Another Kickstarter to back?

WorldOfCalidarKickstarterKickstarters continue to come along fast and furiously, despite some of the bad press they’ve had recently in the RPG world for lateness or collapse.

This new one by Bruce Heard looks very interesting. Back in the halcyon days of TSR, Bruce was responsible for the world of Mystara, the default world of D&D (i.e. Basic, Expert etc…). For several years he wrote a column in Dragon Magazine “The Voyage of the Princess Ark”: the adventures of a skyship exploring the lesser known regions of the Known World … with RPG notes thrown in as well of course. It was always one of the first columns I turned to when I picked up a new copy of Dragon!

From his blog, it seems like Bruce attempted to interest Wizards of the Coast in re-kindling this series/setting, but to no avail, so he has decided to launch a similar concept in an original setting. The project mixes fiction and RPG material; Bruce will be the main writer, but it also includes work from Ed Greenwood (no intro required…) and Ben Wootten (well known from his work on the Lord of the Rings movies).

The project has funded pretty quickly (2 days!), so looks like there will be plenty of scope for meeting stretch goals, mainly extra art and maps etc.

Looks like I’m going to have to tip out the money-box for another project 🙂

Posted in D&D Nostalgia, Kickstarter | Leave a comment

What’s up with my computer??

Well, very interesting. Thanks Callin for the useful information … it would seem the problem is accessing the RPG Blog Alliance site from my work computer!! If I use a non-work connection it all seems to be fine!! Just to prove I’m not (completely) mad, here is a screenshot of what I get (and have done for multiple weeks) when I try and access the home page via work:

rpgba_badimage

 

Guess that teaches me for indulging in my hobby from work!! 🙂

Please ignore the below ….

___________________________________________________________________________

rpgba_260x200

This may be old news, and in fact I did notice some weeks ago, but didn’t post anything as to be honest I was expecting some announcement … but all seems to have gone very quiet!

The RPG Blog Alliance site (at http://www.rpgba.org/) seems to have been hacked – does anyone know what is going on?

Seems kind of pointless having a banner linking to it on my site if it’s truly dead …

Posted in Miscellaneous | 2 Comments

Cartographer’s Annual Challenge: October 2013

Well just in the nick of time, I’ve caught up in the Annual Challenge!!

October’s issue was a Dungeon style, again by Pär Lindström, in black and white  designed to match with the Overland style from the July issue. If you count his regional Overland style from last December, it really has been his year as far as the Annual is concerned … who knows, maybe a Master Mapper award should be in the pipeline!

My effort for this month is a hobgoblin encampment based in an old ruined fortress and cave complex. It is designed for my first DnD Next campaign, set in the Havenscoast of Tolrendor:

HobgoblinEncampment

The style was quick and simple to use, and as with all of Pär’s work, even in black and white, the symbols and fills blend together beautifully. With the addition of some subtle sheet effects, this style is quite striking. There are a large number of really detailed line-art symbols, making it easy to put together any number of great dungeon and/or battle maps. And of course, they will go much easier on your printer!!

Well, it’s been a busy and fun month of mapping in order to catch up with my Challenge, and in 2 days, a new issue will be out – can’t wait 😉

Posted in Cartography, Columns, The Annual Challenge | Leave a comment

Cartographer’s Annual Challenge: September 2013

Getting there, getting there…

As mentioned, I’m behind in my Annual Challenge, but pushing to be up-to-date by the end of October!!

So here is my effort for the September issue: another stunning overland style called ‘DeRust Overland’, based on the work of one of the awesome cartographers (TJ Vandel) that ply their trade over at the Cartographers’ Guild. I decided to map the same region as I mapped in the July issue; the eastern regions of Tolrendor’s Inner Sea. It’s always interesting to see how the same map comes across when using different styles, so here it is:

Tolrendor - Inner Sea SE - CA81

In the mapping guide for this style, it is noted that this style is centred around the huge variety and quality of the mountain symbols. This is definitely true; they are truly beautiful, and I think would work just as well in many other overland styles that have been published over the years. I also like the pale, almost bare parchment look of the landmasses, which blends beautifully with the subtle terrain fills. If there is anything that I’m not 100% on, it’s that the sea almost looks too bright in contrast to the rest of the map, but this is a minor thing really, and could be altered with a bit of tweaking (or completely changed, as Pär Lindström did in an example using this style!).

So, then one map to go before the end of October and I’m back on track …

Posted in Cartography, Columns, The Annual Challenge | 1 Comment

Cartographer’s Annual Challenge: August 2013

I’ve definitely got behind in the Annual Challenge 😦

My target is to get caught back up as soon as possible, and definitely before the end of October!! Hold me to it, ok… 🙂

The Annual for August was a bit of a poser: a style for producing colourful maps for a science-fiction game. The actual artwork in the style came from the High Space game published by Storyweaver games. Lovely artwork, but how to turn that into a map for my Tolrendor fantasy world (i.e. the main purpose of the Challenge!).

Well, back in the day, there was Spelljammer, an innovative setting for AD&D, taking your adventurers into a fantasy outer space, or Wildspace. Here the ‘science’ was based on magic and owed more to steampunk concepts than sci-fi, but incredibly cool all the same. The setting didn’t make it into the 4E rules, which I always thought a shame, as the cinematic mechanics would have suited Spelljammer adventures pretty well!

I don’t think I ever ran any actual Spelljammer adventures, but I loved the concept, and gobbled up most of the supplements that were published. I also have reams of notes for a potential Spelljammer campaign: descriptions of the Crystal Sphere housing Tolrendor, new ship designs, a space-spanning knightly order, and much more…

So of course, the answer on how to the use the August Annual quickly became obvious: a map of Tolspace, the solar system surrounding my main campaign world (click image for the full size version):

HubSpaceSystemMap

Being a fantasy ‘space’ map, it didn’t seem right to use any of the fantastic star-system backgrounds from the style, so I used the planet artwork, but on a parchment background. I also scanned and photo-shopped some of the original Spelljammer ship artwork (copyright TSR/WOTC of course …) for extra interest.

I’m quite pleased how this turned out – got me enthused to bring Spelljammer back into my game somehow 🙂

Comments and suggestions welcome of course …

Posted in Cartography, Columns, The Annual Challenge | 1 Comment

Wizards Watch: The End of the Beginning…

Wizards Watch LogoWell now we have it! 15 months after the first eagerly awaited D&D Next play-test pack, Wizards of the Coast have now released the last public pack!! It’ s over … although of course it isn’t. The current pack is still an extremely long way from an actual product: no art, spread among a number of short PDFs, no word on digital tools or 3rd-party licensing, and clearly still a long way from the modular, elegantly expanding game they promised. There is clearly still a huge amount of play testing to be done, as well as much design work rounding out the various classes with more complete ‘sub-class’ options. But all this will be carried out in semi-private, with the target (I guess) of releasing the first actual product at next year’s Gen Con, at the same time the Sundering event closes.

Wizards have come by a lot of flak for the slow speed of the game’s development, drawing unfavourable  comparison with other projects such as Monte Cook’s Numenera and Pelgrane Press’s 13th Age. I think we have to take a step back here though: the designers of these games, great though they may be, certainly do not have to cope with the vast range of opinions about the D&D game. As the play test has progressed, every design decision seems to have been greeted with viewpoints all along a wide continuum between extremes, with every opinion coming from someone totally convinced that they are ‘completely right’ about how D&D should be!!

So at the end of this phase, what state is the game in? It is clear that the design team have focused throughout the public play test period on the ‘core’ game – one which they clearly hope will appeal to fans of the older editions – and in fact most of the play-test adventures that have been released in the packets have been pretty minor conversions of old AD&D adventures!  This has lead to criticism that the classes particularly are too simple and boring for a ‘modern’ RPG, with not enough options to select when making character choices.

I can understand this point of view: if you compare the number of potential actions a typical 4E 1st level character has compared to a DnD Next one …. well typically there is DnDNextno comparison. Most of the 1st level DnD Next classes, except for the ones that can cast spells at first level (like, 2  per day …) can take precisely one combat action per turn: Basic Melee Attack!!  This was certainly not uncommon back in AD&D 1e/2e days, but it does feel now like a regression! Some classes have extra options or damage they can apply to their basic attack (e.g. Sneak Attack for the rogue), while some have spell-casting options as well as their basic attacks – but even in this case with the return to minimal daily spell slots, a melee attack will often be the default action.

Obviously as characters level up the number of options increases, especially as they hit 2nd/3rd level and select the ‘sub-class’ mechanic (couched as Path, School, Domain, Oath depending on the base class) that the designers have chosen to present class variability using. I’ve seen quite a lot of viewpoints that these are far too pre-packaged, and provide ‘boring’ classes. My opinion is it looks fine, and allows for easy tweaking to integrate class options into particular campaigns and themes. In any case, I expect one of the early optional ‘expansions’ will be a sub-class that is simply: ‘choose any of the sub-class options at the appropriate level’, and everyone should be happy 🙂 I also think that the lack of alternatives in the current sub-classes (i.e. the powers that are gained at specific levels within a sub-class) are partly the desire to keep the core game simple – there is nothing to prevent a particular build presenting several (e.g.) 7th level options of which the character can choose only one. This package is also the first time that multi-classing has been presented, and it looks pretty elegant; certainly better than the fairly convoluted approach that 4E took!

So what of the remainder of the game (I’ve always felt far too much time and angst is spent on class progression, which is largely irrelevant in actual play!!)? Well, combat has remained relatively stable throughout the play-test, and seems an elegant blend of the simplicity of original D&D and the tactical interest of later editions. I think it allows a fairly complete range of play styles, and there is definitely going to be a optional module presenting as much complexity as you want!! The Advantage/Disadvantage  mechanic seems to have been well-received by most people, and has stuck throughout: I think is a real gem – easy and fun to play at the table, and has the added benefit of removing the +/- modifiers from a huge number of powers! Non-combat is also pretty well covered with the skill system, backgrounds, exploration rules etc. I certainly can’t see any major issues with the core rules in terms of in-play usage.

In some ways I’m glad the public play-test has come to an end: I still haven’t actually run any adventures using the rules, although I’ve been working on a mini-campaign, and now that the final packet is out, at least I can go forward without everything changing underneath me. For example, I was actually working on some ideas for this campaign recently, and trying to build some character concepts that would fit into my Havenscoast setting … and then another packet came out … and or sorts of stuff  (e.g. skills) I was based this on were gone!! They’re back now, but for a while I was wondering …

The coming months may be quieter in public, but hopefully that means work on the game can continue apace! Whether you’re a fan of DnD Next or not, it’s release is still going to be a massive event for the RPG hobby we all love! 🙂

Posted in Columns, DnD Next, Havenscoast D&D Next campaign, Wizards Watch | Leave a comment

Map of the Month: Hex Map Coolness

MapoftheMonthLogoCame across a post at Gothridge Manor, an OSR blog by Tim Shorts, with some wonderful old-school hand-drawn and coloured Campaign Hex maps on display. You should definitely go check it out!!

Although I do all my mapping by computer now-a-days, I spent hour upon hour in pre-tech days painstakingly crafting hex maps by hand e.g:

Area Detail Map B4-2: City-State of Camlan

Area Detail Map B4-2: City-State of Camlan

My examples are nowhere near as beautiful as Tim’s however … which is why I need to use technology these days 🙂

Posted in Cartography, Columns, Map of the Month | Leave a comment

RPG Tech Talk: 3D Virtual Tabletop Kickstarter

RPGTechTalkLogoThere’s a very interesting Kickstarter in the works, with 6 days to go: 3D Virtual Tabletop: Visually Stunning RPGs on iPad, Android. I’ve become a backer, and I’d recommend you check it out …

In summary, it’s an app that allows you to import map and side-view ‘token’ images (a decent number also come with the app), and then use these images in a 3D view that mimics a real gaming table. You can rotate, zoom, scroll, adjust the viewing angle, and of course move your characters and monsters around:

3DVirtualTabletop

Even better, you can already try out the app from either the iTunes store (if you have an Apple device) or from Google Play (the other lot…). This version is standalone, but has all the basic functions. The major enhancement that the Kickstarter version brings is a subscription-based service that allows multiple devices to share the same map. This means a DM can load up a map and tokens, and the players can move their characters around the map using their own devices!

The Kickstarter has been running for some time now, and is funded well over its original target, which of course means there are lots of stretch goals that have been unlocked. Many of these are extra features for the app (such numbering miniatures, line of sight, more precise rotation etc.), but also the addition of extra maps and tokens, from partners such as Battle! Studio and Lord Zsezse Works. There’s a lot of goodies in store! 🙂

What I really like about the concept however, is that it’s designed to be a tool that helps at a real game table, rather than being intended for online play. Although I know these days lots of people do play over the internet while sitting at their computers … but I’m sure this is still a significant minority. This app is a sensible application of technology that could make a normal face-to-face role-playing game smoother and better.

I know I’m looking forward to firing it up, especially with being able to use AirPlay to show the battle-map on a large screen. It could save me a fortune in printer inks 🙂

Posted in Columns, RPG Tech Talk, RPG Technology | Leave a comment

DM for Kids: Remember, they’re still kids…

RPGKidsLogoSo summer is pretty much over now here in the UK as the evenings draw in rapidly, and temperatures start to fade. The kids are back at school after a great holiday period, so life has returned to the school/homework/sport/activity cycle!  

During the holidays, I’ve been running my Weekly Game Night Challenge, so we’ve actually been playing a fair bit of D&D! Being on a week-night, sessions have typically been shorter, so we haven’t necessarily been getting through adventures at a much greater rate. However, we’ve all agreed that playing weekly is a major improvement in terms of continuity, and definitely much better than our stop-start efforts over the last year. As my daughter put it: “I can actually remember what we did last time!” 🙂 

Now that we’re back in the grind, I very much doubt we can manage weekly, but I hope we can shoot for fortnightly sessions. If we can achieve this, I’ll be thrilled, and it would definitely be the icing on a very successful ‘Game Night Challenge’ cake!! The prep routine I’ve got into has been working well, so I’m confident I can cope.

The main topic of this post, however, is a DMing mistake I made at the end of the last session which I’ve been reflecting on quite a bit: 

To set the scene, the party was in Fallcrest, having a rest after a successful mission sponsored by the Captain of the Town Guard, and preparing for an excursion to Thunderspire Mountain. Returning from an evening meal at the Blue Moon Alehouse, they found an intruder in their rooms at the Silver Unicorn. The Dark Creeper, leapt out the window onto a neighbouring roof, and scampered off. A frenetic chase across the rooftops ensued, followed by a vicious fight as the Dark Creeper brought his back-up (undead and gargolyes) into play.  

Throughout this fast-moving and fun encounter, the kids were pretty focused on capturing the intruder so they could interrogate him; however in the meantime they had dealt him a considerable amount of damage. I therefore had him try and escape the combat, using his Zombie troops and the two Gargoyles to block the PCs from getting to him. They however, were not to be thwarted: Xyana, the Eladrin wizard who normally hangs at the back firing off ranged spells, fey-stepped past the rear-guards, took an Action Point to leap off a two-storey building onto the Dark Creeper… and killed him with the ‘falling’ damage … at which point he exploded into strands of Shadow (as they do …Killing Dark…)!!  

Well…

Cue pandemonium! The kids (and my son particularly) were incensed, as they had been expecting the Dark Creeper to fall unconscious, at which point they could capture him! They felt I had cheated on their plans…; whereas I guess in my mind I had never been expecting them to capture him, so just went with the rules! I certainly hadn’t expected this reaction!  

On reflection after the session, I guess I am a little disappointed with my handling of this situation – it was clear from the play leading up to the incident that the kids wanted to capture the Dark Creeper; however I was working on the assumption that he would either escape or be killed, and they would follow-up the encounter with some investigation around the town that would eventually enable them to track him down. Essentially, I thought they would see this as just leading into the next challenge… guess I was quite wrong! 

Unfortunately, in the heat of play (in my defence we were running out of time and I was trying to hurry the session/combat to a conclusion…) I failed to be flexible enough to accommodate the players’ actions – especially given the cool cinematic lead up (with Xyana). If I’d thought a bit more quickly on my feet, there were a number of approaches I could have taken:  

  • Have the Dark Creeper mutter a few words just before he exploded – which would provide a clue as where to investigate next. 
  • The PCs could have discovered some clues in his gear 
  • Just waive the rules and let them capture him  

I think I  prefer the first option as the best balance, but by the time I realised this, it would have been a bit false to go back to it. Thankfully the session finished at this point, so I still have a chance to rectify the situation with option 2; I’m planning on having the PCs discover a gold signet ring which fell on the ground when the Dark Creeper vapourised. This ring is intended provide a clue to finding out the faction behind the intrusion, and potentially where their main base of operations in Fallcrest is located.

Lessons Learned: 

  1. Definitely look at having more flexibility at the table to change things based on character actions! If the PCs do something cool, reward it, don’t punish it (albeit unintentionally)!! 
  2. Remember that although my kids are getting older, they’re still kids, and don’t necessarily react/think in the way an adult would/might in the same situation.

The next session is planned for tonight, so roll on the action!! 

Posted in Columns, DM for Kids, Roleplaying with Kids, The Amber Tower Campaign | 1 Comment

Cartographer’s Annual Challenge: July 2013

Yes, I realise it’s almost the end of August, and this is the July Cartographer’s Annual Challenge post. I guess I got waylaid on the road. Better late than never as they say…

July’s Annual Issue was a new black and white overland style from Pär Lindström, partly inspired by the original Tolkien maps. Given how much I loved those maps, I was really looking forward to this issue.

So what took me so long? Well I guess it was my choice of map – I’m much quicker at mapping using CC3 when I have already essentially designed the map, but in this case I decided to layout the eastern reaches of the Inner Sea, an area I’d never really focussed on in my Tolrendor campaigns. This therefore took a lot longer than expected, but I’m pretty pleased with the results – its an area inspired by many sources: the Greco-Persian conflicts of our own world, the Crusades, the Dragonborn empire which forms a key part of the D&D 4E backstory, the Seven Cities region of the Midgard Campaign Setting, and much much more. I hope you like it:

Tolrendor - Inner Sea SE - CA79 - 2

As usual, a lovely style with lots of interesting symbols and drawing tools. The Cartographer’s Annual just keeps getting better and better!

And now I’d better go catch-up with August 🙂

Posted in Cartography, Columns, The Annual Challenge | 2 Comments