Elwen's blog listings. Feed Zend_Feed_Writer 1.10.8 (http://framework.zend.com) http://community.wizards.com/elwen Blurring the Lines Test driving my campaign on a play by post forum, I decided to take an unusual spin on the characters.  I'm sure this has been done before, but I'm having the players play themselves as if they had been transported into the campaign world from Earth.  Not like the old Dungeons and Dragons cartoon, but rather they are inhabiting the bodies of adventurers already existing in that world. 

This is for a couple of reasons.  The first is that whenever you ask D/D players to stat themselves out, invariably everybody is above average.  Intelligence, wisdom, and charisma are especially touchy subjects, and everybody considers themselves smarter than the average Joe (although if everyone is above average than you just have a new definition of average).  

Secondly I want to create a fish out of water, stranger in a strange land sort of feeling.  I want to give the players motivation to find out what happened and figure out how to get home.  If you've ever watched or read the Chronicles of Narnia and thought to yourself "Being a hero of a fantasy world is a lot better than my nine to five job", then you understand why I wanted to give them a little more of a sense of urgency.

There are various quizzes online to determine what race or class you would be in D/D.  I had them take a couple to get an idea and then choose which race and class would be the best fit for their personality.  I ended up with a party of:

Half elf cleric

Half elf rogue

Human warlock

Dwarf fighter

Half-orc wizard

 

So they have all their bases covered but I threw in one more curveball.  The gender of their new bodies was randomly determined by a roll of the dice.  So now this may be the first party I've seen where female characters (half elves and human) out number the male characters.  (The human was already female on Earth, but the two half-elves are certainly in for a surprise!)

It will be interesting to see where the characters take this.  Roleplaying yourself is easy.  Roleplaying a character is somewhat easy.  Roleplaying a version of yourself that's how you would be in a strange body and a strange land...That should be tricky, but entertaining for me to watch.  

What are your thoughts on campaigns like this? Have you ever tried one, and was it successful?  What role do you think race and gender should play on a personality, and how much will a change in either influence their characters?  Quite the little experiment!

6 Comments - Leave a Comment
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Mon, 14 Dec 2009 18:12:19 -0600 http://community.wizards.com/elwen/blog/2009/12/14/blurring_the_lines http://community.wizards.com/elwen/blog/2009/12/14/blurring_the_lines Test driving my campaign on a play by post forum, I decided to take an unusual spin on the characters.  I'm sure this has been done before, but I'm having the players play themselves as if they had been transported into the campaign world from Earth.  Not like the old Dungeons and Dragons cartoon, but rather they are inhabiting the bodies of adventurers already existing in that world. 

This is for a couple of reasons.  The first is that whenever you ask D/D players to stat themselves out, invariably everybody is above average.  Intelligence, wisdom, and charisma are especially touchy subjects, and everybody considers themselves smarter than the average Joe (although if everyone is above average than you just have a new definition of average).  

Secondly I want to create a fish out of water, stranger in a strange land sort of feeling.  I want to give the players motivation to find out what happened and figure out how to get home.  If you've ever watched or read the Chronicles of Narnia and thought to yourself "Being a hero of a fantasy world is a lot better than my nine to five job", then you understand why I wanted to give them a little more of a sense of urgency.

There are various quizzes online to determine what race or class you would be in D/D.  I had them take a couple to get an idea and then choose which race and class would be the best fit for their personality.  I ended up with a party of:

Half elf cleric

Half elf rogue

Human warlock

Dwarf fighter

Half-orc wizard

 

So they have all their bases covered but I threw in one more curveball.  The gender of their new bodies was randomly determined by a roll of the dice.  So now this may be the first party I've seen where female characters (half elves and human) out number the male characters.  (The human was already female on Earth, but the two half-elves are certainly in for a surprise!)

It will be interesting to see where the characters take this.  Roleplaying yourself is easy.  Roleplaying a character is somewhat easy.  Roleplaying a version of yourself that's how you would be in a strange body and a strange land...That should be tricky, but entertaining for me to watch.  

What are your thoughts on campaigns like this? Have you ever tried one, and was it successful?  What role do you think race and gender should play on a personality, and how much will a change in either influence their characters?  Quite the little experiment!

6 Comments - Leave a Comment
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Dusk Elves? A dangerous line. When I saw the newest article available to D&D Insiders was called "Dusk Elves", my initial thought was 'oh no...'.  

Ever since I came across an old red paperback called "The Complete Book of Elves", I've been in love with the concept of the race.  That was the book that introduced me to Dungeons and Dragons, before I even knew what a Player's Handbook was.  I loved the otherworldliness of elves, their close ties with nature, their psychology and customs.  

I defended elves against the common complaints.  "They're supposed to be really rare and mysterious but they're so common and everyone wants to play on".  "They're good at everything. They're too good." "They don't make any sense.  They are supposed to love life but they're also the best at killing everything with bow and sword."  

As 3rd edition came out, and then 3.5, some of these issues were addressed.  Elves became mechanically not as good, so that more people would want to play humans.  Though now they didn't make sense in other ways (favored class: Wizard, even though +2 dex -2 con doesn't exactly scream spellcaster in 3e.  You're the best bow user in the land, unless you're a ranger or a fighter, in which case your automatic weapon proficiency with bows just means you're as good as a halfling ranger with one).  Storywise, elves still suffered from 'I'm the best at everything' syndrome, being the world's premier practitioners of arcane magic...oh and also druidic nature magic.  They love libraries and old tomes, but also they love forests and the wild outdoors.  

This isn't even addressing the biggest problem with elves...they were not only too common, but they were more varied than humans! Wood elves, wild elves, dark elves, drow, sea elves, winged elves....not counting the campaign specific subraces, of which every new campaign felt obligated to include a handful.  Sun elves, moon elves, gold elves...all the assorted 'nestis' of Dragonlance..

Then 4e came out and from the moment I read the preview book "Races and Classes", I breathed a sigh of relief.  They made elves make sense again!  They managed to take the two common archetypes of elf  : "Bladewielding Master of Fey, Arcane Magic" and "Archer Guardian of Nature" and make two races out of them: the eladrin and the elf.   Elves weren't bipolar anymore...they no longer had a culture that was really two almost antithetical cultures blended into one.  They had put a lot of the otherworldly fey mystery back into the race with their connection to the feywild.  Gone were the subraces that seemingly evolved to fit every conceivable climate on the planet (I swear I think there were desert elves and snow elves somewhere).  Finally the race made sense and even the staunchest anti-elf players in my group had to admit that they liked them as a race now.

So you can understand my trepidation when I saw the words 'Dusk Elves' at the top of my wizards.com article page... After reading the article, I am relieved to find that they are not adding another subrace mechanically, except by using feats the way they did in 4e Forgotten Realms.  The backstory is somewhat interesting and, though they seemed like 'emo elves' to me, I can see how some people who enjoy playing the 'mysterious loner' characters could have fun with it.  What they can do with shadows seems very fun, and I can see dusk elf assassins becoming all the rage.  

However, I hope this isn't the beginning of a trend.  They cleaned out all the trash bringing the elf races down to two (four if you count half elves and drow).  I don't want to get to a point again where there are more kinds of elf races in the game than all the non elf races put together.

When it comes to elves, the K.I.S.S. principle applies.  And speaking of that, according to Penny Arcade, its not gay if you kiss an elf.  That's a rule.

-Elwen

5 Comments - Leave a Comment
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Sat, 05 Dec 2009 00:49:57 -0600 http://community.wizards.com/elwen/blog/2009/12/05/dusk_elves__a_dangerous_line http://community.wizards.com/elwen/blog/2009/12/05/dusk_elves__a_dangerous_line When I saw the newest article available to D&D Insiders was called "Dusk Elves", my initial thought was 'oh no...'.  

Ever since I came across an old red paperback called "The Complete Book of Elves", I've been in love with the concept of the race.  That was the book that introduced me to Dungeons and Dragons, before I even knew what a Player's Handbook was.  I loved the otherworldliness of elves, their close ties with nature, their psychology and customs.  

I defended elves against the common complaints.  "They're supposed to be really rare and mysterious but they're so common and everyone wants to play on".  "They're good at everything. They're too good." "They don't make any sense.  They are supposed to love life but they're also the best at killing everything with bow and sword."  

As 3rd edition came out, and then 3.5, some of these issues were addressed.  Elves became mechanically not as good, so that more people would want to play humans.  Though now they didn't make sense in other ways (favored class: Wizard, even though +2 dex -2 con doesn't exactly scream spellcaster in 3e.  You're the best bow user in the land, unless you're a ranger or a fighter, in which case your automatic weapon proficiency with bows just means you're as good as a halfling ranger with one).  Storywise, elves still suffered from 'I'm the best at everything' syndrome, being the world's premier practitioners of arcane magic...oh and also druidic nature magic.  They love libraries and old tomes, but also they love forests and the wild outdoors.  

This isn't even addressing the biggest problem with elves...they were not only too common, but they were more varied than humans! Wood elves, wild elves, dark elves, drow, sea elves, winged elves....not counting the campaign specific subraces, of which every new campaign felt obligated to include a handful.  Sun elves, moon elves, gold elves...all the assorted 'nestis' of Dragonlance..

Then 4e came out and from the moment I read the preview book "Races and Classes", I breathed a sigh of relief.  They made elves make sense again!  They managed to take the two common archetypes of elf  : "Bladewielding Master of Fey, Arcane Magic" and "Archer Guardian of Nature" and make two races out of them: the eladrin and the elf.   Elves weren't bipolar anymore...they no longer had a culture that was really two almost antithetical cultures blended into one.  They had put a lot of the otherworldly fey mystery back into the race with their connection to the feywild.  Gone were the subraces that seemingly evolved to fit every conceivable climate on the planet (I swear I think there were desert elves and snow elves somewhere).  Finally the race made sense and even the staunchest anti-elf players in my group had to admit that they liked them as a race now.

So you can understand my trepidation when I saw the words 'Dusk Elves' at the top of my wizards.com article page... After reading the article, I am relieved to find that they are not adding another subrace mechanically, except by using feats the way they did in 4e Forgotten Realms.  The backstory is somewhat interesting and, though they seemed like 'emo elves' to me, I can see how some people who enjoy playing the 'mysterious loner' characters could have fun with it.  What they can do with shadows seems very fun, and I can see dusk elf assassins becoming all the rage.  

However, I hope this isn't the beginning of a trend.  They cleaned out all the trash bringing the elf races down to two (four if you count half elves and drow).  I don't want to get to a point again where there are more kinds of elf races in the game than all the non elf races put together.

When it comes to elves, the K.I.S.S. principle applies.  And speaking of that, according to Penny Arcade, its not gay if you kiss an elf.  That's a rule.

-Elwen

5 Comments - Leave a Comment
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0
Fear of Skill Challenges: Lazy or Fear of the Unknown? Okay I have finished designing the first four encounters of my first adventure, which I decided would be about undead.  I chose them for two reasons: It makes divine characters feel awesome when they get to use their channel divinities to send undead packing (my poor elven cleric has been using hers to get a +1 on a saving throw or attack roll), and two, because we've played the beginning of Keep of the Shadowfell and the Fallcrest adventures and I think the players are tired of kobolds and their wily traps.

So I decided one of the story threads will be about a once powerful kingdom on the decline (very points of light theme) with an aged king whose son and only heir was recently killed in some sort of...something.  Border skirmish? Freak accident? I haven't decided yet.  I want the majority of my 'villains' in the campaign to not be cookie cutter evil, that is to say, to have intentions that may be good but are twisted and eventually make them into villains.  I'm thinking the king, desperate to preserve his dynasty and keep the kingdom from civil war, is going to go over the deep end a little at the death of his son and start turning an ear to people he would have never given any thought to before.

Enter the Cult of the Undying, (or maybe a less evil sounding name...).  They're gaining popularity in a kingdom on the decline, especially among the poorer classes who are desperate for hope.  They promise eternal life to their faithful, and their recruits are growing daily.  The king will make some sort of deal with them that will put him into the villain role for this story thread.  Maybe he'll become a lich or be a pawn of one.. Again lots of details to iron out.

 

But for the first adventure, the heroes will be asked to investigate grave robbing, they'll eventually find a way to catch them in the act (skill challenge here?) .

What follows is a delve style adventure.  I still need to design the maps but here's the rough notes (minus statblocks and other copyrighty stuff)

Encounter 1

 

Grave Robbers

 

Encounter Level Difficulty: Easy (450 XP)
5 PCs
Party Level 1

Setup
The cultists have their dogs on leashes and are using them to sniff out freshly buried corpses. When they see the PCs, they let go of the leashes and the dogs rush forward hungrily. 

This encounter includes the following: 
3 Starved Dog (level 1 minions)
1 Human Cult Initiate  (level 2 soldier)

2 Cultist Darkblades  (level 2 skirmishers)

 

Tactics

They gang up on two at a time, using their ability to gain combat advantage without flanking to pour out the damage as fast as possible. They target lightly armored foes first, if possible. The dogs attack whichever PCs are closest.

The point of this is to let them realize that its a cult and not just random graverobbers.  Clues as to the whereabouts of their underground meeting place should be left behind, which will lead them to the next encounter eventually.

 

Hint of Corruption

 

Encounter Level Difficulty: Standard (725 XP)
5 PCs
Party Level 1

Setup
Bairwin is giving a sermon to the assembled cultists, preaching them the true path to immortality. "Whosoever layeth down their life for their brothers shall find it again." When the PCs burst in, he shouts "Heretics! My brothers, show your faith!" The congregation attacks.


This encounter includes the following: 

1 Human Cultist Archer (level 3 Artillery)

1 Human Cult Fanatic (level 3 Brute)

1 Bairwin, Cult Leader (level 3 Controller)

1 Human Cult Devotee (level 3 Soldier)

4 Human Cult Acolyte (level 1 Minions)


Tactics

The Cultist Archer stays within 5 squares of Bairwin in order to grant him +2 to hit from his longbow attack. 

Bairwin focuses on blinding other ranged attackers first, using Darkness Unleashed if any melee opponents reach him.

The Fanatic and Devotee work to cut off melee opponents from reaching Bairwin.

The minions swarm the PCs, taking advantage of Mob Rule to get a +2 to their defenses.


 

 

The Undying Faithful

 

Encounter Level Difficulty: Standard (625 XP) - Too Hard (1250 XP)
5 PCs
Party Level 1

Setup
The acolytes are arranged in a star formation in a mystic circle. They are there to be sacrificied, to achieve 'immortality' and have no fear of death. The Underpriest and Archers are on a ledge above the circle. The Underpriest is chanting (Religion check DC 10 to recognize it as a necromantic rite of sacrifice). 

This encounter includes the following: 

2 Human Cultist Archers (Level 3 Artillery)

5 Human Cult Acolyte (Level 1 Minions)

1 Orcus Underpriest (Level 5 Controller)

and possibly:

5 Zombies (Level 2 Brutes)


Tactics
This is a standard encounter that can quickly become a hard encounter depending on how quick the PCs are to start slaughtering the minions. The minions are there to die, and will eagerly throw their lives away while standing in the magic circle. Anytime a corpse is in the circle at the start of the Underpriest's turn, he will spend his standard action chanting and activating the runes of Orcus engraved in the circle. (Religion Check, DC 15). At the end of his turn, any corpses within the circle will rise as Zombies that act last in the initiative round.


If the players kill all the acolytes, all is not lost. Make it clear that the zombies seem to be connected to the circle through an aura of dark necrotic energy.  The ritual of their creation is not complete. A mini skill challenge during combat can be used to cut off the Negative Energy that is infusing the corpses, causing them to collapse.  One player will have to stand where the Underpriest is standing and succeed at a Religion or an Arcana check (standard action, DC 15) three times.  Insight and Perception (as minor actions, DC 12),  as well as any other skills the players can justify,  can be used to assist the player making the religion or arcana check, with a success granting a +2 bonus.  Being grabbed by a zombie makes the counter ritual impossible, so the players not involved in the skill check will have to do their best to protect the one doing it.  Success means the zombies collapse back into lifeless corpses, the method of their revival having been interrupted by the PCs.


 

The Deathless

 

Encounter Level Difficulty: Hard (1150 XP)
5 PCs
Party Level 1

Setup
The necromancer is performing unholy rites over a large mass of flesh and chains. The skeletons are draped in various macabre poses, as if serving as models for anatomy. 

This encounter includes the following: 
4 Decrepit Skeleton (level 1 Minions)
1 Zombie Abomination (level 4 Solo Brute)
1 Crazed Necromancer (level 4 Controller)

Tactics
When the PCs arrive, the skeletons come to life, rushing in to defend their master as the necromancer tries to buy time. When he is bloodied, the creature he was working on finally comes to hideous unlife: The Zombie Abomination. He is a solo monster, so if the players look like they're having trouble, you might rule that he is unable to use his reanimation ability if the necromancer is already dead.

 

So those are the four 'combat encounters' I have planned for the intro adventure.  I'd like to include a fifth 'skill challenge' encounter but I'm really not sure how.  I am intrigued by the idea of skill challenges but I've read so much about them that I'm a little intimidated by them. The math, the mechanics... I've seen them implemented very badly and heard examples where they are great.  I just don't feel familiar enough with them yet to have a good intuitive way to build them.  I think eventually I'll just curl up with the DMG2 and break down and really read that chapter about skill challenges.  Maybe I'm making too big a deal of it?  I tried to include skill elements in the third encounter, and changing the win condition from 'kill everything' to more of a 'seize this spot and do some skill checks while holding off the zombies'. 

 

Any suggestions on encounter building? On skill challenges?  I'm certainly open to improvement! I know the adventure seems a bit cliche right now but we're new enough to d/d that cliche doesn't really exist for us yet.  The old classics are still fresh, which is a nice experience.  


 

5 Comments - Leave a Comment
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Fri, 04 Dec 2009 02:14:51 -0600 http://community.wizards.com/elwen/blog/2009/12/04/fear_of_skill_challenges_lazy_or_fear_of_the_unknown http://community.wizards.com/elwen/blog/2009/12/04/fear_of_skill_challenges_lazy_or_fear_of_the_unknown Okay I have finished designing the first four encounters of my first adventure, which I decided would be about undead.  I chose them for two reasons: It makes divine characters feel awesome when they get to use their channel divinities to send undead packing (my poor elven cleric has been using hers to get a +1 on a saving throw or attack roll), and two, because we've played the beginning of Keep of the Shadowfell and the Fallcrest adventures and I think the players are tired of kobolds and their wily traps.

So I decided one of the story threads will be about a once powerful kingdom on the decline (very points of light theme) with an aged king whose son and only heir was recently killed in some sort of...something.  Border skirmish? Freak accident? I haven't decided yet.  I want the majority of my 'villains' in the campaign to not be cookie cutter evil, that is to say, to have intentions that may be good but are twisted and eventually make them into villains.  I'm thinking the king, desperate to preserve his dynasty and keep the kingdom from civil war, is going to go over the deep end a little at the death of his son and start turning an ear to people he would have never given any thought to before.

Enter the Cult of the Undying, (or maybe a less evil sounding name...).  They're gaining popularity in a kingdom on the decline, especially among the poorer classes who are desperate for hope.  They promise eternal life to their faithful, and their recruits are growing daily.  The king will make some sort of deal with them that will put him into the villain role for this story thread.  Maybe he'll become a lich or be a pawn of one.. Again lots of details to iron out.

 

But for the first adventure, the heroes will be asked to investigate grave robbing, they'll eventually find a way to catch them in the act (skill challenge here?) .

What follows is a delve style adventure.  I still need to design the maps but here's the rough notes (minus statblocks and other copyrighty stuff)

Encounter 1

 

Grave Robbers

 

Encounter Level Difficulty: Easy (450 XP)
5 PCs
Party Level 1

Setup
The cultists have their dogs on leashes and are using them to sniff out freshly buried corpses. When they see the PCs, they let go of the leashes and the dogs rush forward hungrily. 

This encounter includes the following: 
3 Starved Dog (level 1 minions)
1 Human Cult Initiate  (level 2 soldier)

2 Cultist Darkblades  (level 2 skirmishers)

 

Tactics

They gang up on two at a time, using their ability to gain combat advantage without flanking to pour out the damage as fast as possible. They target lightly armored foes first, if possible. The dogs attack whichever PCs are closest.

The point of this is to let them realize that its a cult and not just random graverobbers.  Clues as to the whereabouts of their underground meeting place should be left behind, which will lead them to the next encounter eventually.

 

Hint of Corruption

 

Encounter Level Difficulty: Standard (725 XP)
5 PCs
Party Level 1

Setup
Bairwin is giving a sermon to the assembled cultists, preaching them the true path to immortality. "Whosoever layeth down their life for their brothers shall find it again." When the PCs burst in, he shouts "Heretics! My brothers, show your faith!" The congregation attacks.


This encounter includes the following: 

1 Human Cultist Archer (level 3 Artillery)

1 Human Cult Fanatic (level 3 Brute)

1 Bairwin, Cult Leader (level 3 Controller)

1 Human Cult Devotee (level 3 Soldier)

4 Human Cult Acolyte (level 1 Minions)


Tactics

The Cultist Archer stays within 5 squares of Bairwin in order to grant him +2 to hit from his longbow attack. 

Bairwin focuses on blinding other ranged attackers first, using Darkness Unleashed if any melee opponents reach him.

The Fanatic and Devotee work to cut off melee opponents from reaching Bairwin.

The minions swarm the PCs, taking advantage of Mob Rule to get a +2 to their defenses.


 

 

The Undying Faithful

 

Encounter Level Difficulty: Standard (625 XP) - Too Hard (1250 XP)
5 PCs
Party Level 1

Setup
The acolytes are arranged in a star formation in a mystic circle. They are there to be sacrificied, to achieve 'immortality' and have no fear of death. The Underpriest and Archers are on a ledge above the circle. The Underpriest is chanting (Religion check DC 10 to recognize it as a necromantic rite of sacrifice). 

This encounter includes the following: 

2 Human Cultist Archers (Level 3 Artillery)

5 Human Cult Acolyte (Level 1 Minions)

1 Orcus Underpriest (Level 5 Controller)

and possibly:

5 Zombies (Level 2 Brutes)


Tactics
This is a standard encounter that can quickly become a hard encounter depending on how quick the PCs are to start slaughtering the minions. The minions are there to die, and will eagerly throw their lives away while standing in the magic circle. Anytime a corpse is in the circle at the start of the Underpriest's turn, he will spend his standard action chanting and activating the runes of Orcus engraved in the circle. (Religion Check, DC 15). At the end of his turn, any corpses within the circle will rise as Zombies that act last in the initiative round.


If the players kill all the acolytes, all is not lost. Make it clear that the zombies seem to be connected to the circle through an aura of dark necrotic energy.  The ritual of their creation is not complete. A mini skill challenge during combat can be used to cut off the Negative Energy that is infusing the corpses, causing them to collapse.  One player will have to stand where the Underpriest is standing and succeed at a Religion or an Arcana check (standard action, DC 15) three times.  Insight and Perception (as minor actions, DC 12),  as well as any other skills the players can justify,  can be used to assist the player making the religion or arcana check, with a success granting a +2 bonus.  Being grabbed by a zombie makes the counter ritual impossible, so the players not involved in the skill check will have to do their best to protect the one doing it.  Success means the zombies collapse back into lifeless corpses, the method of their revival having been interrupted by the PCs.


 

The Deathless

 

Encounter Level Difficulty: Hard (1150 XP)
5 PCs
Party Level 1

Setup
The necromancer is performing unholy rites over a large mass of flesh and chains. The skeletons are draped in various macabre poses, as if serving as models for anatomy. 

This encounter includes the following: 
4 Decrepit Skeleton (level 1 Minions)
1 Zombie Abomination (level 4 Solo Brute)
1 Crazed Necromancer (level 4 Controller)

Tactics
When the PCs arrive, the skeletons come to life, rushing in to defend their master as the necromancer tries to buy time. When he is bloodied, the creature he was working on finally comes to hideous unlife: The Zombie Abomination. He is a solo monster, so if the players look like they're having trouble, you might rule that he is unable to use his reanimation ability if the necromancer is already dead.

 

So those are the four 'combat encounters' I have planned for the intro adventure.  I'd like to include a fifth 'skill challenge' encounter but I'm really not sure how.  I am intrigued by the idea of skill challenges but I've read so much about them that I'm a little intimidated by them. The math, the mechanics... I've seen them implemented very badly and heard examples where they are great.  I just don't feel familiar enough with them yet to have a good intuitive way to build them.  I think eventually I'll just curl up with the DMG2 and break down and really read that chapter about skill challenges.  Maybe I'm making too big a deal of it?  I tried to include skill elements in the third encounter, and changing the win condition from 'kill everything' to more of a 'seize this spot and do some skill checks while holding off the zombies'. 

 

Any suggestions on encounter building? On skill challenges?  I'm certainly open to improvement! I know the adventure seems a bit cliche right now but we're new enough to d/d that cliche doesn't really exist for us yet.  The old classics are still fresh, which is a nice experience.  


 

5 Comments - Leave a Comment
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0
A Brand New Day I took the plunge today.  I'm officially an "Insider", able to play with all the toys Wizards keeps teasing me with on their page.  Living in a tiny village in southern France has left me with a lot of time on my hands and no creative outlets, so I broke down and signed up.  The Dragon and Dungeon magazines are nice, but the real gems are the adventure tools and character builder.  I'm all excited now to start writing my first official 4e campaign!

To begin, I wanted to try a system I read about on the Critical Hits blog  (www.critical-hits.com/2009/06/02/the-5x5... ).  Because I want my campaign to be character driven, each of the five major storylines on the grid will be based around a character, highlighting his or her backstory, goals, family, or something along those lines.  Basically its a quest designed for the character, to put her in the spotlight.  Then, using the system described on the Critical Hits blog, I will weave the threads of the story together in order to make an overarching story!  (The Radio Free Homlett podcast talks about this idea too, so if you want some examples of how this could work, check out their latest episode at www.d20radio.com!)

There are a couple of downsides to this.  For one, I will need fleshed out, detailed and deep characters from the players, which means they will need to put a little more work into it than simply selecting background: Auspicious Birth and printing up a character sheet.  Of course, if they actually do this, I think they'll end up more attached to the characters and therefore enjoy the campaign, so it should improve the game if they'll actually do it.

The second problem is that the players I play with can sometimes be a little flakey.  If someone misses a few sessions and those days are the days I had the storyline focused around their character, it could be very bad.

Other than that, I'm excited to try to make it come together.  I have several months before I'll be returning to the States, so I have plenty of time to brainstorm and plan.  And with the Monster Designer in one hand and the Encounter Builder in the other, I'm having a good time writing up the level one adventure to start it off!  What used to be a chore is actually a lot of fun with DDI...  In fact, 4e, even without the electronic tools, has made DMing a lot more enjoyable even in the planning stages.  But that's a topic for another post.  

Wish me luck!

-Elwen

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Wed, 02 Dec 2009 01:11:47 -0600 http://community.wizards.com/elwen/blog/2009/12/02/a_brand_new_day http://community.wizards.com/elwen/blog/2009/12/02/a_brand_new_day I took the plunge today.  I'm officially an "Insider", able to play with all the toys Wizards keeps teasing me with on their page.  Living in a tiny village in southern France has left me with a lot of time on my hands and no creative outlets, so I broke down and signed up.  The Dragon and Dungeon magazines are nice, but the real gems are the adventure tools and character builder.  I'm all excited now to start writing my first official 4e campaign!

To begin, I wanted to try a system I read about on the Critical Hits blog  (www.critical-hits.com/2009/06/02/the-5x5... ).  Because I want my campaign to be character driven, each of the five major storylines on the grid will be based around a character, highlighting his or her backstory, goals, family, or something along those lines.  Basically its a quest designed for the character, to put her in the spotlight.  Then, using the system described on the Critical Hits blog, I will weave the threads of the story together in order to make an overarching story!  (The Radio Free Homlett podcast talks about this idea too, so if you want some examples of how this could work, check out their latest episode at www.d20radio.com!)

There are a couple of downsides to this.  For one, I will need fleshed out, detailed and deep characters from the players, which means they will need to put a little more work into it than simply selecting background: Auspicious Birth and printing up a character sheet.  Of course, if they actually do this, I think they'll end up more attached to the characters and therefore enjoy the campaign, so it should improve the game if they'll actually do it.

The second problem is that the players I play with can sometimes be a little flakey.  If someone misses a few sessions and those days are the days I had the storyline focused around their character, it could be very bad.

Other than that, I'm excited to try to make it come together.  I have several months before I'll be returning to the States, so I have plenty of time to brainstorm and plan.  And with the Monster Designer in one hand and the Encounter Builder in the other, I'm having a good time writing up the level one adventure to start it off!  What used to be a chore is actually a lot of fun with DDI...  In fact, 4e, even without the electronic tools, has made DMing a lot more enjoyable even in the planning stages.  But that's a topic for another post.  

Wish me luck!

-Elwen

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