gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
2022-02-26 02:36 pm
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It's not me, Class & Level systems, it's you.

On my gaming bookshelf, I have about 14" of space dedicated to Dungeons & Dragons 5th Edition, most of it official WOTC stuff plus some stuff I've picked up on various Kickstarters. I've been playing various forms of D&D since 1978 or so. And I can't do it anymore. I can no longer keep making excuses for the glaring problems with class & level systems. Allow me to begin.

This is a brief summary of the jobs I've had as an adult: light weapons infantry, car wash worker (all positions), retail sales (several times), airport shuttle van driver and dispatcher, commercial truck driver, forklift operator, limousine dispatcher, and now school crossing guard.

What character class am I? Even if you just focus on my years as an infantryman, the skills involved went far beyond the core responsibilities of killing people and breaking things. I, for example, learned enough about how the company supply room worked to earn a secondary MOS as a Small Unit Supply Specialist. We are all like that, no matter what our main focus is, we've all picked up weird side skills from hobbies and old jobs.

Class systems lock you into an identity; you are a Fighter, or a Wizard, or a Rockerboy. Your options are limited by design. This means that your game options are likewise limited. D&D5e uses class options to offer more variety, but it still becomes a straightjacket. This has also led to an explosion of class options which has become almost as bad as the nightmare that Feats became in D&D3/3.5 and Pathfinder 1st. The end result is players show up at the table with an esoteric build depending on options given in some third-party book. This results in arguments and destroyed campaigns. I have seen this happen.

Next, we have Levels. As a mechanic to mark progress and increase the power levels it works, to a point. But most systems also tie new abilities to level increases, so very quickly the characters are nigh-unstoppable by any normal force. Which requires ramping up the threats in an ever-escalating arms race. The game becomes the same melee with changing faces. Enough about them, they simply are a kludge.

Finally, and strap in for this one. . . Hit Points.

I hate hit points as they are presented in most class&level games. To understand how low this has been an issue, I think the first defense and attempt to tweak hit points was when The Dragon was still in single-digit issues. Hit points date back to D&D's ancestral miniature gaming roots. When one figure represents a unit of Athenian hoplites, or Napoleonic Grenadiers, or whatever, a set number that counts down to when that unit is no longer combat capable for whatever reason makes sense. They may have died, been wounded, run off, whatever. It doesn't matter in the context of the game.

But when you are playing a single person of flesh and blood, wounds matter. Bleeding matters. Having the shoulder of your sword arm crushed by a mace, matters. This is all ignored with hit points. Joe the Fighter can start a fight with 75 hit points. Six rounds later, he's been ripped by massive claws, hit with a jet of flame, and been hit by six arrows. He's down to 3 hit points.

AND HE'S FUCKING FINE! He isn't holding his intestines in place, he isn't limping on a horrifically burned leg, and he's not coughing up blood from the arrows in his lungs. Joe will fight at absolute full capacity until he drops to 0 hp. There are no consequences to combat. Combat with hit point systems aren't combat, they're whittling contests devoid of any consideration of tactical thinking. Everyone just min/maxes their attack. The reason the joke about Warlocks always using Eldritch Blast is funny is because it is true. I've played a Hexblade Warlock, and I had no other effective combat option at my disposal.

So done with it. What are you replacing it with, you might ask if you've read this far?

Runequest - Adventuires in Glorantha

It's a skill-based system with no classes. There are professions, and some of them are combat builds, but everyone is a well-rounded character coming into the game. Honestly, playing someone who was a herder and got swept up into the wars against the Lunar Empire and is now seeking his fortune is far closer to the Hero's Journey. One of the more intriguing pre-generated characters in the Starters Kit is Narres Runepainter, an initiate of Eurmal, the Trickster. She was trained to tattoo the dead to prepare them for their journey to the Underworld. She's not a combat monster but has some useful magic and very useful skills.

Combat in Runequest is brutal. Every character has total hit points (work with me here) and hit points in seven hit locations, head, chest, abdomen, and arms and legs. Taking damage to these areas not only lowers your total but has very real consequences. For example, Narres has 14 total hit points, and location hit points:

Head: 5
Chest: 6
Abdomen: 5
R/L Arms: 4 each
R/L Legs: 5 each

Narres does not wear armor. So if a Red Earth pirate hits her right arm with a broadsword doing 8 points of damage, not only does that come off her total, having taken twice the locations total, she falls incapacitated. One hit. But it gets worse! Runequest has what are called "spacial" results if your to-hit roll is 20% of what was required. So if your weapon skill is 80%, a 16 or below is a special hit. This can get nasty, as damage is doubled and all sorts of fun can ensue. For example, if you thrust your spear at a Dark Troll, get a special success, and score enough damage to get past his armor, your spear is stuck in the troll.

RQ demands tactical thinking, using ranged weapons and magic first, and always having the option to run away. There are also rules for the shield wall (something I've never seen in another TTRPG) and challenging leaders to single combat.

So there you have it. Why I'm done with class & level systems and whitling down hit points.
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
2021-10-12 08:14 am
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Welcome to The Shadelands

The Red Opera (5E)The Red Opera by Rick Heinz

My rating: 5 of 5 stars


First, there was the album from the band DiAmorte. Seriously, that's how I found this, a symphonic metal album based on D&D. Intrigued, I backed the Kickstarter, because I'm a sucker for setting books and I like the Warlock class. This was a very good idea.

The Red Opera is a magnificent book. Beautifully bound with a glorious cover. But what's inside is even better. Set in the Shadelands far to the north of pretty much any setting you can imagine (it's easy to drop in anywhere that there's a northern land with access to the sea) the twin cities of Yon'Cath bask in the ever-shifting light of the Elemental Dance, close by the Well of Souls, the place where the barrier between worlds thins to a fine edge. The Sahdelands is the place where Warlocks come to break their bonds, renegotiate terms with their patrons, or find new masters. All under the eyes of the Accursed King in his Impossible Tower.

Sounds good? It only gets better. The campaign is set out in eight chapters, each a complete scenario that will determine the fate of the region. Each chapter is extremely well written, with plenty of options and potential side quests to keep things from being a linear railroad. My only complaint is the characters are followers in most of these stages, aiding one or another of the cities great leaders. But it works as a narrative. Fully played out, this can be a game-changing mini-campaign for a group. characters will come out changed. Very well done.

There are new spells, Warlock options and Patrons, and several magic items. All are of high quality and add to the feel of the setting. We get a race of elves whose natures and powers change with the seasons, and a race of bear people who feel complete, and not just like people in bear suits. But perhaps my favorite bit is an essay on being a Warlock in D&D, and the nature of Patrons. It really encourages the player to consider who his Patron is, and why both the character and the Patron made this deal to share power. Reading this comparatively short section filled my head with good ideas.

The setting itself is great. Yon'Cath feels like a Gothic horror of a city, and while not detailed heavily, there is enough sketched in terms of important places and notes on different districts that any good gamemaster can really make the city his. The rest of the Shadelands are given enough love to make setting more scenarios in the area a real possibility.

All in all, this is one of the best books I've purchased for D&D5e. I will warn that the campaign is skewed to more experienced parties (in the second scenario, there is a Challenge Rating 17 encounter) but that shouldn't stop anyone from using the Shadelands earlier and allowing the characters to come into the book campaign in their own time.



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gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
2021-06-11 11:08 am
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I hate darkvision.

There's a joke that makes its way around TTRPG places every so often.

DM: "The cavern is pitch black, and you. . . "
Player 1: "Darkvision."
Player 2: "Darkvision."
Player 3: "Darkvision."
Player 4: "Darkvision."

The simple fact is that in D&D5e nearly every playable race has fucking darkvision. Dwarfs, elves, gnomes, half-elves, half-orcs, and tieflings all have darkvision. Humans, Dragonborn, and halflings are the poor critters that can't see in the dark. As a Dungeon Master, it's frustrating, and to me, sloppy design to eliminate the need for torches or lanterns.

Let's face it, of that list only dwarfs and gnomes are really good candidates for having darkvision, and I'm being generous. The justification for some of the other species having this trait makes me laugh. Elves are used to living in dim forests? I was an infantryman, I learned to use all my senses to navigate the woods at night.

What follows are a few house rules I'm considering.

Dwarfs still have darkvision, they thrive underground and even though their halls are well lit, they can operate in near-total darkness.

Elves lose darkvision but gain exceptional sight and hearing. They get an advantage on Perception checks and can see much farther than most.

Gnomes have enough advantages already, so I'm taking darkvision and giving them a +1 to any characteristic at generation.

Half-elves get the same benefit as the elves.

Half-orcs lose darkvision but gain a +2 to both STR and CON.

Tieflings keep the trait.

I'm just doing my part to make the adventuring world a bit darker.
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
2021-06-05 01:14 pm
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Not all Kickstarters are worth it.

The Ultimate Guide to Alchemy, Crafting, and EnchantingThe Ultimate Guide to Alchemy, Crafting, and Enchanting by Andrew Geerstein, Chris Haskins, JVC Parry, Megan Roy

My rating: 2 of 5 stars


I'm sorry I backed this on Kickstarter.

It's supposed to be a D&D5e book, but there is almost no integration with the D&D rules. OK, I'm a Crafter. The section on being a crafter has no connection to the game rules. Is there a minimum STR to be a blacksmith? DEX for a jeweler? Do I get experience points for the various "quests" in each specialty?

There is a text box that links experience level with the various ranks in each of these specializations, but that's it. Can a fighter take up enchanting as a side gig? Are these character classes? It's very frustrating.

But let's move on. We do get a long list of tables of materials for the various recipes, which is odd because they include both a DC to find and a random number. I'm not sure what this means, as it isn't clearly explained. If I need water, do I roll to see what kind of water source I have access to, and then roll to see if I can collect it? Madness.

The actual recipes aren't that bad and give some adventure possibilities. But there's nothing there about experimentation. If I'm an alchemist, I'm going to be blowing up my lab in pursuit of some new breakthrough. If I'm an enchanter, I'm going to try making something new. All the recipes are for existing items.

Finally, there's a list of new magic items, which is moderately useful. But all in all this book was water of my money. I should add that as part of the Kickstarter reward I received four Magic Item Compendium decks with details of most of the items found in this book and the Dungeon Master's Guide. I like using cards like this, as they are an easy reference for the players using the magic doohickeys. But in several cases, the item description runs off the end of the card and is continued on the little booklet that comes with each deck. That really lowers the utility of the cards in play.

So this was a swing and a miss. I cannot recommend it.



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gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
2021-06-05 12:47 pm
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Now i want to play a Bladesinger.

Tasha’s Cauldron of Everything (Dungeons & Dragons, 5th Edition)Tasha’s Cauldron of Everything by Wizards of the Coast

My rating: 4 of 5 stars


Depth, not breadth seems to be how Wizards of the Coast is approaching their D&D5e books, and I heartily approve. Tasha's Cauldron is in the same spirit as Xanathar's Guide to Everything, giving new options and advice for players and Dungeon Masters alike.

The first chapter is filled with new options for characters. New specialties, optional rules, and the official debut of the Artificer class. While I find some of the options to be a bit overpowered, some like the Bladesinger for wizards and the Rune Knight path for fighters to be very interesting. As with anything, groups need to decide what they want to use. The one real disappointment for me in this chapter was the Fathomless patron for warlocks. It could be better labeled as the Hentail patron. Tentacles everywhere!

Chapter 2 is all about patrons, Those institutions of powerful individuals who might sponsor an adventuring party. This is a very good chapter, filled with all sorts of great campaign hooks. The party could be hired by a mysterious agent of an arcane society and sent to retrieve objects, or by a scheming noble to carry out missions to weaken his enemies. The chapter is a little table-happy, but still excellent.

It would be a D&D book without magic stuff, and that's what Chapter 3 is all about. We get a good number of new spells; a long list of new magic items, including magic tattoos, and a nice little essay about customizing spells. This bit reminded me of Ars Magica's spell signature. In short, it encourages players running arcane spellcasters to add a signature to their spells. A Hexblade Warlock might have "ravens" as his signature. His Eldritch Blast would be a stream of spectral ravens shooting out at the target. It's a good idea.

Finally, Chapter 4 is the Dungeon Master's toolkit. It starts with a great section on how to run "Session Zero," the first meeting of players and GM. How to build a party, defining hard and soft limits for actions in the game, things like that. Really good advice. Following this is a short section on sidekicks, where we finally get NPC advancement blocks. A very good section on how to parley and bribe monsters is followed by sections on supernatural regions, magical phenomena, and natural hazards, all of which will make any game better.

Finally, there is a short section of puzzles, including several excellent examples of puzzles to use in games with handouts.

Tasha's Cauldron should be on every Dungeon Master's shelf.





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gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
2021-03-09 11:30 am
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The best book for Dungeons & Dragons 5th edition

I've been giving the The Book of the Righteous from Green Ronin Publishing a deep re-reading, and have come to the conclusion that is, by far, the best supplement for any D&D game you can ask for. Here's why.

Let's talk about religion for a moment. If I asked you to describe the biggest factors in shaping human civilization over the millennia, I think we'd agree that religion has been an important factor. Hell, the history of the west for the past 2,000 years has been dominated by the spread and influence of the three Abrahamic religions. The power of the Roman Catholic Church over secular lords, the split between Catholic and Orthodox that doomed the Eastern Roman Empire, the rise of Islam as a unifying force. . . religion shapes our world.

And it does this based only on faith. Miracles are claimed but rarely seen. The promise of Heaven, the threat of Hell, the hope that prayers will be answered, religions dominate our cultures without any evidence. I'm not overlooking their role as moral leaders or charitable acts, but for the purposes of this essay, I'm looking at the promise of faith.

No think of the typical D&D world. The Gods are very real, as are the Demons and Devils. Gods grant amazing powers to their chosen vessels. Prayers are answered. If Uncle Uthrect slices his leg open harvesting wheat, the village priest can heal the wound with a short prayer of healing. In this sort of milieu, religion will be even more important, even with the usual concession that the gods cannot directly intervene in the material world.

Yet for a very long time, religion was the most neglected aspect of the game. Oh, we got lists of gods (sometimes with stat blocks like common monsters!) but rarely an actual structure of faith. You might play a cleric of Thor, but that meant nothing. Temples were more magical hos[pitals than places of worship. A vital element was missing.

This is where The Book of the Righteous comes in. It is a complete pantheon and mythological structure. There is a creation story, tales of the early gods, the creation of evil, how more gods were born, and the coming of the mortal races. Each deity gets a detailed write-up, including their nature, a tale or two about them, and a detailed look at their rites and holy orders. The best part is this is mostly game neutral. Aside from suggesting classes and clerical Domains for the gods and their followers, this is all prose.

We also get the evil gods, led by Asmodeus, who was the first god created by the Nameless One, the creator-figure, who fell to pride and evil and now rules in Hell. There are heretical sects, a secret about one of the good churches, and my favorite part, The Great Church. This is a "catholic" church in the sense that embraces the worship of the pantheon as a whole. I love the concept as it is far more political than the other churches, and presents a threat to some of them. This adds a layer to and game world.

After some D&D-specific rules, we get into detailed discussions of alignment that are better than any I've seen elsewhere. Also, there is a discussion of why there are no racial gods, evil races, and ways to modify the contents of the book to fit your campaign. All very good stuff.

I tend to judge a gaming supplement by how much it inspires me to create, and The Book of the Righteous hits it out of the ballpark. I found myself thinking how the orcish god Gruumish is simply an aspect of Canarak, the god of slaughter. One of my favorite monsters has always been the gnolls, given new depth in Yolo's Guide to Monsters. In this book, gnolls are recast as the children of the demon lord Yeenoghu. How to slot this into the religious structure of the book? Well, Thellos is the neutral evil god of greed, gluttony, and desire. Let's write a myth!

Yeenoghu was once a servitor of Thellos. A banquet had been prepared for the Feasting Maw, but Yeenoghu arrived early and couldn't stop himself from devouring the entire feast. Furious, Thellos cursed Yeenoghu with an endless, insatiable hunger and banished him to the Abyss. Yeenoghu passed this endless hunger onto his children. There, we've added to the structure of the book without changing things. But what of Yeenoghu? Does the Beast of Butchery desire revenge on The Hungry Brother? So much you can add to the campaign even in the background!

I've saved the best for last. You can use this book in any campaign setting. A mythic Earth, Greyhawk, the Forgotten Realms, anywhere. I've already decided that the seat of the Great Church has to be in Rome, naturally. But Venice is home to one of the greatest Basins of Shalimyr, the Waters of the World. Indeed, every year the Doge marries Shalimyr's daughter, Ocean, in a religious ritual of great power.

See? Great ideas just pour from this book. If you are a Dungeon Master or world-builder, buy this.
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
2020-10-15 12:47 pm

One article, two game ideas!

This Gothic castle wasn't near water, wasn’t strategically important, and had no one living in it. So why was it built? According to legend, the answer was the only other logical option: to trap demons.

For Ars Magica, move the construction back to the 10th century and you have a tailor-made abandoned House Tytalus Covenant. Everyone says the portal was sealed, and that the old Covenant should be revitalized. . . but are they right?

For more rational FRPGs, the portal isn't to Hell, but an unusually large and shallow entrance to the Underdark. The fort was abandoned after decades of inactivity, but now it appears that something has taken over the old keep and is growing in power.
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
2020-09-17 01:16 pm
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Enfolded in Shadows

This is the background write-up for my new D&D character.

Igan drained the last drops from the flagon, then slammed it onto the table in appreciation. "Damn fine mead, I've not had such since I left Daggerford!"

The lady publican smiled as she refilled Igan's flagon. "You're from the North? How interesting! You are very far from home, my lord." Igan noted that his host was a quite stunning example of the fair sex. Her long black hair framed a face so fair he suspected she might be a halkf-elf.

Igan carved a healthy slice from the roast capon. It was as fine as the mead. He wiped his mouth on his sleeve before speaking.

"Oh, I've been farther, I suspect. Although to be honest, I'm not really sure where I am at the moment. But my trade has carried me all across the Realms. You see, I am a Hunter of Men." Igan laughed, "Men, elves, dwarfs. . . I'm in it for the game and the gold. I'd track down a Celestial for the Lords of Hell if the price was right."

"I see." the publican settled down at the table. "You are filled with pride for one so young. Tell me, when you hunt men for gold, do you work with others?"

"Rarely, m'lady. I've been on my own since my father, he was a fur trader, was murdered and I had to drag the men who did in for the bounty. I've learned that my liberty is best pursued by myself. Every man for himself and Malar take the hindmost! Life is a game, and never tell me the odds!"

"Young and bold. Excellent qualities, and what I look for. But, did you know you were dying, Igan Pavlovich Kulnov?"

The Inn dimmed and Igan was struck by terrible agony. He looked down to see his tunic shredded and soaking quickly with blood."

"Am I dead then? Are you some servant of Kelemvor? Am I truly to be judged now?" Igan could barely conceal his panic.

"Calm yourself, Igan Pavlovich, I am not a judge of the dead, and you are dying, but not yet dead. I bring you an offer. Service to the Shadowfell and the Raven Queen. In exchange, your life and powers undreamt of, if you are strong enough."

"And what do I owe for these boons?" Even on the edge of death, Igan couldn't avoid his fear of entanglements.

"You will be asked, from time to time, to perform a task. Many of them will be what you already do, tracking down people and items. Our touch is light unless you cross us. There are shadows everywhere, and we are in all of them. The offer would have been made anyway, your current situation forced our hand. Either way, we will heal you."

The room darkened until all Igan could see was his hostess' faintly glowing eyes.

"Do you swear to obey us?"

"I do, on my soul."

"It is done."

Ivar awoke in the alley where his quarry had surprised him with two assassins. They lay dead on the urine-soaked cobblestones. His quarry, a Waterdeep merchant wanted for embezzling, was neatly tied up. As Igan was hauling him to his feet, he heard a rustle of wings and voice in his head "Go to Waterdeep, you will gain your first grants from us along the way. The mark on your arm, show it always."

Igan ripped his sleeve off and stared and the large complex tattoo, the mark of a Hexblade. Sighing, he led his captive back towards the mule cart he had bought, and the long ride to Waterdeep. Igan was already wondering if he was just as much a prisoner as his captive.

Nearby, a raven cawed. It sounded like mocking laughter.
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
2020-06-25 02:58 pm
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This has been a long time coming.

Dungeons & Dragons Removes Concept of Inherently Evil Races From the Game

Excellent news! To be honest, alignment is such a tired game mechanic I'm hoping to see it quietly sent to a farm in the country where it can play with THAC0 and all the other retired game concepts.

Because races and people don't fit into nice little boxes, and sometimes the truth is defined by the perspective of the person involved. To use an extreme example, the Nazis believed they were right. They believed they were saving Germany. They believed that they were beset by enemies who must be destroyed. They were utterly wrong, and while the world rightly judged them as evil, at the time of the Third Reich the Germans saw themselves as good.

History is filled with examples like this. Shit, American Manifest Destiny, our God-given mandate to occupy North America with good (white) Protestants was held up as the highest pinnacle of our national dream. The fact that in required slavery, genocide, and beating up on Mexico gets swept under the carpet. We are America! We are now, and always have been, the Good Guys!

Bullshit.

But what of our nice, clean fantasy worlds? Can they survive losing these black and white categorizations of morality? Of course they can. I own half a dozen games that do high fantasy just fine without it. And you don't need good and evil to explain hated, bias, or competition over resources. You just need better storytelling.

Even before I owned Volo's Guide to Monsters, which does an amazing job on Orcs, I had my own explanation for why they were so aggressive and greedy. Male orcs outnumber females 3:1. Breeding rights are earned through prowess in battle and bringing shiny treasures back to the tribe. Warbands are out to prove themselves and earn status. Orcs also reproduce fast, so every few generations, either a massive inter-tribal war breaks out, or a mass migration begins. Neither is good news for nearby communities.

Of course, orc bands can be bribed. Just like the Romans paid off migrating barbarian states, local leaders can make peace with the orcs, pay them to direct their energies elsewhere, even hire them as mercenaries. The point is, they are no longer just monsters, but a people with motivations that go beyond being adventure chow. The orc guarding a chest in a 10x10 room is there because that's his offering at the tribe moot! Of course, he's going to defend it!

There are exceptions, things tied to evil deities or creatures from afoul planes will be evil. Gnolls, as an example, are tied to the Demon Lord Yeenoughu and share his endless hunger. A Holy Avenger will only agree to be wielded by a worth champion. But those cases can be adjudicated as needed.

So here's to the end of racial alignments!
gridlore: Doug looking off camera with a grin (Default)
2020-02-22 09:44 am
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Brummig der Sieben

Reposting this for the players in my D&D game.

The inn was a large one, as befitted a prosperous merchant town at the meeting point of two rivers and numerous roads. Inside the crowded common room, voices were raised in a dozen tongues, calling for beer, food, or just in celebration.

Watse had noticed the dwarf while singing an old ribald ballad from a tabletop. The dwarf sat alone at a table, scowling at the levity around him in between long pulls on his tankard. “There’s a story there,” Watse mused, “and tonight I’m going to learn it.” Taking some of the gold his audience had gifted him, he bought a small keg from the bent old woman tending the bar before carefully making his way through the jostling crowd to where the dwarf sat, still glaring.

“May I sit, my lord?” Dwarves were notoriously picky about status; best to err on the side of caution.
The dwarf grunted, saw the stout barrel Watse was carrying and shrugged. “Sit as you will, although I am no lord. You may call me Brummig der Sieben.”

Watse bowed as he sat, placing the keg and his cup on the table. “My pleasure, Brummig. I am Watse of Isinius, a teller of tales, singer of songs, and a fool of fools.”

Brummig rubbed his large nose. “Singing. I can’t stand singing anymore. Loathe it.”

This wasn’t going well, Watse thought as he poured himself an ale. Another tack was needed. “So, no singing for you. Fair enough. Might I ask what brings you to this place at this time?”

Brummig took a deep pull of his beer and wiped his mouth on the sleeve of his red tunic. He stared for a moment at the fire roaring on the heath.

“Fine, Watse of Isinius, professional fool. You shall have my tale. I am on a quest. I seek my six lost clan brothers. Well, five brothers, and one who we adopted as a mascot. He made the others laugh. I have never been one for merriment.”

“A tragedy indeed, losing those close to you. May I ask what led to this sundering? Was it war? A plague?” Watse pulled a scrap of parchment and a bit of charcoal from his bag and started writing.

“War? Do you think a war would cause me to forget my oaths? Stupid humans, it is you who run at the sound of battle! No, it was our own stupidity that caused this pain.” Brummig drained his mug and Watse was quick to refill it.

“Two moon’s march east of here is my home, carved into the Black Rock Mountains. They were rich in gold and mithril, and my clan thrived and served the Underking faithfully. But our greed was unbound by caution. My brothers and I were sent to reopen a mine in the lands controlled by a woman, a sorceress of some power. The mine was rich in gems. . . diamonds as big as your fist! We were ordered to work in secrecy, hidden in a glen. The six of us prospered, then we made our first mistake. We allowed Blöd to join us.”

“Really?” Watse asked. “Who was Blöd? Another dwarf?”

“No, not a dwarf. We never figured out what he was, as he didn’t speak. Hairless, mute, but as I said he entertained my brothers and did passable work. But then came our biggest mistake. We let the girl in.”

Brummig gulped his beer like he was dying of thirst. After a belch that rattled the table, he continued.
“We should have killed her. That was my say on the matter. Our job was to work in secret. But I was shouted down. Arzt, our leader, said we needed to give her shelter. But she freely admitted to being on the run from the lady sorceress. She was her kin! Of course, the sorceress tracked her down! We return from work to find ourselves exposed, with some noble’s son rescuing the girl, and taking her to wife. They lived happily ever after, or so I’m told.”

“What of the sorceress?” asked Watse, sharpening his charcoal.

“Fell off a cliff. The others said she died, but I didn’t trust their judgment.”

“But I don’t understand. The girl was rescued, the sorceress defeated -- why were you and your brothers separated?”

“Because we failed, you fool! Not a tenday past the fall of the foul lady, and there are human soldiers at our mine, at our home, and the prince’s father laying claim to the entire area. We were marched back to our hearth hall in disgrace. The Underking cursed us and took our clan names from us. Blöd was so terrified, he ran from the halls before we could stop him. The rest of us were put under a spell that made us travel away from both the Black Rocks and each other for 20 years. That time has ended. I will find my brothers, and we shall regain our honor. That is my story, Watse of Isinius. Dwarves do not beg easily, but I beg you to spread it far and wide. I am done here.”

With that, he drained the last of his beer, pulled a ragged brown stocking cap over his grey hair, and left the hall. Watse watched him go in amazement before frantically writing the last few lines of the story. He picked up the now-empty keg and carried it back over to the crone tending the bar. She really was ancient, bent back and a horribly swollen eye.

“I see you spent all night talking to that sad little dwarf,” she cackled. “Get a good story out of him?”

“Oh, yes. . . the Tragic Tale of Brummig der Sieben and His Lost Brothers.” Watse was already thinking in titles.

“You do know that’s not his name, yes, dearie? His name was taken from him. Even so, no dwarf would tell a human his real name unless they were bound by oath. Oh, don’t look so surprised, I’ve been watching that one for a long time.”

“Then what was the name he gave me?” Watse spluttered.

“A quest name. Combination of the nickname he used with human folk and a reminder of his quest. Brummig der Sieben means ‘Grumpy of the Seven.’”

She reached under the bar and brought out a shiny red fruit.

“Apple?”
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
2020-01-03 06:57 pm
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And thus, a campaign idea was born.

Having thoroughly read through Eberron twice now, A campaign idea is slowly gelling in my Jell-O brain.

The jungle region of Q'barra is experiencing a boom. Rich deposits of the magical dragonshards are being found, but the conditions and locals are both dangerous. Cyrian refugees, dispossessed wanders, and wanderers all gravitate to the port city of Newthrone, and then north to the dragonshard fields.

The campaign starts in Sharn, the City of Towers. A functionary from House Kundarak has a problem. A fellow member of the House was sent to oversee some promising mines but has gone silent, and what few reports are getting out are. . . disturbing.

The mission is not simple. The party will have to cross Khorvaire, find their way to Newthrone, find this rogue agent, and deal with him. This means plenty of side adventures and mini-quests.

Yes, it's Heart of Darkness (or Apocaolypse Now if you prefer) on a fantasy stage, but The long travel portion is a great way to introduce the setting and its lands, and it sets up the further campaign with House Kundarak as a patron. Who knows, it's easy enough to find a way for a "The End?" with the villain. Maybe he is swept away by a flash flood that forces everyone to scramble for survival, or triggers the collapse of his palace, seemingly dooming himself, but has the party leaves. . . was that his laughter? The wind? Having a recurring foe is a big part of the pulp feeling of the setting.

So, I'm going to need at least one dwarf with the Mark of Warding, maybe a Valenarian elf to act as a guide and go-between when they pass through the war-bands of the elves. . .

4-6 players. Probably be on roll20.net
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
2019-03-21 06:53 pm
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A name, background, and a nasty sword . . . I'm ready for the game!

I have a name! After much scouring of the Sword Coast Adventurer's Guide, I decided that the city of Heptios in Chessenta as my character's hometown. This city is renowned for its great library, which attracts students from across the region. Looking at the various names, I get a vaguely Celtic feel for the names. So, my Hexbblade is now Kunwal Le Gleau. Heptios is a long way from, the Sword Coast, so I can have a long history pre-game.

After some dicing and slicing, with some fudging of things, I've settled on this background.
The Tale of Kunwal the Clerk )
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
2019-03-19 01:58 pm
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Warlocks are very special people.

Before I do all the finishing touches on my new character, like equipment, a fleshed out background, and of, I don't know, a freaking name, I'm going to look at the Warlock character class. Because along with all the magical goodies I detailed last time, being a Warlock has some built-in advantages. The base concept is pretty simple, you get power in return for serving an immensely powerful otherworldly patron. I think there are five canonical patrons now; the Archfey, the Fiend, the Great Old One, the Celestial, and the Hexblade. Each of these patrons offers different unique spells and powers as you advance.

One part of the 5th edition that I've come to adore is the specialization classes get at 3rd level. This allows customization without devolving into the mess of Feats that sank D&D 3rd Edition. As an example, in the base rules, a fighter can choose to be a powerful Champion, using brute strength and fury to defeat foes; a cunning Battle Master, able to use maneuvers and tricks to increase the accuracy of his blows and avoid attacks; or an Eldritch Knight, a powerful fighter with some ability at magic.

I like how these pathways allow further definition of the character and supports that choice with increased abilities. For the Warlock, there are three Pacts available at 3rd level:

Pact of the Chain - you gain a familiar and are able to use unique invocations to increase its power.

Pact of the Blade - you can summon a pact weapon into your hand. You are proficient with this weapon, and it counts as a magic weapon.

Pact of the Tome - you receive a Book of Shadows. In it, you can add three cantrips from any spell list, not just the Warlock list. So long as your book is on your person, you can cast these cantrips at will.

I chose Pact of the Blade, mainly to continue my plan of being both competent in melee and in ranged magic. I note that if I get a powerful magic weapon, I can make that my Pact weapon. But being bound to the Valley of Shadows has other fun effects.

Once a day, assuming I get a long rest, I can cast the Hexblade's Curse on a foe. The target is cursed for one minute. During that time, I gain my proficiency bonus as an addition to damage rolls against the cursed target. My critical hit roll is 19-20, as opposed to just a natural 20. Finally, if my foe dies, I immediately regain lost hit points equal to my warlock level plus my Charisma bonus.

I'm also a trained warrior, proficient in simple and martial weapons, light and medium armor, and shields. I can also use my chosen weapon with my Charisma bonus for attack and damage rolls. Then, at 6th level, I gain the Accursed Specter ability. If I slay a humanoid target, I can curse the soul and force it to appear as a specter under my control. Which will be nice to have in big fights.

More fun with the Hexblade's Curse. If the target of my curse hits me with an attack, I can roll a d6. One a 4-6 the attack misses me. The nice thing this is explicitly a reaction roll, so if I've been hit by multiple attacks from a cursed monster, I can choose which one to try to avoid.

This is obviously a man who has wandered far and seen a great deal. I've decided that his Patron contacts him in dreams, which are rarely clear, but offer glimpses of where to go and what to do, although he has a persistent vision of a castle perched high on a ridge, mostly cloaked in twilight but with on shining tower of gold visible. Yes, I'm stealing from an old Genesis song, sue me. He knows that he has to get there, but doesn't know where the castle is or why he needs to reach it.

Alright then, I am almost ready! I've done the hard number-crunching bits, and all that's left is equipping him, which will include a few magic items, working my way around his low carry capacity, writing his back story, which will involve a long read of the Sword Coast Adventure's Guide, and coming up with a suitably unpronounceable name.

I'm really having fun sharing this with all y'all, and I hope you are enjoying it as well. Please, feel free to comment and make suggestions. For example, is there any city in Toril that would have an institution like the medieval University of Paris? Preferably one some distance from the Sword Coast?
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
2019-03-17 03:36 pm
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It's a Kind of Magic . . . several kinds, in fact.

Into the homestretch on my yet-unnamed Hexblade! We've taken care of his physical aspects, now let's look at his magical prowess. As a reminder, he's a 12th level Heblade Warlock being built under the standard 5th edition ruleset, no modifications or house rules.

The first thing I need to do is figure two important factors: His Spell Attack Bonus, and his Spell Save DC. The first is my spellcasting ability modifier + my proficiency bonus. The latter is a general bonus that goes up as you gain levels. As Charisma is my ability modifier and my proficiency bonus is +4, I get a +8 here. The second is just the previous result plus eight. So the roll to resist my magic is 16 or more on a 20-sided die. Of course, monsters and other enemies have their own bonuses. No sure things!

Now, I get magic in several ways. First is cantrips, simple low-powered spells I can cast at will. I get four of those. Second, I have 11 spells memorized and can cast three spells a day. My maximum spell level if 5th, and all my slots fire at 5th level. This means some potent magic! Lastly, and this is unique to Warlocks, I have six Invocations. These are mystical powers granted to me by my patron and are always active.
Read more... )
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
2019-03-16 09:33 am
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Character is what you are in the dark. Or in a game

OK, let's build my character! Last time, as you may recall, I had decided to go with a "Hexblade Warlock" as my next character class. I wanted something versatile, able to both engage in melee and use magic. There was another consideration I didn't mention. Digenis, despite being a powerful barbarian wielding a magical ax, really lagged in terms of damage inflicted per turn. So my design process has to include that as a factor as I go along.

Before getting to the meat of characteristics, I want to nail down a couple of things that will help shape who this character is. To begin with, I've decided to play as a human. Digenis was a half-elf, and I never really did anything with it. D&D5 has a nice system of backgrounds, what it is you were before you took up the life of a wandering hero. Identifying who I was helps to define my motivations. I look over all the available backgrounds. Far Wanderer from the Sword Coast Adventurer's Guide seems promising. But the more I think about it, the more I see my character as someone whose quest for knowledge led him down the path to his patron. This means that Sage is the best background for me.

I'm seeing my guy as a former clerk at a university, jealous of those attending due to their family connections. He sees knowledge as the path to power, and his patron has offered him both knowledge and power to take revenge. This is also helping me define my alignment - where I stand morally - as being Lawful Evil. I care about myself first and crave power and recognition. But I understand that power is best when in a structure that I can come to dominate.

Now I'm getting a picture of who I am. So let's get started on this! We are using a point-build system for this campaign. The six basic characteristics; strength, dexterity, constitution, intelligence, wisdom, and charisma, all start at 8. The range for these characteristics is 1-25, with 3-18 being the most common range, and 9-11 being average. The point buys are more expensive for higher values, and cannot exceed 15. You get 27 points to play with. After allocating my points, I have:

STR 8 (0 points)
DEX 11 (3 points)
CON 13 (5 points)
INT 13 (5 points)
WIS 13 (5 points)
CHA 15 (9 points)

Charisma and Constitution are vital for Warlocks. Now, because I'm human, I get a one-point boost to each characteristic. This is where I'm going to add another concept, the Modifier. This is the bonus or penalty you get for having a characteristic value at a certain level. After adding my human bonus, we have:

STR 9 (-1)
DEX 12 (+1)
CON 14 (+2)
INT 14 (+2)
WIS 14 (+2)
CHA 16 (+3)

Knowing that I had this human bonus was why I bought everything up to odd numbers. The next Modifier lever starts at the even number. I'm beginning to see who I am now, a slight, hardy man. Physically unimposing but extremely charming.

Since we are starting at 12th level, I have three characteristic bonuses to apply at 4th, 8th, and 12th level. At each of these, I can add +2 to one characteristic, +1 to two, or take a Feat. After looking through the feats I don't see anything I really like. Keeping in mind that modifiers increase on even numbers, I add +2 to Constitution at 4th level, +2 to Charisma at 8th level, and +2 to Intelligence at 12th level.

STR 9 (-1)
DEX 12 (+1)
CON 16 (+3)
INT 16 (+3)
WIS 14 (+2)
CHA 18 (+4)

The order of those increases is important, as your constitution modifier affects your hit points, which is the next thing. Per directions, we're using the set number advancement for each level as opposed to rolling for hit points.

At 1st level, I get (8+2) 10hp. At 2nd and 3rd, I add (5+2) 7hp each. From 4th through 12th level I add (5+3) 8hp. 10+(7x2)+(8x9)= 96 hit points, a respectable total. You can see why the order of characteristic boosts was important. Boosting my constitution earlier, even though it isn't my primary characteristic, added an extra nine hit points, which can be the difference between life and really needed the bloody cleric to get off his ass start healing me now!

I'm liking this guy so far. Next up, we do the magic side of things! Cantrips, spells, those lovely Warlock invocations and special abilities. Which in turn will help write more of the persona. I'm having fun doing this.

Please feel free to check my math and/or understanding of the rules.
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
2019-03-11 07:50 pm
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It's a character building experience.

Last Saturday we reached a milestone. The Dungeons & Dragons 5th Edition campaign that's been going on for at least two, probably more like three, years wound up. It was mostly a dungeon crawl; to be honest, I think we all forgot who had hired us to clear these ruins and why.

But a good time was had by all, and after some discussion, we've decided to keep playing D&D. But as several of us expressed interest in playing different characters, we're going to move into a different campaign in the same setting, the Forgotten Realms. It's a good setting, having been updated regularly and having a very different feel from other standards like Greyhawk or Dragonlance. Tolkein with a hint of Leiber and Howard.

As this was my first time actually gaming in literally decades, and obviously my first go with D&D's 5th edition, I decided to play an easy character class, one with minimal bookkeeping. There had been an aborted run at a campaign set in Ravenloft which ended in a Total Party Kill (TPK) where I had played a Fighter. Looking at my options for a good character to play while learning the ropes, I settled on the noble Barbarian. Barbarians really have one mode: go nuts and kill things. Just what I wanted!

Thus was born Digenis Fiendsbane, the noble if pantless warrior of the Great Worm Uthgardti. He was a hell of a lot of fun to play, learning how to use the combat system and my class special abilities. I had to reign back at times, because while I might be fairly smart, Digenis was of average intelligence and wisdom. Along with the running joke about my lack of trousers, I had fun coming up with "battle cries" that always seemed to reflect the out of game conversations we'd have. My last cry was "AC/DX has become a travesty and they should hang it up! RARRR!"

As an aside, the entire campaign was played on roll20.net, an online virtual tabletop that is really nifty. The game master lives in Michigan, we have one player from Norway, and of course me out here in the San Francisco Bay Area. Being able to connect, usually seamlessly, with players literally on the other side of the planet is just astounding to me. If you are looking to game and lack a local group, I highly recommend Roll20.

Digenis has gone back to his people, resplendent in his new pants. I think that makes him chief or something, the books don't touch on that subject. I'll miss the raging lunatic, and I'm sure Al, our GM, will pull him out if we wander near Uthgadt lands. But now comes the time to design a new character. A daunting process as it was agreed that we'd start where we left off in terms of experience. So we'll all be writing up 12th level characters. There's one player who said she might keep her current Wizard, but everything else is in the blender.

So I've decided to share the process. I'll be posting daily updates on the design process, and soliciting comments. Sounds fun, right?

Please clap.

OK, start at the beginning. Having played a half-elf barbarian, I want something versatile. Combat and magic. Something with an interesting story behind it. This gives me a couple of options . . . Bard, Cleric, Druid, Paladin, Ranger (although if I wanted to play a Ranger, I'd use the magic-free variant published in Unearthed Arcana), and Warlock.

Looking at my options, I find myself drawn to the Warlock. These are people who have made a pact with a being of immense power. In return for their service, the warlock gets impressive arcane abilities. These bonds or with otherworldly figures like a powerful Sidhe, an Archdemon, or a Lovecraftian monstrosity. I like that there is an obligation to serve, even if the call only comes rarely. It's a good motive for an adventuring life, as you sent here and there to do often inexplicable things for an impenetrable intelligence.

Digging further, I see there is an Otherworldly Patron known as the Hexblade. A being from the Shadowfell, possibly the Raven Queen herself, has marked you for service. This works for my concept because a Hexblade is also a warrior along with being an arcane spellcaster of some power. So I can both cast spells and swing a sword. Nice. Included in the Hexblade write up is the tidbit that Hexblades can use their Charisma modifier instead of Strength when making attack and damage rolls. Since Charisma should be a Warlock's best stat, this fits in perfectly.

Off to a good start! Tomorrow I'll build my characteristics and do more work on my background.
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
2019-01-04 02:09 pm
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Humans and Dwarfs and Orcs, Oh My!

Work continues on my modified Earthdawn setting, which brings me to the subject of non-human races and monsters. Both of which seem to fill most fantasy settings to the brim with all sorts of demi-humans and odd beasties to fight.

We'll start with the intelligent races that are generally considered civilized. Humans, elves, dwarfs, halflings (hobbits with the serial numbers filed off), gnomes, and in more recent editions of D&D, tieflings, and Dragonborn. There are more to be found in various setting books and expansions, but these are the core, mostly derived from European mythology as seen through more modern sources like Tolkien.

The problem here is that humans can't get along with each other for more than five minutes, and have a long, long history of finding reasons to hate each other for variations in skin color, language, customs, or just for existing and being different. I'm trying to imagine how a multi-species environment could exist except as in a state of near constant warfare. Because let's face it; the elves will be looking out for their interests, as will the dwarfs, halflings, and everyone else. Sure, there will be peace treaties and trade, and in some places, you'll have things like dwarf cities with a "foreigners' district" and human cities with the "dwarvish quarter" - probably with walls and its own gate to prevent riots.

But even at that, there will still be misunderstandings, holy wars, and plenty of "we don't serve them squats here!" to be dealt with. I'm beginning to think that, at the start at least, a human-only party would be best. Maybe a dwarf. But since this city has been sealed from the outside world for centuries, odds are it is going to be pretty homogenous if it survived that long.

Then there are the monsters. One thing that has driven me nuts about most fantasy games I've been in is how ecologically out of whack everything is. Big carnivores are rare for a reason! Yet most fantasy world have slavering monstrosities every fifty feet! I understand the need to publish more books to keep the income stream flowing, but the endless books of monsters have only made things worse, as Game Masters feel compelled to add new and better monsters to the game, rather than fully develop a few choice examples and make them ongoing foes. I've often wanted to do a campaign where the push is the Mongol invasions of the 13th century, except instead of Mongols the invaders are Hobgoblins and Orcs. The pull is needing to discover who or what is behind this horde, and stop it before civilization is swamped!

That campaign would feature at most five or six monster types, and the challenge would be not just bashing foes, but out-thinking an army. You could go any of several ways with this, commando raids, raising armies yourself, questing for the magical MacGuffin that will allow you to turn the tide. In my dream campaign, all three happen over the course of the game.

But since an important factor in this game is that the general power-level of the world's magic has fallen from the peak that allowed the Horrors to invade in the first place; I'm going to make most monsters a mystery. Other than a few scraps of rumors from just before the cities sealed themselves into their Kaers, everything is going to be new to the characters. Which means that I can play with abilities and powers a bit, just in case someone has memorized the Monster Manual.

Yes, I'm an evil Game Master. I revel in it. While I don't go for Total Party Kills as a rule, I like to make players work for their experience points and treasure. Besides, fear of the unknown is one of the great fears, and being an old Call of Cthulhu player, I like a little fear in my games. The best part is there is an entire category of monsters, Aberrations, which are defined as totally alien to the Prime Material Plane. What better for leftover Horrors and minions? Along with legions of undead, twisted descendants of fallen Kaers, awoken dragonkind, and a few others. But all in moderation and all fully developed.

So there are my thoughts - some of them, anyway - on non-human intelligent species and monsters, both in general and as they relate to my Earthdawn setting. I'm not throwing shade on how anyone else runs their games, but this is how I prefer to do mine. Tomorrow, I'll write about treasure and magic items.
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
2019-01-02 03:10 pm
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More Dancing On The Edge

In preparation for possibly running a hybrid D&D/Earthdawn game, I've been immersing myself in all the background material for the Barsaive setting, and I've discovered the thing that put me off Earthdawn in the first place.

It's all too settled. Advertised as a game of exploring a brave new world after the siege of the Horrors had lifted, what we get are well-established empires and kingdoms, regular trade, and in essence, a mature multi-state civilization. Which totally sucks, as far as I'm concerned.

I've often gone on about the concept of the Edge. The Edge is where adventures happen. The edge of civilization, the edge of the law, the edge of sanity . . . anyplace that is away from the comforts of civilization. Because a good adventure, either in gaming or fiction, has to take place in a setting where phoning the cops or running the local imperial garrison for help isn't an option. It needs to be a place where the heroes are forced to take action.

The funny thing is that historically speaking, Edges appear and vanish rather quickly. Take the classic Old West so beloved by dime novels and Hollywood. That panorama of bank robbers, sheriffs leading posses and showdowns at high noon did exist. For about twenty years at the most. The classic "Wild West" period is usually thought of lasting from about 1870 to 1890. That when you had thousands of Civil War vets moving west, railroads extending the reach of civilization, and the precipitous decline of the Native American nations due to war and disease opening up new territories for settlers.

This era brought with it men who had survived the horrors of the War Between the States and knew how to use guns. It brought fights over water rights, county seats, grazing rights, and of course, all that gold and silver coming out of California and Nevada just waiting to be taken. It was a heady, chaotic time. For about ten minutes in most places. Because humans are social animals and we crave safety. Towns screamed for the right to elect a sheriff or to have a US Marshal assigned to them. Vigilante groups sprung up across the Southwest, sometimes no better than the rustlers they were chasing. And very quickly, law and order took control.

Remember the famous gunfight at the OK Corral? Did you ever hear what set it off? Town Marshal Virgil Earp, his brothers Wyatt and Morgan Earp, and Doc Holliday were investigating that the "Cowboys" were in violation of a Tombstone town law requiring all firearms be checking at the Marshal's office. After the shootout, townspeople were so enraged that they put the Earps and Doc Holliday on trial for murder! (The charges were dismissed when no one could determine who fired first.)

That was in 1881. By 1890, the idea of gunslinging lawmen was nearly dead, as were most of the bandits. Things had become settled. The Edge was dulled.

Which is why setting the theme is so important in creating your Edge. Anything that upsets the world of your characters can do it. Yes, an invasion of orcs into the Kingdom of Competent Leadership and Low Tax Rates can create an edge. But so can discovering that a race of evil snake people live in the sewers, and have corrupt the entire court. Whit Wolf's World of Darkness games played with the latter sort of Edge; having all sorts of supernatural and magical creatures existing just below the surface of our mundane world.

So yeah, I'm rolling back the Earthdawn setting to a point where the Kaers (the fortified cities that withstood the assault of the Horrors. Mostly) are just opening, and the map is centuries out of date. Where history has become myth, and brave young adventurers are needed to reach out and learn about this new world, make contact with other opened Kaers, and boldly go where no man has gone . . .

Sorry. Couldn't help myself. But you see my point. This is one thing that has driven me nuts about Traveller's Third Imperium setting for years; there is no frontier to explore! Give me mysteries and unexplored places, strange new worlds and lost cities that have really been lost. Give me the Edge, take me out of the comfortable middle and make me think. That's what I ask of authors and game writers, and it is what I try to give as a Game Master. Hopefully, I will make a good job of it and entertain some players sometime soon.
gridlore: Doug looking off camera with a grin (Default)
2018-02-28 03:02 pm
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Carthage has been taken, what next?

OK, this is it. I swear. I've found the setting and push for a D&D 5th Edition game. Honestly. It's this good. You'll love it.

I've been reading a great history of Istanbul, one of my Winter Gifts. While mainly a story of the city, by necessity it covers the events in the wider world as well. In this case, the Vandalic War (June 533 – March 534 AD) which is considered the first of Justinian's wars in his attempt to retake what had once been the Western Roman Empire. The highlight of this short, victorious war (yes, he managed that elusive goal) was the taking of Carthage and the final defeat of Geilamir, King of the Vandals and Alans.

After this, money and Romans poured into the city to rebuild, reconsecrate churches, dig new canals, all the things that made a Roman city really Roman. This all lasted until 698 AD, when Muslims took the city, and left it to rot, preferring the better harbors of Tunis.

But anyway, instead of an army of Vandals and Alans (who really get the short end of the stick in most histories) have it been an army of gnolls that had overrun the city. A great mystery is that these gnolls were more organized and controlled. For gnolls to take a city the size of Carthage is unheard of! Midway through the final battle to take the walls, the gnolls suddenly reverted to their usual ways, fighting in small packs, stopping to feed on fallen enemies instead of focusing on the next threat. Rumor is the Emperor's wizards detected a strong magic that suddenly vanished.

But here the characters are. Veterans of the war, they could have come from all corners of the known world. Stout fighters from Thessaly, barbarians from the far north, clerics and paladins of the Great Church, wizards from Damascus and Babylon, and the others who follow in an army's wake . . . thieves, bards, even monks from the Great Library on the island of Prinkipos.

Carthage itself could function like Sanctuary in the Thieves' World books. A place still not quite controlled, and place for strange travelers to meet. Carthage is a centuries-old city. Who knows how far the sewers and cisterns reach? This would be a great place for a character running from their past to wash up, and a great place to find a fortune.

Outside the city? Bands of gnolls and other threats still prowl the hills. Much was looted from the city, where did it go? Rumors are racing that a scouting patrol saw a dragon far to the west. To the south is the endless desert of the Sahara. But nomads live there, so there must be water. Maybe a character has come into possession of a map that shows watering holes and a way to the legendary city of Timbuktu! It is whispered that this is where Alexander's mages fled after his death and established a library that might rival the empire's.

Further south is the dense jungles of the Congo, filled with lizardmen, dinosaurs, and lost cursed temples. Beyond that, under strange stars, the characters might hear rumors of a state lead by a great priest of the gods, Pebstyr Ionnes. The party may find some of his coins. They are of the purest gold. Of course, Ionnes has been on his throne so long because he's turned into a lich without noticing it. Fun times!

This is just going south. I have some fun surprises along the Atlas mountains, and some very intriguing things are happening in the Horn of Africa. But even staying Carthage can bring great reward, or leave you dead in an alleyway buried in trash.

So, there you go. A campaign of mystery, exploration, and danger at every turn. I'm not going to bother with adjusting weapons and equipment except to say that plate mail isn't available yet. I'm using the Players Handbook, Xanathar's Guide to Everything, and the Book of the Righteous for character generation. Anything from the Unearthed Arcana files is subject to DM approval. I give generous bonuses for good character histories.

Arise, you brave soldiers of Byzantum! Arise and seize your sword and the moment! Mysteries await, untold fortunes are there if you have the heart and cunning to take them!

This will all start next fall after I've returned from Burning Man. I will start doing the world building this week. Ideally, I'd like 4-5 local players. Otherwise, I'll play online using one of the platforms.
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
2017-12-15 11:47 am
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The Book of the Righteous, my review

This is going to be a review/rant, so buckle your seatbelts.

Several months ago I backed a project on Kickstarter for "The Book of the Righteous" for 5th Edition Dungeons & Dragons. A few weeks ago, the book arrived. And I can say that I am very, very pleased with the final result.

An updating of the 3rd edition supplement of the same name, The Book of the Righteous addresses something that has been largely lacking in fantasy role-playing games since the beginning: a cohesive examination not just of gods, but of religion. In a world where there are multiple beings of great power able to grant divine power to their followers, the nature of faith needs to be defined. The relationship between the gods is of vital importance. Because the influence of a powerful church can drive a campaign.

One of the things many fantasy settings gets wrong is the nature of polytheism. In a world with many gods, most people will pray to many of them as needed and according to the god's area of interest. A farmer would ask Demeter to bless his crops, whisper a prayer to Diana when hunting, and make an offering to Zeus for the protection of the kingdom. They believed in all the gods, even if only one or two got the prayers and offerings.

This is where The Book of the Righteous shines. The first half of the book is a complete pantheon, from the creation of the universe, the tales of how the gods were made, where the various races came from, everything. There's the Great Church, a theocratic state unto itself that worships the good and lawful gods with enough detail that you could build an entire campaign around the Church.

Then comes the gods themselves. There are 22 deities to be found here, and each one of them fully developed. You get a block of text about the god, a legend from their history, what the goals of the god and the faith are, and several holy orders laid out for each church. The best thing, there is not a block of statistics or a line of rules anywhere to be found in these write-ups. It's all there to bring the reader into the world of the Gods of the Tree and the fallen Lord of Fire.

The gods are very Greek in that they have failings and desires. Cosmic laws prevent them from directly intervening in the material world, but they scheme and plot and find ways to influence the world of mortals. The story of the ages of creation gives each god a place and a story so that a cleric of that god starts with motivations and goals. A Shield of Maal is going to be dedicated to rooting out injustices, for example. This is a great tool for the player looking to play a cleric as a cleric, not just a moderately good fighter and healing engine.

Past the list of gods and the small section of heretical cults, there's a section on the divine campaign. This is incredibly good advice on alignment, creating new religions, how religions work, integrating the pantheon given here into existing settings, all sorts of great stuff. These sections deserve a close read and several re-readings. They really are great tools for world building.

Finally, on page 182, we get rules. Starting with new options for existing classes. One of the things I love about 5th edition D&D is the branch options you get at 3rd level. This allows customization without the flood of feats seen in earlier editions of the game. For example, a fighter reaching the third level can become a Battle Master (learning special maneuvers that add to his ability to hit and damage foes), or become a Champion or Mystic Knight. You can add to those options without breaking the game because each is a path, and a Dungeon Master can simply exclude paths he doesn't like.

The Book of the Righteous gives new paths to every class but clerics, who get several new spell Domains. Again, more player options in a controlled form is a good thing. We get a few new backgrounds (another feature that helps with defining your character) and feats, the obligatory list of new spells and creatures. Some really fun magic items for the holy man in your campaign round out the book. Two appendixes with excellent "in character" essays about the topics covered in the book are worthy of release on their own.

This book fills an important role in fantasy settings, and the pantheon given is one of the best I've seen in a long time. Everyone can benefit from this book, because in a world where the gods basically show up and say "here I am!" each character's relationship with the divine can drive several plots.

The Grim Lord Douglas, Hand of the Courts of Maal, gives this book five penguins out of five.