Community

    I Want to Hire You

    Wednesday, January 27, 2010, 3:43 PM

    A new job posting for an RPG Editor just went up on the Hasbro job site.

    tbe.taleo.net/NA4/ats/careers/requisitio...

    This person reports directly to me, so I have a vested interest in (and significant influence on) the result of this hiring process.

    I want to hire a talented, experienced editor with a love of games and at least a basic knowledge of D&D (or similar games).

    I'll be honest: I'm not looking to hire someone for their first editing job. I don't require you to have professional RPG editing experience, but if you can't cite something related to the job duties on your resume, I advise you to look elsewhere for your opportunity to "break into the industry."

    If you think you have what it takes, submit your resume now!

    Good luck!

    0 (0 Ratings)

    Meet Andy Collins on December 8

    Tuesday, December 1, 2009, 4:01 PM

    One week from today--that's Tuesday, December 8--I'll be at the University of Washington bookstore to sign copies of the Player's Handbook and PH2.

    I'll be joined by James Wyatt and Jeremy Crawford; together we'll talk about working on D&D, tell you our favorite parts of the game, and even answer a few of your burning questions. I'm also told that the event will feature some gamer swag, but I have no details on that.

    The event starts at 7 PM and runs about an hour or so.

    Here's the address: University Bookstore, 4326 University Way NE, Seattle WA 98105.

    If you haven't yet picked up your holiday bundle--that's the PH and PH2 for the price of a single book--this is a great opportunity. It's also a great gift for that stingy player who won't keep his greasy fingers off your books, or for that special gamer in your life.

    See you next Tuesday!

    0 (0 Ratings)

    BLACKMERE: Crossover Recap

    Monday, November 16, 2009, 10:58 AM

    [WARNING: Potential spoilers for the heroic-tier section of the Scales of War adventure path below.]

     

    As mentioned previously on this blog, we brought all three groups playing in my current D&D campaign together recently for one massive session. Each of the previous sessions ended with the group stepping through a portal to the Elemental Chaos, where they stood before a great obsidian tower floating on a sea of fire.

    Due to some illnesses & other conflicts, we ended up with 12 players (plus 2 Dungeon Masters) for most of the game, with one player leaving before the final battle.

    We began with an hour of pure role-playing, as the 14 characters (Greg & I each play in each other's games) got to know each other. I've been comparing this to "Avengers meet X-Men meet Fantastic Four" but it's really more like when DC would run their "Justice League of Earth-1 meets Justice Society of Earth-2" crossovers (and yes, I understand how old that makes me).

    To incent conversation and sleuthing during this hour, each player received a note card with some tidbit about another one of the characters. These notes were designed to pique their interest--"So-and-so seems familiar to you, as if you've met her before" or "While standing near so-and-so, you get a very bad feeling."

    In a couple of cases, however, the interest didn't really have to be manufactured.

    The characters from the Depths campaign recognized Boldrik (the dwarf cleric with the Echoes group) as having adventured with them a couple months earlier, during their explorations of a ruined keep. They described watching Boldrik being pulled into a dark portal by inky black tendrils of shadow, never to be seen again...until now! 

    When confronted with this recognition, Boldrik's player simply looked blankly at them. "I've never met you people before. What are you talking about?"

    But that mystery would have to wait, because Boldrik and his allies in turn recognized a member of the Depths team: Talerron, the eladrin swordmage who had tried to kill them several weeks ago while working for the dark creeper named Modra!

    A tense standoff occurred, with the two teams of adventurers poised to draw weapons. Talerron claimed no memory of his accusers, but even his allies know very little about the eladrin's background before showing up in town a month ago, and what they've heard hasn't exactly made them comfortable.

    Still, he's been a loyal comrade, and they weren't ready to turn him over to a bunch of complete strangers.

    Eventually, Boldrik and his allies realized that they had more important work in front of them, and agreed merely to keep a close eye on the eladrin.

    At that point, a wounded tiefling staggered toward the characters from the direction of the tower. Hammoth, the warforged fighter from the Echoes group, recognized the newcomer as Akmenos, a tiefling warlord who had briefly adventured alongside them before returning to the Shadowfell to insert himself into the Emissary's service and learn more about the vile shadar-kai's plans.

    Akmenos described the challenges that lay before the characters:

    1) To stem the tide of blood chaos flowing into the world, they must destroy the central controls. This task would require a team of smart, stealthy types (to slip past the many guards, deactivate the traps, and then destroy the controls).

    2) To locate the prisoners they sought to rescue, they must descend into the toxic caverns beneath the tower and defeat the many tough guards. This task would require not only muscle, but physical stamina to survive the poisonous vapors and boiling magma.

    To make matters more difficult, destroying the blood chaos controls would flood the lower caverns, killing all the prisoners, while rescuing the prisoners would raise an alarm throughout the tower, bringing many more guards to protect the controls.

    The two tasks would have to be accomplished...simultaneously.

    Throwing D&D Rule #1 (Never Split the Party) out the window, the group divided itself into two strike teams:

    Team Heavy Metal: Vargach (dragonborn paladin of Kord), Hammoth (warforged fighter), Boldrik (dwarf cleric), Midgard (dragonborn paladin of the Raven Queen), Bahamus (dragonborn fighter), Alandir (half-elf warlord), and Einaar (dragonborn paladin of the Raven Queen).

    Team Discovery Channel: Brinjac (human warlock), Cyrik Bloodweaver (eladrin wizard), Indulgence (tiefling warlock), Talerron (eladrin swordmage), Urendil (eladrin wizard), Skarakas (tiefling warlock), and Ash (human ranger).

    I served as DM for Team DC, while Greg ran Team HM. We'd expected a split more-or-less like the one they came up with, and crafted the upcoming encounters accordingly (for instance, lots of minions for my group, lots of soldiers and brutes for Greg's).

    Each team ran through two combat encounters (I added a skill challenge to my session to represent sneaking through the tower), culminating in the achievement of their team's goal. Amazingly, the two groups finished within 60 SECONDS of one another.

    Then the two groups came together for one last knock-down, drag-out fight with the Emissary and various goons and allies, including five elites, nine standards, and 20 minions.

    After about 4-1/2 hours of speedy play--early rounds took about 20 minutes, late rounds about 10--the battle was over and the characters victorious.

    After saying a few farewells, they realigned the teleportation circles that had brought them to the Elemental Chaos and returned to their respective homes. The threat of the Emissary that had plagued each of the campaigns was ended...but the mystery of what entity lay behind these plans still remained.

    Overall, the game was a great success. It ran even more smoothly than we'd hoped (I'd feared 30+ minute delays between turns for the final combat). While it's not something I'd want to do often, I can definitely see running another game like this in the future.

     

     

    0 (0 Ratings)

    BLACKMERE: Crossover Update

    Tuesday, November 3, 2009, 2:03 PM

    We're now only four days away from the 15-player, 2-DM crossover session bringing together the players of three different groups for one massive game.

    Greg--the other DM--and I have been talking about various methods of organizing and managing the session. Here are some of the ideas we plan to implement on Saturday:

    Split the Party: I know that we've been telling folks all year to "Never Split the Party," but it's OK--in the words of the Mythbusters, "We're what you call experts."

    After an initial "get to know the other teams" segment, the group splits into two separate teams, each with its own objective(s) for the next 3-4 hours. Rather than impose a specific division, we've built objectives that will inform the players' decision on how they divvy up the teams. Greg and I have some inkling of how the split will line up--and we've built the ensuing encounters accordingly--but we know enough about D&D players to expect surprises.

    A group of 7-8 players is still more than we're used to, but it's close enough to the familiar group size to be manageable without drastic changes to play style.

    Name Tags: Not only do most of these characters not know each other, some of the players barely even know each other! Each person gets a pin-on badge with character name, race, and class, helping both the players and the DM remember who's who.

    Average Damage: We've asked the players to arrive with average damage calculated for all their at-will and encounter attack powers. Even 15-30 seconds saved on each player's turn adds up to a much faster round when you're talking about 15 players.

    You still get to roll damage for your daily attack powers (and for your crit dice), which means that rolling damage is for Very Special Moments.

    Resource Chips: We've been using color-coded poker chips for tracking action points and daily item uses for a while now--passing them out at each milestone, collecting them when they're used in combat--but we're taking it up a notch for Saturday.

    I dug out a stash of old plastic chips (we normally use hefty clay chips) and used a Sharpie to label them: reds are Action Points, blues are Items, and whites are Daily Attacks.

    "Wait a minute," you're saying. "Daily attack powers aren't milestone resources!" That's true, but we realized that we didn't want 15 10th-level characters saving up all their daily attack powers for the last fight--it makes the fight too swingy and unpredictable.

    So we're instituting enforced rationing of daily attack powers: You get to use one per encounter. Since the characters are 10th level, that ensures the dailies will be spread out over at least three different encounters. That makes each encounter more predictable to run--and allows each character to shine at least once per fight--but still allows plenty of daily attack sauciness in each scene.

    Whiteboard Initiative: While I prefer initiative cards held by the DM, allowing the players to see when their turns are coming up should help keep folks focused on the action. We'll put a player in charge of tracking initiative to free up the DM's attention for running monsters.

    Clipboards: Even in the smaller groups, we won't have enough table space for everyone's character sheets. So each player gets a clipboard to ensure you always have a writing surface and your pages stay together.

    As an extra benefit, we've picked up legal-size clipboards, and we'll be using the extra space below the character sheet to stick the resource chips on with putty. That keeps the chips from getting lost and reminds you of your available resources!

     

    If you have other tricks that have kept your big groups running smoothly, post 'em to the comments!

     

    0 (0 Ratings)

    BLACKMERE: The Big Crossover

    Tuesday, October 20, 2009, 9:09 AM

    As readers of my previous Gleemax blog may remember, I started a somewhat experimental D&D campaign last year: Three groups of players, three DMs, all playing in different parts of the same campaign world (my homebrew "Blackmere" setting) simultaneously.

    So far, the campaigns have gone well, and we've reached the end of the heroic tier. Along the way, one of the DMs had to drop out, so I've taken over running a second group (while still playing my exuberant warlord, Tyrellius Vex, as an NPC).

    Coming up in just a few weeks, however, is the event that we've been promising the players since the start: a crossover game featuring all three groups working together against a common foe. Think "Avengers meet the X-Men meet the Justice League" and you'll get it.

    By my count, we're looking at 14 or 15 players plus 2 Dungeon Masters to keep the action going. Right now, Greg and I are planning to split the groups for the first two encounters (after the obligatory meet & greet outside the "dungeon"--we've elected to skip the slightly less obligatory "the good guys fight each other before they realize they're on the same side" scene), then bring them back together for one gigantic battle.

    We'd originally considered imposing a particular division of characters for the opening encounters, but we've since decided to let the players make that call (after providing them with appropriate information about what skills and talents will be needed in each direction). Our hope is that the groups split up into very non-traditional parties (controllers and strikers one way, defenders the other), 'cause that'd be fun to watch, but no matter what we're ready for them.

    Or at least we will be, since I still need to finish writing up the encounters.

    And while we have plenty of ideas about how to keep big groups going--public initiative, average damage rolls for everything but daily attacks, two DMs running subsets of the monsters--I'm curious how you've dealt with similar situations in the past.

    How did you keep big groups from bogging down? What worked, and what didn't work?

    Post your ideas in the comments, and I'll come back after the session and tell y'all how it went.

     

    0 (0 Ratings)