Showing posts with label Encountering DND. Show all posts
Showing posts with label Encountering DND. Show all posts

Wednesday, February 02, 2011

Encountering D&D: The Boss Fight

To be perfectly honest, if anything was a misstep in this adventure's design, it's putting Benwick up as the last fight instead of the giant, awesome dragon of the previous encounter. Story-wise, it totally makes sense to have a showdown with Benwick at the end of the chapter, and I understand why the choice was made, but fighting a portly monk/cultist after taking down a fucking dragon seems a bit anti-climatic.

Also, the meeting with Longstrider seems a bit, y'know, tacked on. It's like this entire encounter was more of an afterthought, and the season actually ended last week. Still, there are some nifty things going on here, and there are a couple of cute tricks you can pull into your own games, if you look for them.

Kendon Longstrider

The idea of having a wishy-washy NPC ally mechanically represented is cute. Here's poor never-seen-before Kendon, hanging out and doing his own thing, when his whole life gets flipped by some dragon cultists and a boatload of lizard folk. He doesn't know whose side he's on; he isn't on anyone's side, and if he can be convinced to fight for one side or the other, that has more to do with the force of personality of the people involved.

Kendon is sort of Everyman Fighterguy. He is the very definition of what I consider the Neutral alignment from 1-3.5 to have been; he's indecisive and will fight for anyone, mostly because he doesn't know what to think. He's known Benwick for a good long time, and he's seemed like a pretty alright dude, but the adventurers have saved the keep a couple of times now, and Ben's acting like a bit of a douche.

Having some (pretty much all) of your non-affiliated NPCs act like this guy probably isn't a horrible idea. I ran a session of Bones where a crowd of people was loyal to the villain, but when he started causing the deaths of hundreds of his fans, they started to turn on him. For a while, the struggle went back and forth between the party and the rock star they were fighting, but eventually the group won out and the crowd came to their aid in fighting the Badness.

It's Okay to Let the Boss Fight Go Long

There's a lot of boxed text in this session. Not so much in the beginning, but after everything's been taken care of, there's more, and the more is pretty hefty. That is totally reasonable, and I'm glad Wizards took the time to wrap the campaign up in a way that is interesting from a rules perspective (more on that in a bit).

One of the things that's been getting a lot of airtime in the 4E community is the length of your average fight, and how to make that time shorter. Personally, I like the long fights. If I spend a five hour session of D&D, and the single fight of the night lasts about an hour and half to two hours, that's a pretty solid session. It's something I needed to learn to account for in my game planning, but beyond that, there's no reason to vilify long fights.

Boss fights are allowed to go longer than most. They're supposed to be climatic moments in the story of the game, points where everything finally gets resolved, and sometimes you need to take some extra time to really focus in on those and make them worth it. It can be very satisfying to bash in the skull of someone who has been screwing you around for a few months (like Benwick has), and the players are going to enjoy finally taking his ass down,

The Quest Challenge

One of the best things about this chapter, one of the things that I looked at and went "Huh. Why didn't I think of that?" is on page eight of the adventure book. It has a little chart that tells you what all the minor quests were in the chapter, and then has you tally those up and see how you did overall. If your party succeeded in most of the minor quests, you get the happy ending. If your party failed at most of the same quests, you get the unhappy ending. This is an interesting look at what Chris Tulach, Greg Bilsland and Gregg Marks called "Branching tree design" at D&DXP last week. It's interesting to note that in this season, the only branch to the tree is in the last chapter, but I think we can expect to see branches like this coming out earlier in the season through March of the Phantom Brigade and Dark Legacy of Evard.

It's something that people who GM at home do fairly naturally. "Oh, you sucked at this thing? Well, it's definitely going to come back and bite you in the ass."

That's all I've got for this week's Encountering D&D. I have the books in for next week's Session, and I'm chomping at the bit to get the new season started. This one was a lot of fun and I hope that continues through the next few seasons.

Wednesday, January 26, 2011

Encountering D&D: 5-19 Yulbraxis

There are a few things going on in this session that are interesting for bringing back to your home games. The first is that Yulbraxis, Young Black Dragon starts the encounter already bloodied. The second is the introduction of Chandera, a half-elven priestess that is going to give Lord Drysdale some much-needed healing.

For both story reasons and mechanical reasons, I love that Yulbraxis starts the game bloodied. A level-four solo creature against a mish-mashed party of level threes is a bit much, but if you cut that creature's hit points in half, you might be able to get it done within the allotted hour. Also, it means that your players get to fight a big-ass dragon for the third time in the season without overdoing it on the resources lost before the Boss Battle next week.

The story reason for the dragon having been bloodied could have been a lot more dramatic, in my opinion. Something like this gives you a chance to join a combat in media res.

You come to a square just in front of the inner keep. The broken and bleeding bodies of dozens of men and women litter the cobbles as a battle rages on beyond them. Lord Drysdale fights alone against a cadre of lizard folk and an ebon-scaled dragon the size of a heavy clydesdale.

Drysdale plunges his sword deep into the dragon's shoulder and the creature spews acid and hatred into the square. It knocks the lord to the ground and lunges, burying it's claws in Drysdale's body before turning to look at you.

Two of the lizard men scurry off into the inner keep, dragging Drysdale's body between them. "It's too late," he hisses. "If the little lordling isn't dead, he will be soon." A cadre of guards arrives from the south, behind you.

"Ah good," the dragon whispers, licking its lips. "I was afraid this would be too easy."He roars, then charges.


Now, I know I don't actually give a shit about Lord Drysdale, but I think some players somewhere do, and to have him brought low right in front of you is a lot more dramatically intense than having the dragon offhandedly remark about how he's probably dead right now. Just saying. Plus, describing battle in D&D Boxed Text is a lot more fun than describing a black dragon that's just sort of... y'know... wandering around.

Chendera, the half-elf priestess that is hiding out in the alley, is an interesting addition to the adventure mostly in that I've always loved challenges that involve escorting less powerful characters through a difficult encounter. I mean, she has 35 hit points, and a couple of weak attacks, and she's supposed to survive DRAGON BREATH? Still, there is a nice chunk of experience reward for keeping her alive, so if you can make it happen, it's totally worth your effort.

I'm really loving the allies sub-theme in this final chapter of the season, and it seems that Mr Sims pulled out a lot of stoops in making it one of the more engaging and mechanically interesting chapters thus far. The role-playing opportunities touted for this season have been relatively solid, and it looks like the season is going to wrap up with a bang.

Good on you, Chris. You did a damned fine job putting this together.

In other D&D:E News!

We have some information about the new season, namely how the whole thing starts, and some rules changes that are coming into effect. It looks like we're going to be doing the "Y'all signed up with a caravan of settlers," thing. Which would be fine, if it didn't so closely resemble the opening to the car-wreck that was D&D:E II: Dark Sun. I do hope this Encounters season more closely resembles Sims' work on D&D:E III. I'm not at all familiar with Mr. Thompson's work as an adventure writer, so I can't say as I really know what to expect.

If you come in later in the season, you're going to be a first-level character. This is going to make some people happy (me) and others a little less happy (players who habitually forget their shit). If you make a new character for the second chapter, your new character is going to be first level. If your character dies, I'm pretty sure the Death Penalty is still an option, as opposed to rolling up a fresh character in the third chapter.

Characters are still using Essentials. I don't really have anything to say one way or the other on this. Essentials is their "introductory D&D product," and Encounters is an "introductory D&D event," so they just sort of... work together. There was an announcement about a hard-core D&D event that doles out the harshness later this year, and since it's aimed at more established players, I hope that it uses options from both D&D 4E Core and D&D Essentials. This is especially true if they want to try and convince us that Essentials is not D&D 4.5 (and I, for one, am not convinced).

Treasure distribution is getting shifted around. I can't say as I ever really cared for the way loot was given out in Encounters. To be honest, this is a lot more like the method of treasure distribution I use in my home games ("A'ight, roll me a d10, and I'll compare it to the packet chart"). I think it's a solid move, though there is a lot more room for maxing out your character's gear when you give the players the option to choose their own outfits.

The season will be using the Fortune Cards, both in the game and as rewards. Those cute reward cards you got during previous sessions are gone, replaced with a product that is going to need some serious reworking to be usable at most tables. I've already decided that I'm going to play the cards straight at my D&D: Encounters tables, but they will not be making much of an appearance in my home game. Unless the Game Master (me) is the one using them.

That's all I've got for this week, folks. Join me again next week, when we're kicking the crap out of Benwick (and I'll tell you all about how I shot him in the face).

Wednesday, January 19, 2011

Encountering D&D: Recurrance and Fortune

Dragon Magazine used to have this kick-ass series of articles about the Adventure Paths that were running in Dungeon Magazine that same month. The format was, admittedly, quite different from the D&D: Encounters format, in that the Adventure Paths tended to focus on an entire story arc rather than a single encounter, but I think there are cool things to be learned from D&D: Encounters and the way the good folks at Wizards have put together their initiative. Encountering D&D is a weekly article that discusses the coolest points of each week's session.

One of the cool things about this chapter of Keep on the Borderlands is that it's bringing back elements of previous encounters, depending on how those elements were handled in earlier chapters. In Encounter 5-17, both Moxulhar and Vermastyx play a part in the unfolding battle, assuming you let both survive. In this week's Encounter, Ferdinand Ronnick is back, again assuming you let him live Way Back in the Day (Chapter 2).

For an adventure designed for beginning players, this is a surpassingly next-level Dungeon Mastery maneuver. Chris Simms is not an adventure designer to be fucked with, ladies and gentlemen; this guy knows exactly what he's doing when it comes to making your adventures cohesive and interesting. Sometimes, game masters forget about things like this; bringing back story elements from the Before Times is a great way to give your world and your story some cohesion. And having the villain from the first couple of chapters come back as an underpowered ally later is a quick-and-dirty way to show some character growth and development, things that most role-playing games lose in a haze of Cheetoes and Mountain Dew-flavored Monty Python quotations.

Other Things to be Learned From This Encounter:

Sometimes, the bad guys aren't just sitting around waiting for you to come in and kill them. Sometimes, as you're killing bad guys, more bad guys show up. Sometimes, there are huge waves of bad guys waiting in the wings, and if you don't kill them quickly enough, you are going to get overwhelmed. And sometimes, the answer isn't just stabbing the bad guys to death; sometimes you need to get creative and find a new way to stop them from showing up. Close the portal, block the cave entrance, drop a house on their way in, pile the bodies in front of the door, light a huge cart full of horse dung on fire and roll it up to the gate. This sort of thinking should be encouraged. Give players who come up with these sorts of ideas bonuses to doing whatever it is they're trying to do.

One thing I would suggest to budding adventure designers, though, is this: Provide more than one victory condition. If knocking down Benwick's house is the only way to stop the onslaught of bad guys, then there should be a few ways to make that happen. The catapult is one, how about setting the house on fire as another? Pushing a cart in front of the door and guarding the windows? As with any situation that has the potential to completely overwhelm the player-characters, there need to be a variety of ways to keep that overwhelming from happening. I actually had to tell the players in my second flight to get the catapult after the house; they completely ignored the clues and were happy to just bash in heads ad infinitum.

From My Table to Yours:

When it was finally brought to the players’ attention that the catapult could be used to destroy the house, and thus stave off the waves of bad guys that were flooding in through it, I decided that the guys on the walls manning the thing were going to be having a smoke break, talking about their kids and the state of the Lord’s marriage. There are times when I like to infuse little modern bits like this into my games. It gives completely useless side characters some depth, gives your world a bit of a relatable edge, and gives you the opportunity to throw some humor into your gaming.

Dragging people around in nets was way less productive than I wanted it to be. I think next time, I’ll be making drag attacks like that deal damage, like getting hauled behind a horse or something.

Fortune Cards

Before Playing With Them:

I got in a preview box of D&D Fortune Cards in the mail this week. One of the perks of being the games manager at a FLGS is that Wizards of the Coast sometimes mails me stuff for free, and then I get to try it out and see how it goes. Yesterday I opened two packs of them, and I will be giving a pack each to my players at D&D: Encounters tonight (we haven't actually played yet, as of this writing; I will write a short review of how they played after the second flight is done). My initial thoughts on the product:

1) It has fewer options than I am immediately happy with. You get one card in your hand at any one time, and that card is determined randomly (you shuffle your deck then draw one). The chances that the card you pull is going to be useful are pretty low. At first look, I'm thinking that a hand of three cards would add utility to the product without over-powering it.

2) Monsters don't get cards. Whenever you add utility to player characters without adding equal or greater utility to the monsters they're fighting, you are making encounters easier. While I'm all for a certain level of ease in the Encounters initiative (re: Dark Sun), I think that this season has been generally underpowered and have had to make adjustments to make the challenges more... well, challenging. My monsters will be using Fortune Cards, but will stick to the one-card-in-your-hand rule to keep it balanced (as more monsters have access to the DM's hand, making it more likely to be relevant).

3) The back of the card is pretty. The face of the card is not. The card-front looks like it was designed by the same guy who designed the Vangard card-frame for Magic: The Gathering, which is my least favorite of the frame designs in that game. From the company that puts out card designs like the Future Shifted cards or the Planeswalker frames, the fortune cards lack 'production value.'

After Playing with Them:

1) Do these actually add anything to the game? One of my players complained about the increased amount of system required to use the cards while they didn't actually change the game all that much. The most positive reviews the cards got were "They were useful sometimes." One of the Game Masters for the first flight remarked that the encounters would need to be scaled up significantly whenever the cards were used, as the occasional power-up was still enough to make tonight's Encounter a cakewalk.

2) People forget about them. This is pretty similar to the major problem facing Ongoing Damage. No one remembers that the mechanic exists until about halfway through their turn, or even after their turn is over. Doing things like this at the beginning of your turn seems to go against the grain of the game; the play-flow of D&D 4E seems oriented todwards Standard/Move/Minor -> Bookkeeping -> End of Turn Effects. Players (and DMs, including myself) consistently forget about Auras, Ongoing Damage, and now cards, because all of those things seem like they should live in the middle or end phase of your turn flow.

3) It works better with more options, but also bogs the game down. We tried both the one-card variant and the three-card variant, and both versions of the rule (the former is the official, the latter is something suggested to me by my rep at Wizards) bogged the game down considerably. People read the cards, and that takes a few seconds. They also have to consider how the card is going to interact with their plan for the turn. In a game where combat already takes for bloody ever, it seems strange to want to bog the game down as much as the cards do. Moreover, the cards seem to slow the speed of choice to a crawl, so much so that I actually had to start counting down when players were taking too much time to come to decisions.

4) It would work better with starter decks. The random nature of the packs is meant to get people collecting them, like the Gamma World cards and, before them, Magic: The Gathering cards. Honestly, though, the cards would have worked better in a themed deck, especially as an introduction to the product. The cards were all over the damned place and were rarely any help to the players holding them. When they were a help, they helped out a lot, but those occasions were few and far between. How much better would it have been if a defender could choose the Defender Deck, and have a boost that was going to work well with his or her abilities? Even if the individual cards drawn were less than useful, at least they would tie into what it is that role does, ne?

5) They don't cost you anything. There is absolutely no reason that you should not be running a deck of these cards beside your character. To use a card does not cost you an action. It does not in any way impede any of the functions you previously enjoyed. I think this is a major error on the part of the cards' designers. Every card should cost something to use. A card can cost an action, hit points, healing surges, movement, a status effect. Make the choices difficult. Should I give myself a +2 bonus to all of my defenses in exchange for being dazed (save ends)? Whoever designed these cards should be forced to read this article [ROSEWATER ON DECISIONS].

6) People are not going to pay for these. They are going to print them out and put them into card sleeves the exact same way they do with Power cards. There will be an online database of them, and you will be able to write up a whole deck of the little bastards, print them, and use them in your games. Which is a damned shame, because nothing sells better in brick-and-mortar stores than game accessories, usually. Wizards of the Coast keeps making accessories that suck, though (re: Power Cards).