Showing posts with label City of Kings. Show all posts
Showing posts with label City of Kings. Show all posts

Sunday, July 25, 2010

The End of Time Itself!

In my life, I think it is fair to say that I have GMd far more than I have played in roelplaying campaigns. Therefore the instances where I actually finish a campaign as a player are few and far between. As a group, we finished Pendragon at a natural finishing point, but we didn't finish the campaign. We wanted to play the Great Pendragon Campaign but in the end we got to the crowning of Arthur. It was awesome, but fell short of our goal. This month, we finished our two year D&D 4e epic and I wouldn't be exaggerating to say that it left me a little speechless at the end.

The campaign itself has been documented here so I won't go into the detail of the story. Rather I want to discuss what I felt went on around the table and the way that this has changed the way I look at campaigns.

Regardless of how much you try to dress up the functions in new fangled terminology, the GM still informs much of the structure and the detail of a campaign. Andrew has done a superlative job here, conjuring a world with a deep mythology, engaging environment and stimulating characters in jaw dropping detail and morever consistency. Indeed it is that level of consitency that faces Ian and I, as the next two GMs (and Ian moreso that me, I admit) as the first hurdle. As a group, for ten years, I feel we have striven to raise our gaming barrier again and again. Andrew has really pushed it this time.

He doesn't get all of the credit however! I think everyone around the table contributed massively both on terms of creativity and also patience and willingness to stand back and let someone else have the spotlight when needed. The characters stories were told from humble beginnings to mythic endings because they were given space to breathe and grow. A willingness to find story level compromise when the obvious resolution could have caused undue conflict helped, as did a willingness to remember the themes of the story and the characters. Add to that a willingness to thrown some fuel onto Andrews bonfire through some brainstorming sessions and it all worked really well.

So how does this effect us? Well, for me at least, I get the feeling this may be the 'last great campaign'. As we grow older it's becoming increasingly difficult to get the timings right for regular games and committing a year or more to one game simply becomes more and more unlikely. I'm not for a moment suggesting that I won't play in any more campaign games, just that these long games may be a thing of the past.

I think it's also safe to say that we have firmly established our group style. I don't think this has come solely from this game but it has been crystalised. It would be useful for future GMs to reflect on this and see what worked so well.

I think one of the lessons that we can also learn, almost contradictory to that previous one is that we aren't as stuck in our ways as we thought! Figures? Maps? Battleboards? Two years ago we would have scoffed that they were worthless ephermra - now we love them. I don't care that my figure for Morn is some sort of uncommon bugbear, in my eyes he represents Morn, He Who Stood, the Unfettered God, Immortal Champion and Protector of Humanity. I wonder if we will be seeing figures and zone maps in FATEing Suns or Dresden?

Well, another page turns in the old roleplaying hobby - its an exciting period now, as we settle into a new game.

Monday, March 22, 2010

Best Game Ever?

So we played D&D on Sunday. Nothing strange there, we do it every other week. What was strange was whilst the players walked away from the game we were in some state of utter shock. Was that one of the best sessions of the game we have played? Yes. Was it the best game I have ever played in? Quite possibly.

So, what brought this around? Lets see.

The story revolved around the heroes - God-killing Demigods now, set on a path to end this reality and shape the new one in their image, we were leading our massed armies against a corrupt risen Primordial with fatal intentions. We had to cross a desert, battle with our forces, breach a trans-dimensional oasis and twat the Lord of Life and Sun into so much celestial pulp. That was the quick version. Now it gets interesting.

The first thing that made the game awesome was that we had a choice to make. Kill or Banish. Kill and there would be consequences - we would be killing one of the fundamental forces of reality. We've already done for the Primordial of Dream and now no-one dreams. Banish and he would be back again and that was really not part of the plan. However, we also had the chance to redeem his corrupt soul, but that might sunder the oasis. It was very complicated and involved some proper thought. It was good.

Then consider the battles - a skill challenge, but a truly epic one, in two parts. The stabilisers are off in this part of the campaign and it shows. My fighter was hurling rocks down the throats of draconic monsters to save stranded dwarf Battle Golems from a deadly swamp etc. Really great imagery. We aced both skill challenges (six successes, no fails). Our house rule is that if we ace a skill challenge, we can establish a campaign truth. These are AWESOME editing tools. We had two. This was always going to be good.

The first one we used to allow Artemis, the God Hunting Ranger, to be able to 'become one' with the Oasis, overruling the GMs previous statement that we would lose it when we killed the Primordial. The PC could step in and take his place. Instant awesome and bless Andrew for agreeing. We used the second to dictate that when he did that, the roots of the World Tree (Which was based in the Oasis) showed the way to the other 'safe havens' that we knew existed - these are essentially our secret weapons in our battle and now we have them in our sights. Its big, high risk stuff. However, the GM added that the Oasis was now a God Free Zone and those of is with Avatar or DemiGod epic destinies were banished. Poignant.

And still we aren't at the awesome.

Two years ago I wrote the Sun/Moon myth of the world based around my old god, The Unfettered God. Hidden Moon was tricked by Th Unfettered God to always be chasing her love, Blazing Sun. Since then we have discovered that TFG was a false god, a demon and all his oaths were false and worthless. Morn (my character) was his paladin and a couple of sessions ago I utterly destroyed him.

Hidden Moon appears before the battle and asks Artemis (the ranger) to save her husband, Blazing Sun, the son of the Primordial from the upcoming slaughter. This came out of the blue and Andrew had to remind me what I wrote. After that it just became a rollercoaster. In the midst of the battle, Morn reveals that she is no longer bound by the tricked oath and she can be together with her husband. We defeat the tainted Blazing Sun and instead of killing him, I release him too from his oath and he ascends to the heavens and for one day only, the Sun and the Moon appear in the sky together, reunited in their love.

Awesome enough for you? You ain't seen nothing yet!

So we continue on, kill the primordial (in a very fruity three phase battle), take the Oasis and generally bask in our awesome. Andrew then drops the bombshell. As the Sun Lord has passed, the world wakes up to perpetual twilight. The sun is diminished and its light no longer touches the world - only the moonlight. And then we realise the impact of this. We had just reunited these aeons-parted lovers for one moment, only to tear them apart eternally due to our actions. We had reflected earlier that everything we touch seems to end in pain and destruction and wow, this one really was.

To cap this off, I think we all just clicked when it came to at the table play. This was big stakes stuff and it really did feel right. After reflecting a little about how things played out, two things struck me.

Firstly, this was so nearly a game of Fate. We were, effectively, playing a game of Aspects and Compels but in D&D. If we could make something more complicated, or awkward, or awesome, we were and in many ways we dialed it up to 11.

Secondly, and this might be a totally wide of the mark call, I believe Andrew, the GM, may have been playing a very good game of 'sit back, listen to the players as they randomly spout idea after idea and then reflect their awesome back into the game'. If he was, he played it superbly.

I remain quite detached from the story at the table when I play. I am not the sort of person that gets 'scared' in a horror game etc. but for the first time EVER I was emotionally moved by this session. Highs, lows, love, betrayal - it had it all. Next session, we deal with the Dragonborn Emperor which should be an equally difficult session - the words 'God Emperor' were mentioned with regard to our Dragonborn PC. Be afraid.

Neil

ps. Yeah, this was D&D 4e, the game you cannot roleplay in. /facepalm

Wednesday, March 17, 2010

And now the End is near....

I haven't posted a lot about our D&D 4e campaign because it is covered elsewhere in excruciating detail, but something struck me about it this morning - the fact that it is coming to an end soon.


Now we know all about this, we have talked about it and in our game planning sessions we have got a pathway of intent laid out to carry us to Level 30 and the End of Time. However, the approaching doom has brought some matters to the fore in my mind.


The first is that there is a finite amount of time to do anything I want to do with this character. I'm not even sure there is anything I need to do, but the pressure of time has made this more apparent in my head. The last thing I would want to do would have the campaign end and something being left loose and flopping.


The second is that we will inevitably start thinking about what we are going to play next and more importantly, what formats our games are going to take. History tells us that we run highly successful long term games (City of Kings, Buffy, Pendragon, Crescent Sea) and have a patchy track record when it comes to shorter campaigns. However, we have a decided desire towards shorter campaigns, I think. As we get older, we have less time to prep and with a table of GMs, we all are willing to have a go. I think we're going to have to have a good hard think about the structure of these games and how we are going to produce things that are (a) runnable, (b) satisfying and (c) sustainable.


The third thing is simply a recognition of the amazing job Andrew has done of taking something as mechanical as D&D4e and turning it into something so smooth and utterly enjoyable. This masterful display of GMing has made me think long and hard about some of the 'theory of roleplaying design' stuff and wonder just how much of the impact at the table of a game is actually down to the players themselves and their ability to play with each other and riff off each others strengths whilst compensating for the weaknesses. This also speaks to the degree that a group, through their underlying social contract will house rule a system, almost instinctively, to suit their needs. For us its things like random death, experience points, money and encumberance - we simply can't be doing with them at all. It might be different things for other players. Hmmm... consider me pondering.

Regardless, this Sunday we go to kill a Primordial and put the proverbial cat amongst the pigeons again. Great game.

Wednesday, December 16, 2009

How Big is Your Gaming Brain?

Dear Games Designers

Please, for the love of God, can you stop including obscure situational passive effects into your games? These things have been the bane of my existence throughout my CCG days and now they are part of my RPG play and they drive me insane.

What am I talking about? Well, in my Raw Deal days there was a card that sat on the table and every time you took damage, you took one less. Sounds good right? Well it is, if you remember that its there but inevitably, you forget and its annoying. There's no takey-backs in most CCGs so you lose out because of your poor memory or ability to be word-blinded by your opponent. Thats a case of playing better in a competitive game though, its annoying but part of the game.

In RPG sense, specifically D&D4e, the first instance are those bloody paragon tier powers that activate when you spend an action point. Now I don't think I'm over-stating the fact that D&D combat is a bit involved and you have to be paying attention and occassionally things get dropped along the wayside. I'm just about getting used to adding in my Pit Fighter bonus to things but I might only do it 50% of the time. Now, Marked Scourge has been errata'd so that it can only be used once per turn. This isn't an action or a spell - this is a bonus effect from a feat that is currently factored into all of my damage. Its a nightmare of forgetfulness.

I can abide having some degree of system mastery in my CCGs, but I hate it in my RPGs. Although D&H/BtQ have some situational modifiers, the card pool generation system allows for a quick sweep of your character sheet and then one flop to resolve a situation. Compare that with the multiple interacting modifiers and actions that can impact on one of maybe five dozen rolls in one combat and I think I'm safe from stone/glass house references.

I propose, if designers are adamant that they want to follow this path, someone design some sort of Roleplaying Brain Training program to remember all of these modifiers!

Tuesday, December 08, 2009

2009 Top Three Gaming Moments

Another year, another selection of what must surely be the most prestigious awards given out in gaming from this blog. Previous winners are here and here and as always I kick off with some honorable mentions

Honorable Mention: Princess Academy YEY! at Conception
I wasn't even playing! As Conception 09 was winding up and I was recovering from a monster bout of flu that had floored me during the entire convention. I was playtesting a great little battle cardgame with Iain McAllister and trying out some 'War on Edam' to no great level of satisfaction. In the rest of the room a gang of mad people were playing Primetime Adventures and just creating the most insane, wonderful madness. Utterly entertaining. Oh, and the Steelers won the Superbowl that night too. Woot!

Honorable Mention: Duty & Honour at Games Expo
So I'm at the end of a very long two-day convention and I am timetabled to run Duty & Honour - and its fully signed up. To be honest, I wasn't in the mood and I was all ready to just cancel and refund the players their cash but, you know, the show must go on. What made this so special? Well, it was because the players were all D&H newbies and they grabbed the game by the scruff of the neck and rode it to a fantastic finish. Players who can turn up at the end of a con and ravage a game within an inch of it's life? Priceless.

Honorable Mention: The Voyage of the HMS Acaster
I was the gaming whore. In order to playtest Beat to Quarters 'semi-blind' I recruited another group of players - Martin, Shane and Nate. These guys have serious gaming and military chops to back up their play, so I was a little nervous about reffing for them but the game couldn't have gone any better. It was only three sessions but I really really got a kick out of it. Things move on and I guess I won't get the chance to play with those guys again but it was a really memorable game.

Number Three: Mouse Guard at Furnace
I have never really 'got' Burning Wheel but I have been very curious about Mouse Guard and I like the comics. Additionally 'Indy Pete' has a reputation of being an exceptionally dynamic GM and I sat and watched him GM at Conception and I wanted a piece of that action. Him and Mouse Guard seemed a perfect match and it was. It wasn't the amazingness of the story that marked this out for me, or the brilliance of the players (it was Sunday morning!). Rather it was an example of how an enthusiastic, prepared and communicative GM can truly inspire you to higher levels of play and understanding. In three hours I learned exactly how the game worked and went straight home and ran the game for my group. It was a watershed moment between me and BW technology!

Number Two: The Irish Rover at Furnace
So I had this idea - why not use Beat to Quarters to run a game based around the Pogues song 'The Irish Rover'? What could go wrong? Its hard to describe really - to say that the group was 'diverse' would be a massive understatement. To say that it was drunken would be an undeniable truth. The game was loud, raucous, bawdy, brutal, imaginative, laugh-out-loud funny, abusive, exhausting magic. People just walked by and then did a double-take, just looking at the madness with an expression of denial. One of the players even put a sign up warning people that the game was not representative of BtQ. It was just mayhem. You know when you hear people talk about games at a con that they have 'heard about'? This was the first time I have ever ran one and it felt soooo good. So tiring, but so good.

Number One: D&d 4E, The City of Kings Heroic and Paragon Tier
Like there was ever going to be anything else in the #1 spot!? Our entire years gaming has been taken up with an utterly brilliant D&D campaign. My paladin has had a crisis of faith and reverted to type as a pit-fighting gladiator and then sortied across the world hunting the hearts of the Primordial Gods in order to open the tomb of the last of these Primordials and slay him in his prison. Morn, the fighter, has grown from a very confused and ignorant brutal character into a stalwart defender and champion of mankind, found his homeland, secured his own niche in the world and is about to ascend to his Epic destiny of being 'He Who Stands Before the Chaos'. The game was been enthralling with every session adding a new twist and turn to the campaign. Anyone who dares say that 4e cannot be used to create excellent, character and story centric experiences is simply ignoring the potential of what is a great system.

So there we go - I wonder what everyone else's will be this year?

Thursday, December 04, 2008

Top Three Gaming Moments: 2008

Here we go again! - you know the score.

Honourable Mention: Spirit of Exalted Lite at CottageCon II

CC2 was a great event, even though I think it is fair to say that some of the games didn't quite measure up to the heights of CC1. My highlight was Andrew's Exalted game, which used the Exalted starter rules combined with some aspects of Spirit of the Century (no pun intended). The game was high drama and played across a massive vista. It certainly laid the groundwork for things to come from Andrew.

Honourable Mention: Horror in Hot War

We played a playtest of Malcolm Craig's Hot War and I tried to run a 'horror' game. Now I have a big problem with horror games and horror in gaming in general, so this was a bit of a challenge. I ran a game called 'The Square' dealing with an isolated survivor community in London which was a facade for a horrendous social pact. I had a great time running the game and we gave the system a good working through. However, the best thing was that I got a real 'eewww!' reaction from at least one of the players and thats the best I have ever managed in a horror campaign. A victory. (I ran the same scenario as a con game as well, and got the same reaction!)

Number Three: The End of Pendragon
Nigel's Pendragon campaign was a roaring success and is currently, I believe, the longest campaign that I have played in. We lived long enough to see the Boy King come to the throne and to help in the formation of his new kingdom. Hell, Sir Brion, my character, even knighted the King! However, these five knights were always doomed to a sorry end and they warred on Cerdic, the saxon pain-in-the-ass and ended the conflict by taking his town of Hantone. The Death Flag was flying and slowly but surely, each knight was overcome in the battle - except Sir Aeron the Younger, who survived somehow. Brion died fighting on the steps of the keep, surrounded by saxon warriors and taking many of them down with him. It was an excellent end to an excellent campaign - one which in many ways rescued our groups gaming.

Number Two: Running Duty & Honour for Keary
As I have developed D&H, there have been people who I have been aware that I would eventually have to show my game to. The first is Keary, one of the guys who I gamed with in Rugby and well ... lets just say, not the greatest advocate of so-called indie gaming. Ian is part of my gaming group but he probably knows the most about this sort of stuff. I've ran the game for both of them and they had a good time. For me, that was the personal triumph I needed. I'm sure Ian will be horrified to read this but it's true!

Number One: The City of Kings

Take D&D4e - a fair whack of crunch - add four gamers, an inspirational GM with a elephantine memory, some indie-game sensibilities and a whole bucket of sword and sorcery inspiration and you have 'The City of Kings'. Its been a rollercoaster ride of adventure and intrigue leading to Sunday's 'season finale'. Andrew has done an exemplary job as a GM and I like to think that we, the players, have added a little ourselves. There have been precious few games over the years where I have been eager to play again, desperate to know what happens next. Thats a Good Thing. (Post-End of Tier Edit: I held back on this post because I knew that there was one more session of this phase of this game to go and it rocked. We rocked, despite some really quite atrocious dice rolling. It was an epic end to an epic campaign phase. It maintains the #1 spot!)

So, those are mine - what are yours?

2008 Gaming Review: Part One - Last Years Resolutions

So, last year I made five gaming resolutions - how did I do?

1. No More Games
WIN! - I have managed not to get involved with any more gaming exploits. Group One continues every other Sunday, as we have for eight years now and we are knees-deep in our epic D&D4e campaign. Group Two has met sporadically but we have enjoyed some short game success with PTA, Hot War, Cold City and others. The massed gaming family still meets for boardgames and Blood Bowl.

2. Go to More Conventions
WIN! - I've been a bit of a con-whore actually and they have all been a lot of fun. I started with Conpulsion in Edinburgh and then GamesExpo in Birmingham. That was followed by Furnace in Sheffield and finally Dragonmeet in London. I missed out on Conpulsion and Indiecon but you cannot go everywhere. This is definitely something I want to continue next year.

3. Finish Duty & Honour
WIN! - Exactly on time, D&H was published on the first of October 2008 and has been doing very nicely indeed. 2008 has been a big year of change for me (hey, thats a new one - I've never blogged that sentence before...) but this has been my major achievement.

4. Resume by position as the Iron DM
Work in Progress - Whilst I have ran a number of sessions of D&H at conventions, I have yet to get my teeth into something longer term back at home. Partly this has been because Andrew has a game that I would simply never want to end and partly because my head has been so fucked up. I have just started a new game though - a urban horror/fantasy campaign called Seven Curses, using the Fate 3.0 system. Hopefully this will kick off into something at least more than a few sessions long.

5. Start gaming with the kids again
FAIL! - Just not had the time or indeed the inclination. OK, there's a caveat - the house has been in uproar for large parts of the year and this has meant that there hasn't really been a gaming space. However, thats not really an excuse. The Dr Who RPG will, undoubtedly, be Lara's break-in game if ever there was one, so next year could seen a new 12-year old gamer. Or not, as boys and music and stuff could be more important.

3.5 out of 5. Not bad Neil, not bad.

Neil

Monday, November 10, 2008

Masterclass

... is one of the strange words that my screwed up Geordie accent cannot handle. Rather than mAsterclAss or ma(r)stercla(r)ss, I pronounce it mAstercla(r)ss. An aside.

Now, I know this is going to embarass him, but I can honestly say I think I saw a masterclass in GMing yesterday from Andrew, our 4e GM. We give him a rough time sometimes and he consistently churns out awesome. This week was a session which was focussed on one of our characters, a dragonborn. It was the pivotal session for his character, a session with some iconic martial and political scenes. It was a session that established part of the metagame for the Paragon tier. It had everything and it was, to all intents and purposes, focused on one player.

Dull?

Not in the slightest. The session was designed - crafted, almost - to keep the other two players involved. The battles were done in such a way that we played as a team. The political scenes were such that either we could be involved in some little way or they were so entertaining that the theatre was worth watching! There were little side scenes where we could help out and get involved with the interactions. There were scenes in the City of Kings where we could push the plot whilst other, more central things, were happening. It was, to be frank, superb.

I have tried to think about a way I would have handled the situation better and I simply cannot. Kudos needs to go to Nigel as well, for one of the most eloquent, quick-witted and politically barbed sessions I have seen as well!

Great stuff. And next session, it gets better!

Monday, October 13, 2008

Mining Moria

One other thing that we have had a great deal of fun doing in the last couple of sessions of 4e is playing 'lets mine classic cinema for scenes'. I think every game does it at one point in time or another - there were certainly a number of Two Towers moments in our Crescent Sea game.

In the current game we did the Chewbacca Move, we did more than a little Fellowship of the Ring including just about every key scene from Moria except 'Tsk! Fool of a Dragonborn!'. We did a bit more Star Wars Princess Leia rescue as well and as Ian pointed out in his blog, Earthome, the first citadel of the dwarves was more than a little Emerald City. Oh and we even squuezed in the Klingon Court from Star Trek: Undiscovered Country as well! And we usually have a little Rocky moment or two.

Now, we have played games before where this sort of thing has happened - I'm thinking specifically about Pulsars and Privateers although the entire run of Buffy could well have been one extended exercise in this. I don't think they worked as well as these have and here is my theory why - in this current game we have established the game world, its ethos and our personalities BEFORE we have done this stuff. Therefore the background of the scenes seems to be superfluous to the actual execution.

For me that was most obvious during my character-defining 'None Shall Pass' moment. I didn't see Gandalf on the bridge against the Balrog. I saw Morn, all dodgy ragged plate, massive shield, bronzed granite sledgehammer, bald head and almost manic attitude - the skull of a dragon as one shoulderpad and the skull of a god as the other - standing, ranting and taunting the swirling giant black chaos beast and the baying pack of beastmen behind it. I saw him bringing the hammer down and channelling the power of the Earth Titan to bring the ancient structure tumbling down. I saw that adrenaline moving on to deal with the stubborn dwarven guards that blocked their way and then him praying and centering himself.

Fuck Gandalf. That was my Paladin of Freedom doing his bit!

The thing is, those amazing mental images would not have been possible without the context of the cinema shots that we were emulating. They provided that mental backdrop for the scene. Without them, it would have been something totally different.

Feel The Power!

The first of two posts regarding our last 4e session - I couldn't find a way to wittily combine the two.

[insert usual message about the great game, the high drama, the great GMing yadda yadda]

Right, down to it. POWER.

I have commented in the past that because of the ratcheting of the bad guys' power with our increases in power, the relative power felt the same. There was no real feeling that we were the glowing heroes of a fantasy novel, carving the City of Kings open with our presence. Scrub that notion - the power has arrived. I'm not sure when it arrived, but it has. As a group of characters we have matured into a pretty formidable team. Morn and Azhanti form a line of battle, Assamber messes with the bad guy's mobility and Artemis unleashes shafts of death whilst skipping around the extremes of the battle. Should any of us be hurt, we have more than enough healing to deal with it. We even have our patented 'Rocky' move. We are hurling volleys of splintering arrows, massive hammer shots, illusionary weapons, icey fists - its pretty damned awesome.

Whilst the main boss of this adventure was pretty tough and, had we not been sneaky bastards, might have caused a little more of a problem, the smaller 'threats' were brushed aside. That was very cool. Posing such a threat as to be the centre of attention for two chaos tainted earth demons and the most ineffectual shock trooper in the world was an epic feeling. Maybe its the stunt points or just a general level of competency slipping in.

This session was Morn's chance to shine. There were slaves that had to be rescued and he did the rescue thing. I even got to hold off the risen Undead 'thing that man should not comprehend' on a hastily narrated bridge (thanks Matt!) with a suitable amount of shouting! In fact there was a lot of in character verbals in this session - battle cries, death threats, bullying and intimidation. Hehehe - awesome. Anger issues.

Monday, October 06, 2008

Permission to Stunt Has Been Engaged!

More 4e yesterday and much fun was had.

It feels quite strange playing a character who is essentially socially incompetent and rather just a lethal weapon/wall of steel to be deployed when things go to shit. There are some times when I just shut up at the table and fall silent into 'bodyguard mode' which is quite a change for me, but its very in-character. I love playing Morn because he is so different from my other characters from previous games.

I particularly liked the visuals from this game. The rugged Badlands, the beastmen plagued valley, the ancient city outpost of scum and villany, the smokey tavern filled with miscreants and the assault on the ancient dwarven gatehouse. All excellent. The battle through the gatehouse was great too. We are much more at home with the system and the way that our characters work in the system and how that relates to the roleplay. In particular, the way Artemis - the ranger - is used as a highly mobile 'hunter killer' whilst Assamber - the mage - creates an environment that suits us rather than our opponents. Azhanti - the cleric - and me, Morn, the paladin - are the 'tanking team' and when we get into the zone, none shall pass.

We had a classic moment in this session where the dwarf-changeling turned into a giant and TWATTED me from nearly full health to -2hp and dying. When we first started playing, this would have worried us. Now, Ian makes the 'oh, its the Rocky II moment!', Nigel flings in a healing touch and I do the rest. -2hp to 59hp in less than one round and I am surging forward and planting my hammer in the giants skull. Visually, the idea of me rising from the ground, bloodied but unconquered like some armoured Stallone takes some beating. I love it.

However, the real innovation this week was the introduction of stunt points. We have had problems with stunting, which is daft considering a number of us would count ourselves as dirty hippy gamers! I think the trappings of D&D and the implicit and deep-grained GM as Authority figure business might have something to do with it - and we have had some GM vs Player atmosphere discussions lately which didn't help. Stunt Points act and are given just like Action Points but they specifically allow you a sizeable leeway when it comes to stunts. I suspect that some level of parity will be reached in how they are adjudicated but I was very pleased with the way Andrew did it. We used them twice. In one, Artemis pinned a fleeing defender by his heels (ok, he also killed him, but the thought was there). In another I tipped the table that the dwarf was fighting on onto its side, tipping him into the noxious cloud that Assamber had created and keeping him in it for another round. Cool, cinematic stuff that might have failed otherwise. I like it. A lot.

Next week (yay!) we see whether we can save the slaves, escape the evil wizard, find the dwarves and more stuff. Awesome.

Monday, September 15, 2008

Mid-Tier Thoughts

I never blogged about the last session. Bad player. So I thought I would give Andrew what he always craves and thats thorough feedback in a double session extravaganza. Rather than look at the individual sessions I thought I would look at the game as a whole and see where it is going.

My first observation is that we have a potentially repetitive story structure. In five sessions we have had three where we have had to meet a lot of new NPCs, interact with them in order to attempt to influence their decisions and then end up undertaking a side-quest in order to bring them onside. We did this with The Grub (and the Titan's Barge), the Rebellion (with the quest for the Dwarves) and now the desert clan (with the Denrobi ... or Dragon, as well like to call it in civilisation). There is a possibility that we could face the same with the Kireshi and the Dwarves. The problem I forsee with this approach is that we will simply default to the couple of characters with the accomplished social skills in these situations, sidelining the others.

My second observation comes from the system itself and the sliding DC scale. In theory, the characters gain a steady number of pluses through their levels. However, more likely than not, the DCs increase as well so our relative power stays the same. Wholly, this is part of the system but it does feel slightly ... disempowering? There is a distinct whiffle factor to parts of the game. Daily powers are exceptionally hit-and-miss affairs which takes a lot of their impact out of the play. To balance that, however, we have all identified that as a group we have an inordinate amount of healing and the monsters need to be resilient because well, we are! I do feel for our mage, who does seem to have the most ineffective dice on the planet ... only slightly less effective than Andrews, that is!

The game is developing a pace and a rhythm of its own and thats really strong. It is also developing a narrative signature which is really appealing. Travel happens at the speed of plot, we don't hustle through dungeons - zipping straight to the crucial encounters. The dragon encounter in the last session was excellent with a randomised dungeon, good areas and bad areas and a mo'fo' black dragon that posed our biggest threat yet. It really was terrifying and its mobility, threat range (I hate that extended threat business), breath weapon, stunning roar - can I mention its mobility again? I've never EVER played in a game where movement rate has been so important! It's ludicrous ... in a good way! The dragon erupting through the floor of the temple was an awesome moment. Killing it was even better.

There are, however, a couple of issues here. The first is a failure - at least at these levels - for the game to truly emulate the 'tanking' aspect of MMOs that it appears to attempting to do. My 'threat' of my mark is easily ignored by a monster who wants to eliminate our DPS (the ranger) and there's almost no way for me to mechanically save the guy from becoming a scoobie snack. These things come at later levels - but its buggeringly annoying at this level. The second issue is the perennial 'split' between the roleplaying and the monster smashing. We need to really concentrate to inject that into the game. Even if its just my exasperation at the ranger doing his very best to limp his bleeding bloodied ass as far out of my healing range as possible, it should be displayed IC rather than OOC. The third one - and I am a bugger for this - is denouement and there is nothing that can be done about that. We have a strict time limit now, which is needed and indeed for my benefit. However, it sometimes feels a bit flat when its 'And the dragon dies.... see you back here in three weeks to see how thrilled everyone is!' Thats minor however.

What else could change? I'd like to see quest sheets back because they were a very strong start to the campaign. I'd like to see follow-ons to the quests as well, without it becoming too sandbox. Maybe a couple more magic items? No, not magic items - but in lieu of them a smattering of masterwork equipment. I suppose we could buy it? We are loaded.

My favourite change to this session was the re-flavouring of the mage's spells to ice and water. He now truly is a force of nature and it feels so natural in the context of the game. In fact the amount of flavour that has seeped into the way the rules are interpretted is excellent. It feels like our game, rather than someone else's game we are playing.

Two week break now. Not good. Withdrawl symptoms ahoy!

Sunday, September 07, 2008

The Eye Of the Storm

Ah, Sunday mornings. Nice and early. A little oasis of calm for me. No-one else is up, no noise coming from Radio 4 or the Discovery Channel. Just me, my keyboard and the tweeting birds. Lovely.

The rain has finally stopped after two days of almost constant downpour. Luckily I live on the top of a hill at the mouth of the Tyne, so if I flood, you're all fucked. However, it does create a sort of stir-crazy mentality in the house. Luckily, due to the extension, we all have our own rooms now so yesterday we were able to retreat into the various corners and hide! I think there is probably more rain to come. The skies look a bit heavy and well, since we seem to have lost our delivery of summer this year, we should just get on to winter as soon as possible, if thats OK.

I've made up my mind to get a job rather than pursue the self-employed option. That was a reasonably hard decision for me but I made it. So I have four applications out in the wide world and two more heading out this morning. Its that lull period between the chirpy optimism of application, the crushing inevitability of rejection and the hollow dread of interview when you realise there are at least four other people who would happily shiv you in the face for the position.

Duty & Honour is, for all intents and purposes, done. I'm waiting for two adverts to come in and the replies from two people doing read-throughs but other than that, we are cooked. I have set up my account with the printer, designed the cover, sorted out the bleed and worked out what I can get initially with my scant budget. By this time next week, I will hopefully have a .pdf at the printers and a proof copy winging its way to Chez Gow. Pre-orders are good and if my maths is correct, a decent showing at Furnace will result in a tidy profit and future printing fund. Moreover, I have answered that perennial question - "What are you going to do now?" with the answer being "More of the same!". I've settled on a new name for the nautical version, 'Beat To Quarters' (because Hearts of Oak was taken already, dammit) and that will be next. I'll be going ahead producing my free .pdf almanac of extras and I'll have some content in the Collective Endeavour 2008 annual too.

In about 10 hours we'll be cracking ahead with our fourth session of D&D4e - a gaming fix which really cannot come around quickly enough every fortnight. This week, I believe we are going to suffer the consequences of our actions last time when we killed a high-up witch in the Cabal. They have rained retribution on the City of Kings and the Rebellion in general and thats going to come home to roost at our feet. It should be a lot of fun. There should also be a lot of intra-character conflict at the table as well, which I hope will really power the direction of the game. This could well be a pivotal session for our story and I have no idea where it is going.

So there you have it - everything is quiet and peaceful at the moment, just about ready to kick off in all sorts of directions. But until then, I think I'll sit and be mellow in my hole.

Monday, August 25, 2008

Shades of Grey

In the past, I have been THAT roleplayer. Every character I played was a goodie-goodie two shoes who always fought on the side of the angels and never once strayed into dodgy territory. Indeed, every game I played in during my youth was very black and white, good vs evil and you knew damned well which side you were fighting ... and lets just say you didn't get the cool uniforms and classic sinister goatees!

Recently a number of the games I have played in and ran have deviated from this sort of game massively. The playtest of Hot War I ran essentially had three neo-facists dispensing justice to a terrified community. Cold City was a hot bed of potential nastiness and indeed, the one surviving character ended up being possessed by the spirit of Adolf Hitler. None of the characters appeared to be particularly nice people to me. Even Pendragon - that bastion of honour and chivalry - was tainted with some inter-character assassination attempts, a virtual cuckolding, the massacre of innocents, a bloody vendetta that wiped out an entire tribe and more random violence than you could shake a stick at.

And of course, the crowning glory of this is our current D&D 4e campaign where (most of us) are about as 'shades of grey' as you can get. My character is a paladin, but bless this new system in that it has removed that stupid 'lawful good' restriction. He is an absolute single-minded weapon of mass destruction. Born as a slave, raised by tieflings, used as a handservant, sex toy and bodyguard until he was freed, he is a scarred and wounded psyche in a brutal world. Our campaign is very Conan-esque sword and sorcery with demons, sacrifices, slave girls, deserts and all the trappings of a nasty nasty world. Its fucking fantastic!

We're all thirty-something gamers and I think its fair to say that at our age you have been brought up in gaming in one of two schools; you either thrived on the carnage of unabashed intra-player conflict or you were taught that this is BadWrongFun and should never happen. I am certainly of the second school and I still think that the random PC-killing I saw in my youth is totally counterproductive. However intra-character conflict is absolutely essential and indeed drives some of the most memorable parts of our games. These conflicts absolutely do not have to come to physical conflict but they can and should strain the relationships between the characters.

Even if we look back at the relationships between the characters in the classic RPG 'bible' - Lord of the Rings - we see conflict between everyone and Boromir, Gimli and Legolas (which is obviously resolved!), Frodo and the Fellowship etc. Star Wars? Luke and Han? Leia and Han? Han and Londo? C3P0 and R2D2? Even Luke and Yoda are at each others throats at times. Star Trek? Spock and McCoy? Worf and Pickard at times?

Of course, the real trick is that the driving force behind 'shades of grey' characters is a far more complex set of drivers than 'do good' (or indeed 'do evil'). The characters are more complex, less predictable and generally more intriguing. You can never quite be sure whats going to happen. Thats a good thing. It keeps you thinking at the table rather than simply falling into tried and tested character reactions.

I like Shades of Grey. Indeed, I wonder whether I could really go back to the White Hat role again and have the same level of impact? Who knows!

Monday, August 11, 2008

The City of Kings Pt2 - Onion Skins...

...rather than banana skins. Congratulations to GM Andrew for getting over the difficult second session with consumate ease. I'm not going to go into the body of the game in detail as you can read it on his blog, rather I'll look at some interesting aspects of the game itself.

1. Invisible Skill Challenges.
In the previous session we had been introduced to the 'Win 3 before you lose 3' skill challenge technique. It was very explicit. This time the skills challenges melted beneath the narrative and no mention was made of them specifically. This made for a far less mechanical game and was, I think, better. As players I think it is imperative upon us to maximise our bonuses for skills. When I challenged the Captain of the Grub's Guard I could easily have used my Insight (+8) to size him up first and claim my +2 bonus. I didn't. We're still learning.

2. Oodles of Roleplaying
Thats more like it. Every character now has a voice in the game. The duplicitous tiefling hating Artemis, the blunt instrument of Morn, the cultured ambassador Assamber and the quite alien and pious Azhanti. Very good. I loved the interactions between the characters and the very 'shades of grey' that (mostly) they inhabit. There can only be trouble ahead between Morn and Artemis and thats going to take a little thinking about to stop it resulting in one of us being dead or dying!

3. A City ALIVE, I tell you, ALIVE!
My hat comes off to Andrew for his sheer verbosity and excellence in narration. He never stumbles over his words and never has less than an excellent description of that is going on. He covers all the senses and gives a real spark of life to the setting. The City of Kings lived yesterday. A broken guardtower in the spice district of the market, the derelict sea walls made poor by the Sundering, the deathly march of the Giant's Cradle, the chaos of the Night of Madness, the decadence of Jabb.... The Grub's Lair. It was all excellent.

4. However, too much too quick.
If I had one criticism it would be that the pacing of the nights adventures was too fast. We had individual issues which lead to doing a job for the rebellion which lead to doing a job for the Grub which lead to doing one of two jobs for the Cabal whilst still doing a job for Kyia and whatever else we had left over from our personal stuff. We saw the docks, the Night of Madness, the tieflings, the Cabal, the Rebellion, the Giants Cradle, The Grubs Palace ... it was all a bit of a blur. I missed the Quest sheet from the previous session as they gave these interactions a bit more solidity. I understand that the game needs to settle into a pace of its own and that will mean that the characters need to be established but it was just all quite difficult to take in. Or maybe thats my age!

5. Levelling without Scope
There is one more issue that I would highlight and that is the consequences of the storyline levelling that we are doing. We are aiming for one level per session (or set of adventures) which will see us through the game from 1-30 within say 18 months. One of the issues with this is that the characters are gaining 'power' at a pace. This means that a monster that last week would have caused us problems was now a reasonable inconvenience. The GM has recognised this and has signalled that he intends to 'ramp up the opposition'. This is cool but it doesn't allow us to wallow for very long in our new power level. This means that we have no real handle on how tough we are and we have to trust the GM that the things presented before us are beatable. Next session we have been contracted to either (a) kill the Cabal's Big Chief Bountyhunter Woman or (b) kill her boss. I have no idea whether this is achievable or suicide, because I have no real idea of our capabilities. A little consolidation, occassionally, might be in order?

Regardless, this was an excellent game and created some excellent interactions at the table. Looking forward to the next session a lot - oh, and I got my legendary item as well - the Uber Hammer of Knocking Over!

Monday, July 28, 2008

The City of Kings Pt1 - Hot in the City

As no-one else seems to have blogged about last night's D&D game, I might as well kick things off. I've been giving Andrew all manner of grief over the last month about the levels of expectation for this game and in true Watsonian fashion, Andrew delivered. As the first session of a campaign, it was wonderfully evocative and played to our groups strengths. Not everything was perfect - it never is - but I left the session feeling like a 'proper gamer', which is silly, I know, but it was true.

THE GOOD

1. The rules tweaks - 'Wealth levels' instead of money makes coin counting obselete. 'Legacy items' - iconic magic items which scale with level and include the balancing properties of all the necessary items in the game are wonderful. Abstract levelling rather than XP grind allows us to pace the game and see the run of the system without 'grinding'. We discussed them before the game and they worked well.

2. Peripherals - we used a battleboard, minatures, dungeon tiles, power cards - hell, we even had an official D&D pen at the table. It all worked really well. The combats we played out were so very different from the ones we have done before. They were tactical. They required thought. Every single roll of the dice had a weight of meaning that, on reflection, I have rarely seen before. Not one of the fights had a bit of wiffle in it. The minatures were evocative and worked far better than I ever thought they would. Even something as petty as the power cards really cut down the amount of book flicking that was needed. Really really good for this game.

3. Reskinned monsters - I loved the fact that Andrew had taken the time to create his own monsters for the game, even if they were reskinned versions of Monster Manual creatures. Faced with the slavering savagery of a Carnage Demon, what were we to expect? Skeletal Flame Priests? Hounds of Shadow? The risen cadaver of the Sun God Azhura. Hardened gamers reduced to second-guessing noobs. Love it. Total and utter ignorance.

4. Structure and Pacing - the structure of the game was great. We were straight into the action at the start of our rebellion sanctioned tomb robbing, rather than playing out the arrival in the City of Kings or our meeting with the rebellion. It kicked the game off brilliantly.

5. Skill Challenges - Andrew's interpretation of the skills challenge system is inspired. Rather than wander a tomb checking for traps, we have to make two successes before we make two failures using a selection of skills. If we succeeded, we narrated a situation and how we got around it. If we failed, it triggered an encounter prepared by the DM. Why was this gold? Threefold. First off, it took what could have been a dire dungeon crawl and made it very quick and dynamic, cutting to the good stuff. Second, it made us use an array of skills in very different ways. So rather than the Ranger/Thief stealthing through the entire dungeon, the Mage and the Paladin narrated the unpicking of a runic bomb trap using magic and religious nouse. Thirdly, once again, every roll counts. Feel the tension.

6. Missio... sorry, I mean Quests - We all have group and personal Quests to fulfil in true MMO style and they work magnificently. It adds a focus to the game, reinforces situation, tweaks conflict, plans out our rewards and generally makes the game a lot of fun.

THE NOT SO GOOD

1. FOCUS - Whilst I readily accept that this was due to it being the first session of the game, it did feel a little stop/start at times, especially around food ordering and breaks etc. They were the right times to do them, but I was so 'in the zone' that I didn't want to stop!

2. CHARACTERISATION - We REALLY are going to have to keep an eye on our characterisation if we are going to stop the game descending into a glorified game of Warhammer Dungeon. We can't let our characters just become pieces on a board.

3. NO TALKY TALKY - We had very few chances to actually roleplay within the adventure. There were some, I admit, which we may not have grabbed. However, we're dead good at this roleplaying lark and less so at this tactical combat malarky, so we probably needed the practice!

4. THE BOW OF ILLUSIONISM - Artemis got his legacy item, a magical phoenix style bow (very cool, even if he is now forever Ranger from the D&D cartoon). We were told not to take things from the tomb or we would have to face the wrath of the dead Sun God. The Bow was in the tomb. Oh, so we're fighting the Sun God then, regardless, because well ... we're not leaving someone's Legacy item behind. Or are we? We could have and then Andrew could have been placed in a real pickle. Would he have had to reintroduce the item at a future point? Would he have let Artemis continue the entire campaign hamstrung without his item? No, whilst we appeared to have a choice, we had no choice at all. But really, like we wanted to avoid a fight like that - which was tooth and nail awesome!

It was a great game which really hammered home that (a) system matters, (b) we really do love fantasy, (c) Andrew is an excellent GM and (d) we've got a whole lot of gaming in the City of Kings to come.

Personally, its the first time in well over a decade that I have levelled a D&D character and I was thrilled. Morn, the 2nd level Paladin, is an absolute S.O.B. and I'm loving it!

Saturday, July 26, 2008

From the Ashes

Tomorrow is the start of our new Dungeons and Dragons campaign. That in itself would not be a notable thing, but eight years on, it feels like a partial rebirth of our gaming group.

Eight years ago we came together to play D&D3e, 'we' being the players from a disparate larger group of gamers who wanted to turn a very casual approach into something a little more concrete. Since then we have seen people come and go from the table. We have moved venue on a number of occassions. We have played some awesome games (Pendragon, Buffy, Spirit of the Century) and some awful ones (Werewolf ... what was I thinking?). We have seen off CCGs and to an extent MMOs. We have even grown our own family of gamers and now have a packed out gaming social calendar, which includes our own mini-convention!

However, despite all of these achievements, its the things that we haven't done that please me more. We never argue. We never keep things bottled up - instead choosing a very open feedback mechanism to help support each other as we develop. We have never turned on a player or ejected a player from our table. We play with respect and fairness. We don't abuse people's hospitality for opening their homes to us. We haven't ever let external pressures - primarily from MMOs - get in the way of our gaming.

So now, on Sunday, the original five sit down again with the next version of D&D, but this time I get to play rather than DM. The game has all the hallmarks of an excellent campaign. We have excellent characters and a brilliant situation. The setting, which is a homebrew, has a feeling of focus to it that I have rarely seen. It has great flavour around it whilst still allowing huge variety. Andrew, the GM, has concoted a fair few tweaks to 4e to keep the game ticking over in the manner that we have become accustomed.

Really, we are going to have to try really REALLY hard to fuck this one up!

And what does the future hold for us? Who knows.... but I hope we continue in the same way we have for the last eight years. Damned fine gaming.

Neil