have the same scheduling issue, so it’s not really worth it to burn a day on that.

Possibly at some juncture the Framingham group that was discussed will get underway. Until then I’ll get my 4e kicks from running the modules. Since I was so jazzed about LFR to start with, I figured I’d toss out the update.

Running 4e

The thing that really surprised me about running 4e was how amazingly simple it was in practice. Setup is perhaps a different story, which I can’t speak to yet, but assuming you have an adventure in hand and a bunch of players, it’s nearly frictionless to run.

A well-presented adventure, as per WotC’s example, puts stat blocks for each monster with each encounter. These literally have 70% of what you need to run the encounter. You get each attack listed clearly, with the bonus to hit and the damage included, along with any other effects. Everything the monster might do is right there.

Each encounter also has tactics and of course room descriptions, which is another 15% of what you need. Tactics aren’t absolutely necessary but it’s handy to have the script for monster actions available. The room description gives you special features, treasure, and all that. Note that traps and such are statted up as monsters, so you continue to have the stat blocks handy and the mechanics aren’t any different. Skill challenges also fall into this chunk of material.

All in all, an encounter is going to be two or three pages. I haven’t checked but I bet the vast majority of encounters are two pagers.

The other 10% is condition modifiers, attack modifiers such as cover, and so on. I think I’ll have these memorized pretty soon, but in the meantime there’s an excellent Dungeon Master’s Screen which is stable and laid out in landscape format. The latter means you can see players behind it. It has all the charts you want. Literally. It’s impressive.

I added in Paizo’s GameMastery Combat Pad, which is a magnetic whiteboard designed for initiative tracking. I didn’t need it; I could have tracked initiative on the battlemat. But being able to slide counters around when people hold or delay is handy.

So what I discovered was that I could run the whole game standing up, with the combat pad tucked in the adventure booklet, in my left hand. Right hand’s free for dice, moving minis, checking off hit points. This may sound really trivial, but I ran four combats in five hours and I didn’t have to look anything up more than once or twice — OK, having players doing some lookups for me was handy, but even so. 4e is ridiculously easy to run.

I’m thinking about more tweaks. I found some full-sized 1″ maps for the WotC modules that some people did in Dundjinni and Campaign Cartographer (note to players: spoilers, try not to peek too hard), and I think I can use those to good effect to cut down on the time it takes me to draw maps. Also they’re pretty.

I’m definitely gonna use these encounter worksheets next time. It’ll make it easier to track hit points. I’m considering backing one of ’em with magnetic paper so I could use the initiative magnets on that instead. We’ll see.

But it’s all gilding the lily. The core smoothness lies in the game. Kudos to WotC and the designers.

Quick Notes on Fringe: the RPG

(Not Fringeworthy, that’s different.)

Use Nemesis, which is fairly simple and free. A couple of nomenclature changes — Madness Meters are Stability Meters, and most difficulties are fairly low. Things are weird but not alien weird. The Unnatural track is the Fringe track. Trump dice are likewise Fringe dice.

There is no supernatural, but there is fringe science, obviously. Those versed in fringe science might go above 5d in a given stat. I wouldn’t be surprised if Nina turned out to have 6d in Body, and Dr. Bishop has 6d Mind. Perhaps more.

Regular combat still exists. Right now the show looks more procedural than actiony, which means firearms should be deadly, which I think they are in Nemesis. However, the interesting combat scenes are scientific. This works more or less like regular combat.

1. Declare your character’s action. The show’s set up with one main scientist, which works fine — everyone else does supporting actions, which feed back into the scientist’s work, giving him bonus dice.

2. Roll the appropriate dice pool. Narrate accordingly. Sometimes it’s going to be science skill vs. science skill (can we figure out how to undo this dimensional transposition before it explodes in downtown Boston?), and sometimes it’d be science skill vs. something else. I think the whole tank scene in the pilot was vs. tactics, for example.

3. Damage is to be contemplated. Could be physical. Could be time ebbing away. Possibly losing a fight results in Stability Meter checks. Mostly I think I like time passing; a lot of this stuff is going to be mad science on the clock, since it’s a procedural show. So it’s… when you run out of wound boxes, you’re out of time or the experiment failed.

You don’t have weapons. You have centrifuges, which get statted up the same way.

Visit To Another Tribe

I tried Living Forgotten Realms today. It was pretty fun, actually. Short-form explanation: you write up a D&D character, and you sign up for an event — there are two public regular nights here in the Boston area, and each night so far has had at least two modules — and you go down and play with whoever else signed up and the DM, and at the end of the night you and the DM record your progression and then you can do it again the next week, or two weeks from now, or at a con. Whatever.

Pros: no pressure at all. You play when you wanna. Tired of the wizard? Swap to the fighter. Nice casual environment. Meet new people. All the modules are Wizards-approved.

Cons: Not super-heavy on the roleplay. Meet new people. All the modules are Wizards-approved.

I wouldn’t want it as my sole gaming outlet, maybe, but I had a good time and I expect I’ll do more. We had a great GM, who did an excellent job of keeping things moving and who knew the rules well. He handled skill challenges nicely; when we needed a push on appropriate skills, we used ’em, and he was fair about arbitrating other skills we could use.

I got stepped on once or twice when I busted out a bit of clerical roleplay and someone else wanted to make the roll due to a higher bonus, but c’est la vie. From an in character perspective, I think Alesk (oooh, a character sheet) did the talking on those occasions no matter who made the roll, so nyah.

The module was solid. I was wondering how these get built for random groups. Simple setup: “you all got notes requesting your presence at a meeting,” and we all went and met each other, and there was no angst about whether or not we were going to work together. I think the rogues got to show their sinister sides and my cleric got to be all holy and we acknowledged imperfect compatibility without letting it get in the way. Probably not the greatest start for an ongoing campaign, but for six people scheduled to work together for a few days? Worked fine.

The GM framed competently. He wasn’t shy about asking for skill rolls and providing hints, both out of combat and in combat. I think the modules encourage that as well, but the little touches like allowing us to roll Arcana to intuit that Sleep wasn’t going to work on the statue trap was good; saved people from feeling silly for using their big powers poorly. And nudging us gently towards the right places as we progressed towards the crypt was nice too. I didn’t feel railroaded into a specific way of handling a certain pack of guards, but I do feel like we were offered some possible smart ideas. None of which we took! And we still got past ’em.

I pretty much liked the table. I spent a few minutes pre-game chatting about the irksomeness of trying to get Zul’Aman bear mounts with the one couple, and one guy brought his kid along for some D&D exposure, and everyone was cool with that and super-helpful to the kid. Definitely varying degrees of game expertise, but I’m not gonna judge when I kept forgetting my bonuses to hit.

Also I got a +1 Holy Symbol of Life. And I suspect there’s a shortage of healers. So I gotta play again…

The Inquisitor's Library: Portmortem

“And lo, a horror of great darkness fell upon him.”

So that worked out pretty well. I wanted to run a grim, darkly complected game with veins of humor in the Warhammer 40K universe. Good match of setting and mood there. I got pretty much what I wanted. It took a bit of adjusting and shuffling and learning and talking to nail the mythos, but by the time we hit our stride it was awesome.

The goal was to do a tight series of self-contained missions. I knew this was going to be a short term game, but I didn’t want to run a whole story arc in three months, so I tried to treat it as a series of modules so that the end wouldn’t feel like we’d stopped in the middle. Also, I wanted to be able to pick it up again and run another one or two session bit sometime.

This sort of failed for two reasons. First, I couldn’t resist picking up some of the pieces of the first mission and turning them into an ongoing story. The spiders wanted to come back, and thus they did. The players should count themselves fortunate that I didn’t dump the Baron’s ghost on them, but frankly, he’s out there.

Layering in ongoing story elements also meant that I didn’t have to scrape to engage six players in the details of each mission. If the acolytes were heading to a feudal planet, say, I could drop in scenes growing out of the previous mission to give our tech priest some spotlight rather than carefully inserting a techie bit directly related to the matter at hand.

And the secret third reason is that I just couldn’t help it; it’s my best technique for giving a game texture. C’est la vie.

Six players is a lot, though. I should have run for five or four. On the other hand, if I ask myself who I’d leave out? Well, none of them. Er, none of you. Whichever. I enjoyed running for everyone and everyone liked playing. No good answers there.

Anyhow, the upshot is that I think I cut it to a fairly abrupt close. I thought about regearing for a story arc; I know where certain things are going. Perseus has a hopefully disturbing bit of news about the extent to which the five that is four has infested the Inquisitor’s Library and the denizens therein, for example. Also, to the best of my knowledge, the acolytes left Acreage without turning over some drugs to a certain person.

But I think it’d take another few months to play to a conclusion point. You don’t want to build the corruption too quickly. So cutting it now is the right move.

Also, I emphasize that the game was in my eyes a success. The system is a cranky old antique from the 80s that nonetheless works. Tweaking everyone’s weapon to be superior quality and reminding people of the aiming rules fixes combat ineptitude; treating failed rolls as successes with consequences takes care of the rest. And the combat is simple enough so that we could memorize how it works. I may have been getting a rule about Toughness wrong for the entire run, but if I did, I just made things more deadly.

The first mission hit an appropriate level of scariness. The second mission wasn’t meant to be scary, it was meant to be grueling. I think we got that nailed as well — the final combat sequence, when I just kept throwing waves of a few thugs at the PCs one at a time, with some PCs falling over into drugged hallucinations — that was meant to be grim and long and painful and I think it worked well without keeping our combat monsters from being scary. Hopefully it worked for the players as well.

All in all? Success. I am nothing but happy with the players, cause they gave me awesome stuff to work with. Discussion, feedback, and comments are welcome.

World's Longest Dungeon

The moral equivalent of running World’s Largest Dungeon for 4e, at present, would be to just run the module series. WotC is gonna put out three modules for each tier; H1 and H2 are the first two for the Heroic tier, and when H3 comes out that’ll get a campaign to level 11. There’ll then be P1, P2, and P3; followed by E1, E2, and E3. These are all announced.

Each module comes with play maps. I mean, come on.