What a week

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This last week was awesome.

My brothers came in from out of town (a few hours away) to stay with me this last Monday through Thursday and we had a blast! One of them even ran a one-off D&D game on our typical game night (Tuesday) which was a lot of fun. He has some background in theater and I think one of the great things he brings to his games is that immersion you get when you have a DM who can act out various roles really well.

His game involved us heroes heading out to a haunted island of sorts in search of the father of a boy who went missing there. It was a horror-themed game, and done very well – everyone had such a good time we played well past the time a few of my players needed to have been heading home.

We also played some old school games including Age of Empires 2 and Imperium Galactica 2 which was a lot of fun and brought back some great memories. I also introduced them to Monday Night Combat (thanks @michaelrobles for getting me hooked on that one) which was a lot of fun as well (I seem to really enjoy the ‘Gunner’).

My brother Ean

My brother Ean

One of the days they were here, I had to head into the office to get some things done during which time my wife took the guys out to ride ATV’s out on the (Pismo) Dunes (I didn’t feel like going so it was good timing).

Anyway, this week was a ton of fun but we stayed up very late most nights and I am very worn out now (the fact I just finished doing a bunch of yard work doesn’t help with the resting either). I have a number of things to work on outside of this site, but I do hope to get back in here tomorrow or the next day with an update or two.

Seeya then!

Vacation Time

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I have this week off as my brothers come in from out of town – as such, things will be slow here until next weekend or so.

Just sayin’ ;)

Dungeon Maps brings “Street View” to your Dungeon

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Screenshot

Screenshot

These guys had no idea the Dungeon car was driving through, capturing images of their epic struggle…

Real Life Meets D&D #4

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Casual Friday's

Casual Friday's

Haven’t done one of these in a while, so I figured it was about time. Click on the image for a larger version!

Inspiration: Spire Temple

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Spire Temple

Spire Temple

This image still inspires me, every time I look at it. Back when I was posting these on dndcraft.com, this is what I had to say…

This image is simply epic. If you are looking for some inspiration for the base of your BBEG, look no further. I mean, a bridge upon which a ship is sailing into the temple? If this is not epic, I don’t know what is.

This screams dungeon crawl to me. I could see PC’s spending days here over many sessions – fighting, keeping on the move, and finding little well hidden spots here and there to rest for a bit as they make their way through it. There seems to be a lot of water here, so I could see a lot of water-based puzzles and odd magic-happenings that involve water – perhaps a section where rooms are literally sectioned off with walls of falling water with archways diverting water in some areas creating doorways. Naturally there would be water elemental’s here as well.

“Spire Temple” by Matt Allsopp.

That’s a wrap #GenCon

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Next year GenCon... next year...

Next year GenCon... next year...

Well, all those who went out to GenCon are back now with the rest of us (who could not go). I, like many others I’m sure, sat glued to Twitter living vicariously through those who were there. The highlight for me was the ability to watch the ENnies streamed live – getting to see faces, and hear the voices of those whose names were familiar to me – whether they can be found in a book on my shelf, or attached to a blog I have read, or a forum I frequent.

Often times, when reading various D&D blogs and forums, I recognize how minuscule my experience/take on D&D is when compared to others. Sure, I have been playing some 22 years now, been around the community for a long while, but there are just SO many people who know SO much more than me I feel like it’s new to me, but so familiar at the same time.

The whole experience of getting my GenCon fix through others in this way really cemented in me the desire to not only go next year, but to DO more during this next year as well. I’m going to be developing some new ideas/projects and may be approaching some of you about them, but I also want to offer up the idea of me working with you in some way, any way you think might be fun or interesting. If you have ideas, I’m open to the possibility of helping if I think I can!

Anyway, I’m really looking forward to seeing many of you there next year and to working on some new things between now and then!

ENnies Watching

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Hosted by Kevin Kulp (Piratecat)

Hosted by Kevin Kulp (Piratecat)

Tonight, like many others, I watched the ENnies broadcast via livestream as I was not there in person to do so. What it made me realize more than I already felt was that I really want to be there in person, and my commitment to go next year was only made stronger. My wife is excited to go, and she is not even a gamer. She makes things happen around here and wants to go as well, so we WILL be there in 2011.

The ENnies were hosted this year by Kevin Kulp, aka “PC” aka Piratecat over at EN World which was cool – I didn’t follow the event leading up to it, so it was nice to see him there – a face to associate with the board member (and the one who will probably surpase my XP count at EN World first).

This was a huge, HUGE night for Paizo’s Pathfinder as they raked in the awards.

Anyway, I don’t have a lot more to say beyond that. It was fun to watch and I look forward to being there next year to see it in person.

Bloodthirsty PC’s

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Earlier today while at work I listened to the DM’s Round Table podcast (Episode 6) regarding (for the most part) bloodthirsty player’s. Often times, players become cold-blooded killers, allowing for no mercy, and no surrender. Even when they do keep a prisoner, that person tends to be killed to be sure they can not bring harm to the party later.

DM’s can be put in odd situations, for example when they can’t even allow an enemy to escape without a player arguing that the person simply could not have gotten away from them.

At least, this is what I hear about many people’s games. This is, however, not my experience (at least not in a long while) and I want to share with you why I think that is. The following is advice based on the assumption that your player’s characters are not evil characters in description, but rather are demonstrating actions (excessive killing, etc) that are more evil then they are making their characters out to be. In other words, if your players are playing intentionally evil characters, then you are all good.

I Talk To My Players Up Front

Before my campaigns start, I talk to the players about my style. What I expect, what I don’t like and how I avoid it, etc. Most recently, in the game I am currently running, I told my players that they should know running away is an option. That they needed to consider this method of survival if things looked tough. The same goes for enemies. There will be points in the midst of fighting where an enemy may decided his life is worth more than the measly amount of money he was being paid (if anything) to not let people enter a doorway. It does not make any sense for a group of bouncers to fight to the death to prevent someone from entering the back way into a bar. If they are getting beaten, odds are they will give up, or run.

This ‘realism’ (I guess) is something I told my players would play into combat, especially with reasonably intelligent creatures. When the players know this up front, you set the tone for encounters.

Of course, when you allow for enemies to surrender, you give the players multiple opportunities to interrogate their prisoner which can become a nuisance depending on the players and the regularity of their desire to access information – but I will address this separately later.

I Demonstrate The Benefits Of Good Behavior

During the course of the campaign, you need to remember that when the players take and release prisoners, or treat them well (or simply don’t kill them), this is the type of behavior you are looking for, and as such it should be rewarded. I’m not talking about XP rewards however – I level my players when I feel it’s time, so there is not handing out of XP anyway. Rather, I’m talking about showing them in the game that sometimes it pays to not kill.

To give you an example, the players in my current campaign were clearing a ‘Den of Theives’ essentially (an abandoned manor). Most of the theives there were paid very little (and nothing in most cases) and were surving on scraps. Many fled when fighting began, and many that stayed attempted to surrender or flee when they could.

The players kept one such boy and asked him some questions about the manor before telling him to leave the place. The next day (after clearing the manor), the group of thieves was hunting them and they needed to escape the city. They were hidden in a carriage in what would be an attempt to move through the city gates (and past guards who were part of said group). The carraige was stopped among others and they were being searched. The players remained silent, but finally the door to their hidden spot was opened… only it was by the boy they had let go the day before! He saw them, and then closed the door yelling out that  it was “all clear” and essentially saving them in turn.

I Demonstrate The Consequences Of Poor Behavior

Fortunately, through 9 levels of play in this campaign, my players have shown great constraint when it comes to the respect of the lives of their enemies. I have not had many opportunities to show them the consequences of poor behavior, but if your players are killing everyone they encounter, there should be a reaction.

To give an example of something that happened recently, my players had been hunted by a man named Merrik – the ‘bad guy’ through the last portion of the Heroic tier. Merrik had killed his own brother Goris (who was a good friend of the PC’s) right in front of them. Needless to say, they had a hatred for this man.

The last few games of the Heroic tier was spent making their way to Merrik to face him, and stop him from “learning an important secret”. When they finally came to face him, he was nearly dead. They rushed him and made sure he did not get up. He did not fight them, or say anything to them other than “you should run”. He said this in an alarmed fashion, as if he was genuinely warning them they were not safe. One character in particular had taken the loss of Goris very badly and told Merrik he needed to explain himself – when he didn’t, the character finished him off – in a very brutal manner. Shortly thereafter the party was assaulted by a demon.

Eventually, the players came to face the king (father of Merrik and Goris) who was clearly upset they had killed his son. Their response was that Merrik had deserved what he had gotten, at which the king stormed off (he had no power to do anything to them in the location they were currently in). The people who ruled this area were initially nuetral about the death, but the more the players mentioned that Merrik deserved it, the more perturbed these people became. Eventually, one of them came out with it and told the players that Merrik had changed. He had discovered the “secret” and it had freed him of the will of a dark being (of which the demon they had faced was an aspect).

Essentially, I had provided a “Moral” (not Skill) challenge where the players had their enemy at his deathbed. They could save him, in what would be the gaining of a great ally, and potentially a great friend. Or, they could kill him and one day face (as they did) a father from whom they took a son. Either outcome was equally possible, but not ultimately detrimental to the game. It was a great moment revealing this truth to the players. They were told (by the NPC rulers there) that they did not blame the PC’s – that given what they had experienced, it was a forgivable event – but it was clear to the PC’s that he may not have ‘deserved it’ as much as they liked to believe.

I’m Not a Gotcha! DM

I think a lot of the behavior of players allowing no one to survive stems from their experiences with DM’s in the past who played the “gotcha” game. DM’s who took advantage of every mistake and mistep, and shoved it right up in their faces. What this does is make the players ultra paranoid and requires them to take those kinds of steps to assure they do not keep getting schooled.

A Few Tips

  • Don’t play the gotcha game. Show them that there are many possible outcomes and you will see the players learn they no longer need to take such extreme measures.
  • Let the players interrogate, but don’t let it go on forever. Once you feel they know what they are going to know, tell them “you can question him all day, but you are sure you have what you are going to get”. You don’t need to play out every question, or sit through long quite moments while players think of the next question. You know what they want to know – in some cases, once they capture someone, just cut to the chase… “you tie him up and question him… he tells you X and Y and Z”.
  • Don’t just say an enemy surrenders – use the enemies words to convey the message. When you say, “okay, they surrender”, it’s very easy for a player to respond, “okay, we kill them”. Instead, tell the players, “the man drops to his knees releasing his weapon and begs, ‘please please stop! I have a daughter!”… that’s much harder to for a player to say “I kill him” to. The first option allows the player to see his decision from a distance where it’s very clean and far from the outcome – the second is in his face.

Anyway, that’s my relatively quick (well, quickly typed) take on the situation.

Again, you can catch the DM’s Round Table, Episode 6 here!

Follow me, if you dare.

Just a quick splirt…

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Splirt?

Yea, so today was fun (that’s sarcasm there, just to avoid circling the bush while beating about the place). Today involved, among other things, a sunburn on my face/scalp (shaved head ya know), blowing out a tire on my bike, stranding myself somewhere for a while, an injury to our dog (who is limping now), and a massive headache.

On the plus side, my wife worked out the phases of her Dresden character today for a game in one week that will be her first ever role-playing experience. She’s pretty excited, and the game is right up her alley. She is a big fan of the vampire craze – has read many many books of that nature (I think we have 5 large shelves in two bookcases now) dedicated to just these books. She is also now on book 5 in the Dresden series, so she is very much ready to go.

Anyway, I am out now to pick up where I left off in book one of the Dresden series.

By the time I hit book 2, the wife should be done with all of them :p

Weem’s Dice Roller

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Weem's Dice Roller

Weem's Dice Roller

Last night I received my invite to participate in the AppInventor BETA from Google, so naturally it’s all I have been doing all day today.

Initially, I went through their tutorials creating apps like from one that allows you to tap on an image cats face to make it meow, to one that let’s you draw as you tap and drag your finger on a canvas. But with those out of the way, I was ready to dive in and see what it would take to make what most RPG players think of first when they think of apps… dice rollers.

The AppInventor is very powerful, and it didn’t take long to see just how much was possible with it (“anything” according to Google). So, I decided I would make a dice roller myself, aptly named “Weem’s Dice Roller”. I am still working on it, but I figured I take a break and share the fun, and an image. It is a very simple dice roller, but hey, I’m just getting started!

Oh, one more thing! I did mention making a dice roller for Dresden Files – that is still a plan and something I really want to do, but I thought I would start with something I was more familiar with ;)

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