Wizards Watch: Phew!

Wizards Watch LogoWork and (work) travel have pretty much blown March away so far! So this Wizard’s Watch post is bit random, and just based on some of the things I’ve been keeping up with on the internet!!

Have they finally clicked!?

An interesting Legends and Lore column on the WOTC site a couple of weeks back. To quote Mike Mearls:

“It might be strange for the guy in charge of D&D R&D to say this, but here it goes: After the core rules for the game are done, we really want to stop adding so much stuff to the mechanics of the game and shift our emphasis to story.”

Hallelujah!! I wrote about this (IMHO) failing of the 4E model a good while back! Endless player options simply bloat the game rules. I realise that one of the reasons the publishing model has gone this way is an attempt to access a wider ‘purchasing client base’; with an assumed 5-1 ratio of players to DMs, WOTC obviously want to produce products to cater for the whole group. But here’s the rub: I would put money on the fact that even now, a majority of actual product purchasing still comes from the DM! I’ve never DMed for a group of players where it wasn’t primarily me buying the material!

Don’t get me wrong. I love the fact that in 4E a nicely thought out power can bring tremendous flavour to a character, but there is still a limit to how many of these options are needed. I also think a significant part of Paizo’s success with the Pathfinder RPG is down to their steady stream of Adventure Path and setting products, something 4E has simply failed to achieve. If WOTC have finally got this message, its good news for D&D Next!

Does it have to end!? 😦 

Chris Perkins seems to have been pretty much  holding the DnD website together over the last few months: his weekly The DM Experience column has been one of the few with any real ‘meat’ to it, and look at how many Dungeon adventures of recent times are written (or at least co-written) by him!

So very sad news on the WOTC website this week that the column is to end after the next instalment! This is definitely not good, although I appreciate that as his 4E Iomandra campaigns have come to an end, it’s a natural break point. Lets hope a PDF compilation of all the articles is released – as Chris says, he’s written enough to fill two Dungeon Master Guides – so it would be great to have them collected in one place!

And Chris, please start the column again when you start your DnD Next campaign!!!!

Oh, Kickstarter!

A lot of space in interweb land has been given over recently to continuing problems with a number of RPG Kickstarter projects. Tenkars Tavern has been keeping watch over a number of late projects, especially the Dwimmermount project that looks like it may never finish with $50k down the tube. Ouch!  Another interesting article here from Gothridge Manor with some interesting commentary on the status of projects he has backed.

My own experience is not so bad, so far, but then I have only backed 5 projects, and 4 of them have been from what I would term ‘real RPG companies’ rather than ‘hobbyist-publishers’. 3 have been Midgard projects from Kobold Press, and delivered (or are delivering) just fine. Wolfgang Baur, who runs the company, is of course a long-time and highly respected industry professional, and in fact was running successful patronage projects for years before Kickstarter became all the rage!

The other is the Realmworks project from Lone Wolf Development which I posted on recently. This hasn’t delivered yet, but I have no qualms about it, given LWD is a company with a history of real products (Hero Lab etc), and also seem to have the new product in good shape already.

Which leaves one … the iBooks e-module I backed last summer. This is very late, and has no demonstrable progress to date! From the minimal updates and comments, it looks to me like the project owner has got bogged down in writing the adventure, when in actual fact I think most people backed the project to see what could be achieved in the iBooks format, rather than for the module itself! An update is promised for this coming Sunday, so lets wait and see…

All-in-all Kickstarter does seem to be a very valid platform for sourcing funds to create great RPG projects, but it certainly is going through some teething issues at the moment, and a lot of people seem to be getting very wary about projects, and quite vociferous once they start to have problems.

Posted in 4E D&D, Columns, DnD Next, Wizards Watch | 2 Comments

RPG Tech Talk: Realm Works

RealmWorks

Just got an update email to say that the Kickstarter for this project by Lone Wolf Development has funded! Great news!

It’s a different style of project from some, in that the software is pretty much already developed, and has been in Beta for some time now, so the Kickstarter funds will be used to get it over the line successfully and with a number of extras, especially the cloud service and the community server. This is a great idea, which brings huge possibilities in the future, such as being able to purchase game material from publishers that is then directly available in your gaming database for use.

I’d been watching the Realm Works page on Lone Wolf’s website for some time, and to be honest was getting a bit frustrated as the ‘Coming in …’ banner seemed to keep moving further into the future. I learnt about the Kickstarter quite late (thanks Thomas for commenting!!), so very pleased to have got into this in time – I’ve signed up at the Arctic Wolf level so I can get hold of the pre-release two months early 🙂 Can’t wait longer …

It’s hard to completely tell from a few video clips and screenshots, but this application does seem to have many of the features that I described as a wish-list in my previous RPG Tech Talk: Taking Notes post, such as easy linking, snippets of information being combined in different ways, ability to handle PDFs and other media seamlessly etc, as well much much more! Check out the feature lists and videos on the project site for more info!

The Kickstarter still has a few days left to run, so there’s still time if you want to get in on the project – and only a little more is required to add a full module from Kobold Press/Open Design to the rewards! What’s not to like 🙂

Posted in Columns, RPG Tech Talk, RPG Technology | 2 Comments

Midgard: Campaign Setting Review – Part 5

midgard_coverWelcome to the last post in my review series (you can find the whole series here) of the Migard Campaign Setting. It’s been quite a journey, and we’ve encountered some strange and wonderful places, peoples and more along the way. But we’re not finished yet! Our final stop on the tour is enough to chill you to the bone: literally, as we head into the frozen wastes of the Northlands, before turning our attention to more mystical matters: the Midgard pantheon of gods and demi-gods.

Chapter 9: The Northlands

The Northlands of Midgard are separated from the rest of the regions we’ve encounteredMidgardChap9 by the sea known as the Nieder Strait. It comprises a number of jagged peninsulas, covered by lofty peaks and frozen tundra. Clearly a land apart, the beginnings of the chapter strongly emphasises this with an extensive section on the climate, the culture and the politics. This has heavy ties to the Icelandic and Viking cultures of our own world, with of course the fantasy elements of reaver dwarves, giants, trolls, rune magic, and the Nordic (with a few twists) pantheon.

The chapter continues with brief descriptions of the various small kingdoms that make up the region, an interesting mix of giant, human, dwarf and were-kingdoms. What’s not to like about an armoured polar were-bear king ruling over a mixed population of were-bears, fey bears and Vikings? As usual there are reams of interesting adventure possibilities here, some of which are highlighted in the ‘Adventures in…’ section which accompanies the description of each realm.

So why then for me does this chapter not have the ‘zing’ of those I’ve already covered? I can’t quite put my finger on it: I love Viking culture and mythology, and the ideas here are a good blend of historical and fantasy tropes. That may be part of the problem; maybe it’s all a bit familiar, and therefore does not have the ‘wow, what a cool idea’ impact of the other regions. Also, there’s not really any crunch in this chapter, and although I’m the first to state I don’t read campaign settings for the rules (especially as I don’t play the PFRG), some well-developed crunch can really enhance the flavour of the material. For example, I’d have loved to see Rune magic in greater detail – I suspect that this is contained in the Northlands regional guide that was released a while back – I don’t have that book, so can’t comment further – although just a side-bar of information is enough to put it on my wish-list, so maybe the kobolds got it right after all! 🙂

Chapter 10: The Pantheon

MidgardChap10This is a big chapter, with a large number of gods presented in different regional pantheons, roughly corresponding to the main chapters, from the northern gods (closely modelled on the Aesir of our own Viking mythology), all the way to the ancient southern powers with an Egyptian feel.

At the start of the chapter quite a lot of space is given over to rules defining the domains and game aspects necessary to ground clerics and other divine characters in the setting. It never feels however as if this overwhelms the setting material: in the description of each god there is an introductory header defining the domains, symbol and preferred weapons of the deity, and then the remainder is information on the rites, major temples and shrines, high priests, holy works and other setting material. Each god is rounded out with a section on ‘What <this god> demands’ – which can be a rich source of trials and tribulations (and adventure) for your divine characters and of course their companions 🙂

One of the most interesting ideas in the chapter is the concept of Masks: that each deity as their worshipers see them may only be the aspect that the power wants them to see, and that the actual god may be something entirely different, or in fact simply an aspect  of another power. This is a fascinating concept which mirrors real-world mythology, for example how the pantheon of the ancient Greeks morphed into the Roman deities, taking on aspects that were more suited to that culture. It is quite clear that Wolfgang Baur (original creator of Midgard) sees the way the gods interact with their followers in different regions as a key part of the flavour of the setting.

Appendices

The first Appendix is a set of backgrounds, talents, specialisations and spells for using the the AGE (Adventure Game Engine) system with the Midgard Campaign Setting. I don’t profess to know anything about this RPG system, so I won’t pretend to review this material. Suffice to say that a lot of the backgrounds seem to present iconic Midgard character options which players can use to engage with the setting. Looks fun 🙂

Finally the tome rounds off (Appendix 2) with some regional random encounter tables. Whether you like this sort of material or not, it does serve to give some ideas to the monsters found in each area.

And thus, after 295 pages of Midgard goodness, we are finally at the end of our epic journey!!

So what next? Well the grand summary of course!! 

So would I recommend Midgard Campaign Setting? You bet!

As easy as that? Yup!

I have read and re-read this tome with great enjoyment. Obviously, I was a patron of the project, so have some bias, but I don’t think I’ve let that colour my views to any great extent. I didn’t contribute to the project, so essentially I’m just a pre-ordering customer.

But to put it simply, this product delivers ideas in spades. They leap out at you page after chapter after page. I don’t like everything in the setting – I’m sure you won’t either – but what I do know is that the material gets me thinking – of epic adventures, grand cities, ancient cultures, weird magic and just plain old D&D fun. In the final analysis, that’s what a campaign setting should be about!!

As I’ve posted before, I rarely run my own campaigns in published settings; I enjoy the creation of my own settings too much. However, I grew up in the RPG hobby alongside great settings such as Greyhawk, the Forgotten Realms, Dragonlance, etc.

The Midgard Campaign Setting has joined that group in my mind – a iconic D&D setting ripe for plunder, and ready to become either a richly detailed background to your group’s adventures, or an inspiration for your own world and tales.

Get it, and enjoy!!!

MidgardBanner

Posted in Midgard Campaign Setting, Reviews, World Building | 2 Comments

February Update

Well, here we are in the second month of 2013 already!! There’s a cliche in there somewhere … 🙂

January was a great month for TolrendorDM’s Blog: after ending 2012 on a high with the highest monthly total of hits; this month was near double!! Very pleasing, and it helps inspire me to continue a good level (for me…) of posting. Thanks to all who stopped by!

I was very happy to get two maps done for the blog: my normal Map of the Month column, which for the first time in some months featured my own work; and the first Cartographers Annual Challenge. I cross-posted both of these maps onto the Profantasy user forums, and was proud to see yesterday they’ve both been added to the ‘user round-up’  on their blog for January. If you want to see some of the great maps that people are creating with this software, keep a watch on this blog!!

So what’s to come in February? More of the same I hope 🙂 My review series on the Midgard Campaign Setting from Kobold Press will definitely complete. I’ve enjoying reviewing this product in detail and writing about it, and the posts have generated a lot of interest and views. More maps are on the horizon; the Annual Issue for February is a style for creating isometric building views. I have no idea how I will use that for the ‘Challenge’, so I’d better find my ‘Cap of Inspiration’. The first Content Corner column is also scheduled, an article on the Blue Riders, a mercenary company of the Havenscoast region.

Posted in Cartography, Columns, Miscellaneous, Reviews, The Havenscoast Project | Leave a comment

Wizards Watch: DnD Classics dot com!

Wizards Watch LogoIt’s been foreshadowed on many blogs for several days, and now it has come to pass: a new website (dndclassics.com run by DriveThruRPG) is now live offering a large range of TSR and Wizards of the Coast products in PDF form. The titles cover the whole range of editions from Basic D&D through to 4E titles, with more to come I understand!

On the one hand, I find this a bit annoying and frustrating, especially as a 4E customer. This is clearly the ‘how to create a revenue stream while we don’t publish anything new for our current edition for 18 months while we work on a new edition’ play. It may be couched in different terms, but lets face it, WOTC have always had the back-catalogue, but they’ve always resisted having previous editions officially on sale, so I find the ‘official’ reasons somewhat unconvincing. Wizards withdrew completely from the PDF market several years ago, citing piracy as the main reason, but there’s nothing in the new venture that addresses that problem, it’s simply that their needs and strategy have changed.

On the other hand …. ok, this is well cool! 🙂 Browsing through the list of products released on the site is like finding a treasure chest of ‘nostalgia’. There are titles there I’d forgotten even existed. I’ll definitely be picking up some of the Historical Reference books – their release co-incided with the beginning of my hiatus from the hobby, so I never purchased or used these, but they look a great resource for bringing elements of historical cultures into your campaign. Another treat will definitely be the Greyhawk sourcebooks – of all the TSR campaign settings I collected over the years, this is the one which (for reasons unknown…) I no longer have! So being able to grab it again is fantastic!

The truth is, I really don’t care what the real reasons behind the move are. Having access to the modern digital versions of the old edition rules and sourcebooks is definitely a great thing, and I’m sure many others will agree – with their credit cards!! I hope it is successful – and in the final analysis, if it gives the Wizards’ R&D team the time and space to complete DnD Next properly, without rushing it, I guess it will have been worth it 🙂

Posted in Columns, D&D Nostalgia, DnD Next, Wizards Watch | 2 Comments

The Cartographer’s Annual Challenge: January 2013

I think it’s obvious from this blog that I love the awesome Cartographer’s Annual from Profantasy Software! However, too often I download and admire the new style, but don’t get round to actually using it in my mapping!

So, a few weeks ago I (perhaps foolishly…) set myself a mapping challenge for 2013. My goal is to use each issue of the Annual in the month that it comes out. The map however, can’t just be a random ‘play-around’ with the style, my mapping time is too precious for that! No, the intention is to create a meaningful map for my world (Tolrendor) or my 4E campaign (The Amber Tower). 

So, a bit of a dilemma when the first issue for the 2013 Annual turned up – and it was a ‘Investigation Props’ style aimed at modern/horror/sci-fi games!! Hmm, how to turn that into my first ‘challenge’ effort …

Well, as my D&D campaign progresses, the number of NPCs and rumours etc that the kids are involved with is increasing, and often they forget some of the details (especially when we don’t get to have sessions as often as I’d like…). I’ve been using a technique from Chris Perkins ‘DM Experience’ column ‘Previously in Iomandra’ to recap at the beginning of each session (if you’re not reading this column, you should be, regardless of your RPG of choice!), and thought a graphical representation as a handout might help! So here is my effort (click on the image for full-size view):

FallcrestInvestigations

Of course, as my campaign is a D&D one, I decided that white- or cork-boards didn’t really fit my needs, so after using the style to create the basic handout, I added a ripped parchment background (from a previous Annual issue) as well as some more ‘medieval’ props like wax blobs to hold the images on, nail-heads etc! Hope you like it!

Now that I’ve got the basic image template, my plan is to update this for each session as a prompt to the kids of all the information they’ve gleaned!

Posted in Cartography, Columns, The Amber Tower Campaign, The Annual Challenge, Tolrendor Gazetter | 4 Comments

DM for Kids: Back in the Saddle (literally…)

RPGKidsLogoIn my last DM for Kids column I lamented the fact that scheduling D&D sessions was not happening nearly as frequently  as I’d like! However, my intention was to rectify that over the Christmas holidays …. and I’m very happy to say that we succeeded!

We had two great sessions: finishing off a short adventure called Den of Dreus (from Dragon Magazine 179, somewhat modified) in the first, and some down-time (with complications…) back in Fallcrest in the second.

The final encounter in the adventure had the party eagerly leaving the dungeon with the evil wizardess a captive, and the magical tome they had been sent to retrieve safely in their possession – only to realise a small force of skeletons was lying in wait outside, lead by a tiefling necromancer, who was also intent on taking possession of the tome!! Battlemap (drawn with Campaign Catographer’s Dungeon Designer add-on) below:

D4_Kill_The_Messengers_WithTokens

Surprisingly, the kids were more interested in escaping than fighting, and tried to sneak to their horses and ride away. Obviously however, their captive saw her opportunity, and just happened to trip and fall with a scream, thus alerting the skeletons, who closed in to attack!

A bit miffed that their plan had been foiled, the kids still had their characters leap intoBlog_Photo_2012-01-24_001 their saddles, and what followed was a memorable combat – the first time they’d actually had the opportunity to fight on horseback! In actual fact, their plan was still to ride away with the prize, but a couple of judicious Grasp of the Earthen Grave spells from the necromancer took care of that!

At this point, the kids discovered that if they had to fight, doing so on horseback was actually a lot of fun … and destructive … resulting in the skeletons being quickly dispatched. The necromancer saw the way things were going and fled the field … only to re-surface back in Fallcrest a couple of days later …

We’d missed gaming a lot, so it was great to get ‘back in that saddle’ as well. The challenge now of course is to ensure that we get D&D properly back on the family schedule for 2013!! To help with this, I’ve been making changes to the way I do my prep … more on this next time!

Posted in 4E D&D, Cartography, Columns, DM for Kids, Encounters, Roleplaying with Kids, The Amber Tower Campaign | Leave a comment

Problem Solving the Gandalf Way…

Check this out. Couldn’t resist linking! 🙂

Posted in Miscellaneous | Leave a comment

Midgard: Campaign Setting Review – Part 4

midgard_coverThe fourth part of my review series heads westwards into (very) strange magic-afflicted lands, and then north to the remnants of the great elven empire. Once again, prepare for the marvellous and the unexpected along the ride!  You can find the rest of the series here, here and here!

Chapter 7: The Wasted West

Ok, so this chapter is definitely strange, with a capital S! The Wasted West is a region blighted  by an ancient arcane war of unimaginable power, ostensibly against the WastedWestMap‘imperialism’ of the elves, but carried on between city-states after their retreat from the world with hugely destructive consequences. The outcome is a wide region blighted by ancient ‘Old One’ monstrosities from another world, drifting across a desert landscape in a magical ‘slumber’, with a few battered remnants of the once powerful wizard-ruled cities and realms scattered around the edges.

For my tastes, this is all possibly a bit too much on the weird side. There are heavy overtones of Cthulhu, 4E’s Far Realm, and even a post-holocaust vibe. In Wolfgang’s own terminology (from his newly published Kobold Guide to Worldbuilding, an offshoot of the Midgard project), this is definitely towards the ‘wild-eyed wahoo” style of fantasy.

However, please don’t let my (I’m typically a low/medium fantasy guy) impressions put you off here – there are some fantastic ideas in this chapter. The pick of them for me has to be the White Knights of Bourgund – where every knight is backed by a mage bonded to his/her armour, and able to cast spells remotely through it on telepathic command. How cool is that! As is often the case in Midgard however, nothing is quite as it seems – the bonded wizards are effectively enslaved and spend their lives in a tower ‘serving their knights – a situation ripe with the seeds of resentment and betrayal 🙂

Elsewhere in this region, we have ancient mages, barely human after centuries of manipulating the ley lines that pollute the area, and calling forth dark powers; haunted giants, sentient (and hungry) jungles; a city of potion makers in a swamp; ‘Old One’ worshipping goblins, and much more! I’ve actually read this chapter front-to-back several times now, and despite my initial thoughts, it’s really growing on me!

There is also quite a lot of rules content in this chapter: magic effects and arcane storms in the Wastes; the Armour Bonded Mage archetype (from the White Knights section), a fantastic table of potions side-effects; ghostly encounters, and rounded out by an ancient spellbook, which includes a number of new spells with the flavour of ancient decayed magic.

Chapter 8: Domains of the Princes

MidgardChapter8After the weird but wondrous Wasted West, there seemed a slight danger that this chapter would appear a bit humdrum. After all, this region is the remnants of the ancient elven empire, and that’s a topic that’s been covered in numerous settings, right?

Not so in Midgard! For a start, the ‘remnants’ of the empire are still ruled by an elf (The Beloved Imperatrix), and she’s been on the throne a long time … so long that virtually all of the major nobility are related to her in some way. As she gets older and older, the political implications of this grow larger – and this atmosphere is well portrayed in the book. Most of the key figures of the Imperial Court are described, along with their relationships and political allegiances.

Secondly, almost exclusively, the major houses of the realm still have access to the fey roads, magical pathways through the shadow realm that can be used to travel across the empire much faster (and more safely…?) than by traditional means. An interesting section covers the origins of these roads, as well as providing an incantation for their use. The Imperatrix uses these roads to control the realm, including moving her court between the three main cities (the Great Procession) every three years.

The chapter continues with a description of the major cities and baronies. I love the Germanic ‘Holy Roman Empire’ feel to this region, both in the names (Hirschberg, Bad Solitz, Salzbach etc…) and in the vast variety of holdings, noble houses and titles. There is a great section on granting a barony to your player characters, and the possible complications and adventures that this might bring to your high level party 🙂

Finally, the chapter covers the great forests that were once the heart of the elven empire: one of which is still inhabited by ‘exiles’ i.e. elves that did not leave the lands when their kin retreated from the world many centuries ago; and the other totally abandoned and now essentially a dangerous hunting ground for ancient treasures and magics. One thing I like about this whole concept is that Midgard’s elves are very much not the ‘Tolkienesque’ elves typical in D&D, but are rather much more ambiguous – indeed they are the fey of European mythology – alien, complex, and perilous – adventurers beware!

To the Far North …

Our journey draws to an end, with only two chapters still to cover. But if you would continue along the way, pack your fur cloak, and your sword, because we must take ship now, headed for the cold and unforgiving Northlands…

Posted in Midgard Campaign Setting, Reviews, World Building | 4 Comments

Map of the Month: A(nother) view of the Havenscoast

MapoftheMonthLogoIt’s been a while since Map of the Month was some of my own work, rather than someone else’s! It’s a good feeling 🙂

This month’s map is yet another view of the Havenscoast. You can find my previous maps of this area here (original handdrawn) here (hex map re-drawn in Campaign Cartographer), here (player ‘handout’ style map), and here (Jon Roberts overland style from the Cartographer’s Annual). As you can see, it’s one of my most mapped areas! 🙂

The style used in this effort is also from the Cartographer’s Annual: the December 2012 issue. It was designed by Pär Lindström, whose site I showcased in November’s Map of the Month column. I really like this style: the various bitmap fills blend in together so well, and the whole image has a hand-drawn and coloured look. It may well become my default style for Area Maps (see here for an explanation of my mapping organisation!). The only things I didn’t like about the style were: the farmland fill didn’t seem to quite work for me – a bit blocky, and there was no symbol for a (non-evil) castle or fortress. But they’re minor points; overall I am really pleased with this map (click image for larger view). Also, if you want to find out more about the region, have a look at this post.

Area Map B4 Annual Dec 12

Posted in Area Map B4: The Havenscoast, Cartography, Columns, Map of the Month, The Havenscoast Project, Tolrendor Gazetter | 4 Comments