I've had three sessions of Deadlands since I posted last, so I'll be writing about all of them.
The posse had a severed finger that had given them directions that pointed them in a south easterly direction. I had no plans for what would occur between their current location and the location the finger was leading them toward. I decided to try out the tables in the book designed for creating adventures on the fly.
I have to admit that it was very fun rolling that big, over-sized, D20 over and over again—while my players watched on in horror. I didn't tell them what I was up to and they seemed to grow more nervous each time the die rolled.
What's fun about tables, is that they give you very basic and specific information, but really it's not enough to go on. I ended up having them rowing their canoes, running into a Tugboat (that may or may not be haunted—which was fun to run). They then spent some time lost in the maze, following a mystical compass and then had to travel across land to get to their location.
The next session was a fairly straight forward following of the information in the book. By straightforward, I mean that they solve all the problems in completely different ways than what the writers of the book seem to intend. They broke into the facility in a round about way, they took out a number of guards in an unintentional way, using something that was intended to be an obstacle to the players, but ended up not being an obstacle to them. (Thank You Bad GM Die Roll—I chose to roll the dice to determine that outcome, so I had to go with it.)
Then the next gaming session was the reverse trip through the maze, to complete the mission that they were running. This time, I did all the dice rolling ahead of time. (During a break at a 4E Dungeons and Dragons game earlier that day) They were to encounter a Mexican Ship that was sinking, being fought over by two other Mexican Ships (the reason this was happening was there for back-story but it never came up in game)—there was to be a Giant Octopus, and a Whirlpool.
P's character ended up jumping in the water to take on the cephalopod (No Swimming skill, but he aced the roll) and ended up taking it out almost singlehandedly. I'm sure there were some rules about running that particular encounter, that I missed, but it sure made for an exciting time had by all so it doesn't matter—I'm the sheriff and that's how I run my game.
There was a lot of box text that I just read straight out of the book at the end of the session, it made for a rather dramatic end to the evening, and I think a good time was had by all.
Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts
Saturday, March 05, 2011
Sunday, December 19, 2010
Another Non-Game
Saturday I was invited to play some Fourth Edition Dungeons and Dragons. The Players started Arriving around Nine in the morning and we started actually playing around Ten. There was a break around Noon for Lunch and then we continued play until Four.
One of my Deadlands players was also at the game, and when I asked him if he was coming to the Deadlands Game he flat out told me that he didn't like the game anymore since it became so easy for him to take out the Villains.
I told him, "Here's an Idea, don't maximize your bolt spell." To which he was somewhat speechless.
At that point, based on the people that were going to be able to make it to the game, I was going to Cancel it. Players that I wanted there for the more important Plot Points were missing from the list of people that were coming—but I called one of the players I hadn't heard from as of yet, and he was planning to be there, so I planned to run a game.
I read through the Plot Point during the slower portions of the D&D game.
When the time for my game arrived later that evening, the first person to show up, was the player who was at the D&D game and told me he didn't like Savage Worlds anymore and that he didn't feel like playing. (He's decided that he doesn't like it because of its lack of hit points—I think because he's a walking human calculator he has issues with that, I tried to explain to him that the effect is basically the same [i.e. you hit them over and over and over and eventually they go down, but the lack of a tangible numbering is currently bothering him])
So, I got the game ready and I was about to start, but in the back of my head I was thinking that I really didn't want to play with him there, and so many of my enthusiastic players missing. Also, having Role played for the better part of the day at that point, I wasn't sure I was mentally there enough so we bailed at the last minute (Literally. The Battle Map was on the table, Fate Chips were Handed Out, Everyone had their Character Sheets ready to go) and we played Betrayal at House on the Hill instead.
The Non-games seem to pile up at this time of the year. However, I think that the way I run the game, and my determination to play, prevents my games from suffering the Holiday Death that I've heard so much about on blogs and podcasts.
One of my Deadlands players was also at the game, and when I asked him if he was coming to the Deadlands Game he flat out told me that he didn't like the game anymore since it became so easy for him to take out the Villains.
I told him, "Here's an Idea, don't maximize your bolt spell." To which he was somewhat speechless.
At that point, based on the people that were going to be able to make it to the game, I was going to Cancel it. Players that I wanted there for the more important Plot Points were missing from the list of people that were coming—but I called one of the players I hadn't heard from as of yet, and he was planning to be there, so I planned to run a game.
I read through the Plot Point during the slower portions of the D&D game.
When the time for my game arrived later that evening, the first person to show up, was the player who was at the D&D game and told me he didn't like Savage Worlds anymore and that he didn't feel like playing. (He's decided that he doesn't like it because of its lack of hit points—I think because he's a walking human calculator he has issues with that, I tried to explain to him that the effect is basically the same [i.e. you hit them over and over and over and eventually they go down, but the lack of a tangible numbering is currently bothering him])
So, I got the game ready and I was about to start, but in the back of my head I was thinking that I really didn't want to play with him there, and so many of my enthusiastic players missing. Also, having Role played for the better part of the day at that point, I wasn't sure I was mentally there enough so we bailed at the last minute (Literally. The Battle Map was on the table, Fate Chips were Handed Out, Everyone had their Character Sheets ready to go) and we played Betrayal at House on the Hill instead.
The Non-games seem to pile up at this time of the year. However, I think that the way I run the game, and my determination to play, prevents my games from suffering the Holiday Death that I've heard so much about on blogs and podcasts.
Labels:
Deadlands,
Dungeons and Dragons,
Gaming,
Ramblings,
Savage Worlds
Sunday, September 12, 2010
One, Two, Three, Four, Five, Six, Seven, Eight, Nine...
Nine Players Ah Ah Ah!
My players have been increasingly bad at the RSVP thing as of late (again)—I guess it's time to start offering an incentive to those that do. I hold my games on Saturday. I send out an Invite e-mail for every game usually a week prior, sometimes earlier—as of Friday I had one RSVP, on Saturday I received another that was for two players, and Justin came over earlier in the day. This means that as of Game Time I was expecting four people. Game Time is seven, players are invited to show up as early as 6:30, however Justin and I had gone out to eat and were not back until a quarter to—P was sitting on my porch waiting. (up to Five)
By the time we got started (a very late start, which was okay) there were Eight players. After playing for a while one person had to go, but another had arrived, so in the aggregate I had Nine. This is by far the largest group I have ever Game Mastered.
One of the problems you get with large groups is Off topic/ Out of Game chatter—there was a lot of this. Despite that, I felt we did pretty good. Looking back at the session, this is what was accomplished: Three Combat Encounters, A Social Encounter, and an Environmental Encounter in a three and a half hour session. Have I mentioned how much I love Savage Worlds? One of the first Dungeons and Dragons games I ever played in had just as many players and after playing around six or seven hours I only remember two combat encounters and it didn't seem like we had gotten to do much.
The first combat encounter was my favorite. I was using something out of the Saddle Sore adventure book, and tweaking it to my own devices. Here's your peek behind the GM Screen for this weeks session. I threw one of the creatures from the encounter at them early, just for kicks. Something that I did when I started this Campaign, was to carry XP from the previous game—I should not have done this, because The Flood is written for novice characters. This has led to some combat encounters that just end too fast, and I've been trying to learn how to adjust.
Now the first encounter of the evening was something I just came up with on the fly. The first person to hit the creature, threw a lot of power points in and the damage roll was ridiculous. However, I wasn't ready for it to die, so I gave a creative description that the giant millipede-like creature was ripped in half; the back half skittered off into the forest, and the front half was angry. I continued to fudge it a little like that for the rest of the encounter—It still died before everyone had a chance to take a turn, which I wasn't too keen about, so I tried to be a little more careful about that in the combat that was to come.
Another issue with large groups is decision making. I think I stumbled upon a solution (or perhaps I've just absorbed it from all the Gaming Blogs and Podcasts I consume). Allow everyone to chat it out, but not for too long because, honestly, most have made their mind up pretty early on in the "discussion," and then just call for a vote by show of hands. The adventure I'm using has an abstract representation of the mine/cave system that they are exploring—after allowing a little bit of discussion I just called for a vote on the cardinal directions available. Things moved along nicely.
In conclusion, I felt I handled the large group fairly well—which surprised me, I anticipated a little more trouble. I should also point out that my 12–13 year old Scouts are easier to keep on-task than a rambunctious group of Gamers.
Labels:
Deadlands,
Dungeons and Dragons,
Gaming,
Ramblings,
Role Play,
Savage Worlds
Wednesday, August 25, 2010
Thrift Store Score
My second daughter had a birthday recently. We had looked for a cheap Ken Doll at the Walmart, but the only cheap one they had was Identical to the one that my four year old has—since we were trying to remedy a source of argument between them, my Wife wanted it to be different.
My Mom mentioned the Thrift Store at the Birthday party and frankly, I don't know why I didn't think of that—I love buying toys at the Thrift Store. So, we planned a trip to the store of thrift.
Now, I have my particular brand of Thrift Store Shopping down to a science. First, go straight to the Toys. What I look for is small scale plastic figurines, not necessarily articulated. When I was a Kid (and to this day) my favorite toys are the ones that are small, make no noise, and inspire imagination. Examples: Action Figures in General, Fisher Price Action People, Muscle Men, Fisher Price Little People (I don't like the new ones as much as the ones they made in the 70's–80's), Playmobil, Little Green Army guys (anything made in the manner of Green Army men), but my favorites are the small PVC plastic figures like the ones featured on my Savage Worlds Character Blog.
After I dig through the Toys, I check the Games (looking for games with interesting dice or components), I give the electronics a cursory glance, I check the CD's and Vinyl Albums (generally finding some really good stuff in vinyl), the books, the Good Stuff (a.k.a. the things kept locked behind glass), and finally the Ties (it has become increasingly difficult to find the good ties [I like ties that are stiff, thick, made in the 70's, polyester, with outlandish non-repeating patterns])
I started rambling didn't I?
My find this week? An Almost Complete, Dungeons and Dragons—Dragons Quest "Board" Game. The only thing missing was The Cover to the Rule Book (a.k.a. the Dungeon Masters Screen, of which I found a scan online), and the Adventure Book—which is kind of a bummer; but for two dollars I got six metal fantasy figurines and six polyhedral dice (1d10 was missing), 14 paper doors, and 48 varieties of paper monsters (only 2 missing).
My Mom mentioned the Thrift Store at the Birthday party and frankly, I don't know why I didn't think of that—I love buying toys at the Thrift Store. So, we planned a trip to the store of thrift.
Now, I have my particular brand of Thrift Store Shopping down to a science. First, go straight to the Toys. What I look for is small scale plastic figurines, not necessarily articulated. When I was a Kid (and to this day) my favorite toys are the ones that are small, make no noise, and inspire imagination. Examples: Action Figures in General, Fisher Price Action People, Muscle Men, Fisher Price Little People (I don't like the new ones as much as the ones they made in the 70's–80's), Playmobil, Little Green Army guys (anything made in the manner of Green Army men), but my favorites are the small PVC plastic figures like the ones featured on my Savage Worlds Character Blog.
After I dig through the Toys, I check the Games (looking for games with interesting dice or components), I give the electronics a cursory glance, I check the CD's and Vinyl Albums (generally finding some really good stuff in vinyl), the books, the Good Stuff (a.k.a. the things kept locked behind glass), and finally the Ties (it has become increasingly difficult to find the good ties [I like ties that are stiff, thick, made in the 70's, polyester, with outlandish non-repeating patterns])
I started rambling didn't I?
My find this week? An Almost Complete, Dungeons and Dragons—Dragons Quest "Board" Game. The only thing missing was The Cover to the Rule Book (a.k.a. the Dungeon Masters Screen, of which I found a scan online), and the Adventure Book—which is kind of a bummer; but for two dollars I got six metal fantasy figurines and six polyhedral dice (1d10 was missing), 14 paper doors, and 48 varieties of paper monsters (only 2 missing).
Labels:
Dice Related,
Dungeons and Dragons,
Gaming,
Ramblings,
Show and Tell
Tuesday, July 06, 2010
I Finally Got to Play 4th Edition
Dungeons and Dragons
Thoughts?
Well, I still like Savage Worlds Better. Part of that is probably the fault of the Character Sheet I was given, and another part of the fault may be Dungeon Master that was running the game, and part of that may be the rules system...but I'm not completely sure about the rules system part of the equation.
The game took place in the home of the same person that introduced me to the game back when Third edition was making the transition to three dot five. Their group has grown too big, and so they have decided that the thing to do, was to split the group and run two games. Both groups would be playing the same adventure and have the same encounters planned. The plan was for it to be a competition, and allow both groups to compare notes afterward for camaraderie.
I've been wanting to try 4th edition since its inception two years ago (2008), but that was about the time our regular D&D group stopped being regular, and then stopped altogether. I was actually excited about the game, and I talked it up with our Dungeon Master—He got the books and we never played (I felt bad about that, since they aren't exactly cheap, and he was having some employment issues at the time.).
I eventually got the books (Heavily discounted—a lot of people disliked the new edition so much that it became easy to find them cheap in the second hand market), and I finally got to bust them out Monday.
I didn't go into this completely blind. Granted, I haven't really had a chance to read the books, but I have listened to/watched several actual play recordings/videos that I found on the internet. It didn't seem terribly different—roll d20 to determine success or failure, roll other dice to determine damage, and every one has specialized skills that they can use with varying frequencies.
Having played 3rd edition and 3.5 edition, I should have been able to understand the character sheet, but I couldn't. Some of the acronyms made no sense to me, even after seven hours I still didn't get it. This is not the fault of the system, this character sheet was a custom one, created by the host for their regular group. The Regulars all seemed to understand the formulas. That was my first frustration.
The second thing that I found frustrating, was that the Dungeon Master was not terribly descriptive. For an example, in our first encounter we found ourselves in an arena being attacked by creatures. When I asked for a description, all I got was, "Green Humanoids." According to the Tournament Rules anyone could ask to do a Lore roll to see what they know about the creatures encountered, and when someone did that, depending on a measure of success he would read a portion of the description directly out of the Monster Manual. I just wasn't feeling terribly immersed in the world, it felt like the focus was more on the Game portion, rather than a balance of Game and Role Play. It went something like this:
Game Master Reads Some Story, then an encounter that was just an exercise in die rolling. No descriptions of the action. These figures on the Grid Surround these figures on the Grid, and every one just roll dice until the Game Masters figures are removed from the table. Role a die for loot and move on to the next encounter—which goes down in pretty much the same way, starting with the reading of some story.
I'm pretty sure that could mostly be attributed to the Game Masters abilities, and I'll cut him some slack, because I know from experience how difficult it is to run a game. I've done it quite frequently in the past year.
The part I will put more blame on the rules for, is the seeming lack of room for creativity. The encounters seemed to be an exercise in picking the Rule off of the Character sheet that would allow you to create the most damage with your die roll. It felt stifling and uncreative, and I was bored with it after two encounters. In the third encounter I wanted to do something that wasn't, "I hit it with my short sword."
My trying to do something creative with the rules at hand made me think of a line from Galaxy Quest:
"I know! You'll need to make a weapon. Look around; can you construct some sort of rudimentary lathe?"
In the second encounter I had picked up a bag of nails and a small hammer, and I was trying to come up with something creative when we were attacked by Giant Spiders. I decided to do something different than just hit it with my sword, I tried to jump on the spider's back. I failed, but I was close. When it came around to my turn again I had decided to tie my rope to one of the legs and then weave myself in and out of the legs and tie it to a tree. I succeeded, but it was dead as soon as I started to drag it toward a tree. I felt much more satisfaction from that than the previous encounters, and I continued to look for opportunities to pull off such maneuvers in the remaining encounters, but the rules don't seem to award that sort of thinking.
To me it felt as though you'd be less likely to pull that sort of creative move off (one of the other players in the upstairs game tried to use the bag of nails in a creative way and the Game Master disallowed such an action), and you'll be less likely to take an enemy down through creative tactics, than if you just pick one of your encounter powers and roll the dice accordingly; I fully admit it might just be my lack of familiarity with the rules that make it seem so, it also could be that the lack of description made it feel like we were playing with figs in an empty space, just us versus the monsters in a board game sort of way—rather than feeling like we were adventurers battling for our life in a fantastic and strange land—which made it difficult for me to creatively use the space tactically.
Don't get me wrong, I had fun, and the game wasn't that bad—I think I just have different expectations than this group of players.
Well, I still like Savage Worlds Better. Part of that is probably the fault of the Character Sheet I was given, and another part of the fault may be Dungeon Master that was running the game, and part of that may be the rules system...but I'm not completely sure about the rules system part of the equation.
The game took place in the home of the same person that introduced me to the game back when Third edition was making the transition to three dot five. Their group has grown too big, and so they have decided that the thing to do, was to split the group and run two games. Both groups would be playing the same adventure and have the same encounters planned. The plan was for it to be a competition, and allow both groups to compare notes afterward for camaraderie.
I've been wanting to try 4th edition since its inception two years ago (2008), but that was about the time our regular D&D group stopped being regular, and then stopped altogether. I was actually excited about the game, and I talked it up with our Dungeon Master—He got the books and we never played (I felt bad about that, since they aren't exactly cheap, and he was having some employment issues at the time.).
I eventually got the books (Heavily discounted—a lot of people disliked the new edition so much that it became easy to find them cheap in the second hand market), and I finally got to bust them out Monday.
I didn't go into this completely blind. Granted, I haven't really had a chance to read the books, but I have listened to/watched several actual play recordings/videos that I found on the internet. It didn't seem terribly different—roll d20 to determine success or failure, roll other dice to determine damage, and every one has specialized skills that they can use with varying frequencies.
Having played 3rd edition and 3.5 edition, I should have been able to understand the character sheet, but I couldn't. Some of the acronyms made no sense to me, even after seven hours I still didn't get it. This is not the fault of the system, this character sheet was a custom one, created by the host for their regular group. The Regulars all seemed to understand the formulas. That was my first frustration.
The second thing that I found frustrating, was that the Dungeon Master was not terribly descriptive. For an example, in our first encounter we found ourselves in an arena being attacked by creatures. When I asked for a description, all I got was, "Green Humanoids." According to the Tournament Rules anyone could ask to do a Lore roll to see what they know about the creatures encountered, and when someone did that, depending on a measure of success he would read a portion of the description directly out of the Monster Manual. I just wasn't feeling terribly immersed in the world, it felt like the focus was more on the Game portion, rather than a balance of Game and Role Play. It went something like this:
Game Master Reads Some Story, then an encounter that was just an exercise in die rolling. No descriptions of the action. These figures on the Grid Surround these figures on the Grid, and every one just roll dice until the Game Masters figures are removed from the table. Role a die for loot and move on to the next encounter—which goes down in pretty much the same way, starting with the reading of some story.
I'm pretty sure that could mostly be attributed to the Game Masters abilities, and I'll cut him some slack, because I know from experience how difficult it is to run a game. I've done it quite frequently in the past year.
The part I will put more blame on the rules for, is the seeming lack of room for creativity. The encounters seemed to be an exercise in picking the Rule off of the Character sheet that would allow you to create the most damage with your die roll. It felt stifling and uncreative, and I was bored with it after two encounters. In the third encounter I wanted to do something that wasn't, "I hit it with my short sword."
My trying to do something creative with the rules at hand made me think of a line from Galaxy Quest:
"I know! You'll need to make a weapon. Look around; can you construct some sort of rudimentary lathe?"
In the second encounter I had picked up a bag of nails and a small hammer, and I was trying to come up with something creative when we were attacked by Giant Spiders. I decided to do something different than just hit it with my sword, I tried to jump on the spider's back. I failed, but I was close. When it came around to my turn again I had decided to tie my rope to one of the legs and then weave myself in and out of the legs and tie it to a tree. I succeeded, but it was dead as soon as I started to drag it toward a tree. I felt much more satisfaction from that than the previous encounters, and I continued to look for opportunities to pull off such maneuvers in the remaining encounters, but the rules don't seem to award that sort of thinking.
To me it felt as though you'd be less likely to pull that sort of creative move off (one of the other players in the upstairs game tried to use the bag of nails in a creative way and the Game Master disallowed such an action), and you'll be less likely to take an enemy down through creative tactics, than if you just pick one of your encounter powers and roll the dice accordingly; I fully admit it might just be my lack of familiarity with the rules that make it seem so, it also could be that the lack of description made it feel like we were playing with figs in an empty space, just us versus the monsters in a board game sort of way—rather than feeling like we were adventurers battling for our life in a fantastic and strange land—which made it difficult for me to creatively use the space tactically.
Don't get me wrong, I had fun, and the game wasn't that bad—I think I just have different expectations than this group of players.
Labels:
Dungeons and Dragons,
Gaming,
Ramblings,
Role Play
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