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    Worse than a TPK; discontent!

    Friday, January 8, 2010, 8:16 PM

    Sev and Yuriel survived the goblin assault on Brindol and captured their own prisoner, who was summarily executed by the grim and impulsive revenant. Despite finding the pair somewhat malign, one of the Town leaders have offered a reward for the rescue of folk abducted by the goblins and return of some old war relics.
    Proof of eradication of the goblins will result in even more financial reward.
    I wanted to include Keys from Sweet20, but met with some resistance from one of my players, compounded by his sister's choice of the Key of the Guardian which rewarded her with XP each time her ward (her brother's character, naturally) was in a scene with her. He chose a less rewarding Key and one that didn't mesh well with his character concept (in my opinion), namely Key of the Foolhardy Hero.
    So, after some bellyaching, I offered the option of using FATE's Aspects - this was met more positively.
    Sev:
    Bloodthirsty
    Amnesiac
    "Deader than you"
    Yuriel
    Compassionate
    "Hmm, let me just have a look over there"
    Reckless
    I am really unsure about Yuriel's first Aspect - it doesn't easily rest in my mind with her dark past - perhaps it can be seen as her way of compensating for her inherent nature?
    After some discussion with the Fae-touched (Half-elves) Councillor Troyas, they consolidate the information they know;
    1. The gobs are led by Sinruth.
    2. They goblins number upwards of 200 and are camped around some ancient ruins (Ravenroar).
    3. The relics are magical in some way and will strengthen Sinruth's forces.
    4. The prisoners will be used to cement a pact with some undead monstrosity beneath the ruins of Ravenroar.
    They also know of the Orc problems in the west and the Dwarves seeking help for Overlook. They noticed the raiders bore high quality equipment, better than the usual gear employed by Goblin and Hobgoblin groups.
    After all this talky talk, Sev's player told me he wasnt having much fun - I think in part due to my imposition of Keys and then Aspects and also by all the talk. He appears to be a Butt-Kicker/Logistician at heart. His sister seems more interested in Story and Exploration.
    So, my options are:
    -Press on with Scales of War in 4E, perhaps abandoning Aspects
    -Start a Burning Wheel game instead (perhaps still using D&D toys like Revenants, Drow & Githzerai and the AP itself)
    -Play a game of The Shadow of Yesterday with his sister (and her friend) and maybe do a 1:1 game (D&D or BW) with Sev.
    Cogitating and discussion will continue...

    Sev and Yuriel survived the goblin assault on Brindol and captured their own prisoner, who was summarily executed by the grim and impulsive revenant. Despite finding the pair somewhat malign, one of the Town leaders have offered a reward for the rescue of folk abducted by the goblins and return of some old war relics.
    Proof of eradication of the goblins will result in even more financial reward.

    I wanted to include Keys from Sweet20, but met with some resistance from one of my players, compounded by his sister's choice of the Key of the Guardian which rewarded her with XP each time her ward (her brother's character, naturally) was in a scene with her. He chose a less rewarding Key and one that didn't mesh well with his character concept (in my opinion), namely Key of the Foolhardy Hero.

    So, after some bellyaching, I offered the option of using FATE's Aspects - this was met more positively.

    Sev:

    Bloodthirsty

    Amnesiac

    "Deader than you"


    Yuriel

    Compassionate

    "Hmm, let me just have a look over there"

    Reckless

    I am really unsure about Yuriel's first Aspect - it doesn't easily rest in my mind with her dark past - perhaps it can be seen as her way of compensating for her inherent nature?

    After some discussion with the Fae-touched (Half-elves) Councillor Troyas, they consolidate the information they know;

    1. The gobs are led by Sinruth.

    2. The goblins number upwards of 200 and are camped around some ancient ruins (Ravenroar).

    3. The relics are magical in some way and will strengthen Sinruth's forces.

    4. The prisoners will be used to cement a pact with some undead monstrosity beneath the ruins of Ravenroar.

    They also know of the Orc problems in the west and the Dwarves seeking help for Overlook. They noticed the raiders bore high quality equipment, better than the usual gear employed by Goblin and Hobgoblin groups.

    After all this talky talk, Sev's player told me he wasnt having much fun - I think in part due to my imposition of Keys and then Aspects and also by all the talk. He appears to be a Butt-Kicker/Logistician at heart. His sister seems more interested in Story and Exploration.

    So, my options are:

    -Press on with Scales of War in 4E, perhaps abandoning Aspects

    -Start a Burning Wheel game instead (perhaps still using D&D toys like Revenants, Drow & Githzerai and the AP itself)

    -Play a game of The Shadow of Yesterday with his sister (and her friend) and maybe do a 1:1 game (D&D or BW) with Sev.

    Cogitating and discussion will continue...

     

     

     

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    A neat tool for game prep, and let me tell you about *their* characters...

    Wednesday, January 6, 2010, 6:23 AM

    I have been scouring the web for advice and suggestions regarding the "Scales of War" adventure path from Dungeon magazine. All the links and scraps of text are dropped into a mindmap (I'm using Personal Brain on my mac). I think there is a gimped free version for people to try.

    I have two players in my D&D game, my teen kids. Their characters seem to die a lot, and I really hope this latest batch lasts:

    My son's character is Severance (I will be calling him Sev), Drow Revenant Darkpact Warlock, and his sister in playing Yuriel (Yuri, or El?) a Cindersoul Genasi Swordmage. Both of these guys have a dark edge to them that I really like.

    I asked them both to describe their appearance and also one item that they treasured that was not a weapon. I got two pieces of jewelery;

    1. Sev's Black necklace, material unknown, and fashioned in a way unknown to craftsmen of this age. He remembers little of his past life, but is certain this necklace is a clue to the purpose behind his return to the world from death.

    2. Yuriel's Hellcrown, a tarnished metal diadem she never removes (and perhaps cannot) that she believes holds her inner evil nature in check.

    In my mind, I am using the Downer comic as a style reference for this game. Man I love that comic.

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    Lord Dragon Praath, the Halforc Cleric and the mercenary Dragonkin fighter.

    Sunday, September 13, 2009, 3:12 AM

    So, after the ignoble deaths of our last heroes, we meet Karash and Mishaan, wanderers across the Dragon Sea. The Dragonkin mercenary Mishaan seeks a fortune and an army to free her people from the tyranny of Waurmaug. Karash, a heretic Cleric of Bahamut, mysteriously arrived from a foreign land, follows the voice in his head to disrupt and destroy the worship of Tiamat.

    This unlikely pair have followed an emissary of Tiamat who has sought audience with Praath the Green Lord. Thwarted in their efforts to kill the emissary prior to the meeting, our 'heroes' instead have decided to investigate "The Broken Tower". This is a basalt ruin in the jungle, forbidden to all by order of Praath.

    I have in mind some ferocious winged apes and an ancient treasure... but WHY is Praath keeping everyone away? An ancient binding or occult treaty with the ancestors of the degenerate ape-people? Yeah, that sounds good...

    More later!

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    Skill Powers?

    Friday, September 4, 2009, 6:45 PM

    Hmm, the new skill powers article certainly leaves me a little ambivalent. I worry (like martial powers actually) that creativity in action will be limited by these.

    I suppose its like the old-schoolers' argument against having thieves and skills in od&d. The idea being that such structures actually stifle creativity. 

    Having skill powers means that, at some level, players might be less likely to consider attempting such things except within the purview of that power. I worry that such innovative strategies might not even be considered unless they have that power.

    I love p42 of the DMG, but it feels like a poor second cousin to the powers. Part of me (the grognard, thus the tag) wonders about just getting rid of powers & skills altogether... but I suspect I'd be throwing out the baby with the bathwater, and I *sure* wouldn't be playing 4E anymore...

    Anyway, I'm just musing... Ruminating about an old school game.

     

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