Sunday, October 11, 2009
Technilogical Advances in Modern DM-ing
On Saturday I was playing in a one-shot delve with one of the local Meetup groups. The DM had his laptop, which to me isn't that uncommon anymore, but when I found out what he was using it for it blew my mind. He was using Fantasy Grounds to keep track of initiative. It didn't seem that great to me until he showed me what else it did. The program kept track of conditions, HP, defenses, attacks, recharges for the enemies, saving throws, you name it, the program made sure it was taken care of before it would move on to the next creature in initiative.
Now, I'm sure most of you have already heard of Fantasy Grounds, so I decided to see what else I could find. At http://www.asmor.com/programs/digitalsquire/index.php I found Digital Squire, a program designed for players to use so that the table doesn't get cluttered up with a bunch of papers and books. Its designed to be used in conjunction with D&D Insider's Character Builder and D&D Compendium, but if you're not a subscriber you can still use the program just fine, but you'll have more work to do. If you're a non-subscriber, you can still download the Character Builder, but you'll only be able to use that to build a PC up to 3rd level. Digital Squire works like Fantasy Grounds, but for the player to keep track of his PC. It will track most conditions, and I think they're working on an update to cover what's missing. This is also a free program, but it is more designed to be used with an internet connection. If you don't have a connection where you're playing, don't worry; you can download a stand-alone version as well.
I also discovered DMs Tracker, an app for your i-Phone or i-Pod Touch! It costs about $4 and is used as an initiative/combat tracker. You have to enter all the information before starting your game session, so its a little lengthy of a process, and it too is missing one or two conditions, but it'll track your combat similar, but not equal to, Fantasy Grounds. But for $4 compared to $40, if you don't have the money DMs Tracker is the way to go.
When I dicover some more good ones I'll let you all know! If anybody else knows of any other good programs/applications post it in the comments! Tomorrow, back to our regularly scheduled programming on 1d4+5!
Thursday, October 8, 2009
Coming Up on 1d4+5
Anyway, here's a glimpse of what to expect after the weekend:
- My "Religion in Roleplaying" article
- Why you want to play the Seeker
- Using Flashbacks and other Vignettes
- much, much more!
Stay tuned to 1d4+5 and check back often, I'll see what I can get up in the midst of all this gaming! Until the weekend's over, keep rolling those 20's!
Tuesday, October 6, 2009
Does anybody hear an Echo???
An excellent question, or rather, questions. If you want the simple, short answer, check out the comments for the Over-imagination post I put up a few days ago. The long answer is as follows:
The best way to guarantee your PC's make it to the epic stages you have set for them, without railroading, is to first make sure that your epic stages jive with the PC's. Meaning, base your epic stages directly off of the PC's and their backrounds. Of course, this still doesn't guarantee anything, though it makes things a lot easier to keep on course (assuming your players are properly roleplaying their PC's). If you create a story arc that your PC's have a personal interest in, reaching your planned stages shouldn't be a problem. However, no matter how perfect you have things set up, you would be a fool to think it'll work out just how you have planned. The plan I have in store should hold up pretty good, though there are lots of ways that the players will probably force me to alter things as time goes on. I doubt they'll get too far away from what I have in store, but if they do, it won't really matter.
Of course, the above only works if the PC's are already created (and ideally, all created together at the same time at the same place so that there is some sort of dynamic in the party). If you come up with a great story arc before PC's are made, it would be best to tell your players what kind of a game you want to run (without giving out too many chunky details). Then you can only hope that they'll make PC's to work with the game you want to run, but then they may spark a creative idea in you that'll make you want to drop whatever it is you had originally come up with, and do something else that compliments the PC's backrounds, mannerisms, whatever.
How open is too open? That is purely a matter of your comfort level as a DM/GM. For example, I know how the first adventure is supposed to begin this Friday. But, I'm giving my players a BIG opportunity to change what I have in store. They do read this, so I can't say too much right now, but I'm going to ask them some questions and basically, their answers will become law. They will also add an element to the game that I do not yet have prepared, but that's sort of the idea. I can talk more about this Friday night/Saturday morning.
Really, at low levels you don't want to give your PC's an entire world, continent, or even country (depending on how big it is) to start. If they have a small area to work with, as long as they can still do whatever they want, they'll be alright with that. I'm running an Eberron campaign and right now, my PC's are in Sharn. That's it. But there is so much to do there that even if they ignore my big hook, I can still keep them entertained and will be able to...
Draw them back in using hooks that you make off of the PC backrounds! If the PC's are satisfied doing odd-jobs for Herman, the strange old man with a lisp, you need to give them something that will generate interest in what you've got planned out. If the PC's are all unreligious fighter types, they're not going to have much interest in finding out about Namon's plot to overthrow the temple. However, if the high priest is one of the PC's cousins... Proper use of PC backrounds, personalities, their families even, can all be strong motivators if the PC's get off course. But don't bring in Uncle Jev everytime the PC's get off course, that'll get old real quick.
Also, like I mentioned in the short answer, if they get off track but everyone's having fun (and if you have enough random stuff prepared) why not just roll with it? It may take your campaign in a direction you never even thought of that may be 10 times more entertaining than your original plot.
So yes, I'm just going to say it. When done properly, the "open world" really is little more than an illusion. But its how you present the world that determines if you're recycling material to use elsewhere differently, or stringing the PC's along on the DM railroad.
Next time on 1d4+5...
Perhaps you've noticed that I did not discuss the Seeker today. Got it on the Character Builder, but the article wasn't up on the WotC site yet. I can tell you that the seeker is a primal controller, so I am interested in why I wouldn't just make a druid if I wanted to fill that role. Hopefully, I'll have an answer tomorrow. Until then, keep rolling those 20's!
Monday, October 5, 2009
1d4+5 Update
Saturday, October 3, 2009
Over-imagination
Unless you're going to be a dick and string them along to tell this story, railroading (or in my case, lightning-railing) the entire way, you can't get too elaborate. I wasn't very specific above, my players do read this, but I was getting to the point of figuring how specific PC's would literally be used in telling this story, up to and including their epic deaths. It became a story and yes, the players want to be part of a story, but they want it to be a story they create as well, not just the DM.
To keep from doing this, don't get too elaborate. Stick to key themes and then let the players (unknowingly) create their own methods for getting involved in the plot-line. Even better, let the players' actions creat the plot line instead. You might lose out on running that perfect element, but everyone'll be having fun. Keep your notes though. Even though it may look early on that you won't get to play this big thing into your adventure, your players may just create the circumstances that will allow you to throw it in afterall!
Friday, October 2, 2009
Encounter Building
Some of this can be attributed to the players due to low die rolls and poor tactical decisions, but really this is mostly the DM's fault. 4E's combat system runs like no other that I'm aware of, and it certainly doesn't run like previous editions of D&D. Also, encounter design was totally different and standard encounters (1 monster per PC of same level) seemed too easy, even for low level PC's. Players would get through them almost too quickly without having to expend resources. Next logical step? Make the encounters harder. When we first toyed with that idea, we learned two things:
- Just because a standard 4th level encounter for 5 PC's is worth 875xp doesn't mean you can just throw in a Gray Slaad (level 13, xp 800) and a bunch of 1st level minions and call it a day. Sure, the minions are nothing; but the slaad is nigh-unhittable by 4th level PC's.
- Solo monsters of standard or higher level, when used singularly, do not make an appropriate encounter. The PC's burn all their daily powers and will usually die before losing all their healing surges (whether they ultimate get past the encounter or not). Solo's of lower encounter level and mixed with other monsters do make good encounters.
Not even going to extremes such as the 13th level skirmisher mentioned above, even using slightly higher level monsters was still having the same effects; Daily Powers would get spent, but PC's would either die or be near death once its over and still have a bunch of surges but want to take that ER anyway. The answer became blatantly obvious.
Easier encounters, but more of them was the key! The process of moving through easier encounters would stretch out the party's healing surges because they were taking more short rests and not losing their daily powers, but still getting hit enough to require some healing when all was said and done. Of course, you can't just have all lower level monsters either or then it isn't a challenge, its a given. Throw some tougher guys into your easier encounters once in awhile to make it more challenging. A tougher monster is harder to hit and has more hp, queing the pally to use his 4[w] damage daily power when he'd otherwise have no reason too. Liberal use of minions is good too for challenging encounters, and it forces your controllers to use their big area spells to extinguish several of them at a time.
So try using lower level monsters, lots of minions, and the occassional tough guy to present your players with challenging encounters that require the use of the majority of their resources. They'll be having fun because they'll be kicking butt and loving it, despite the fact that they're using up their surges and daily powers. Also, to make encounters even more fun and challenging, DMG2 has a lot of really cool things to say on that subject. Who says there's no roleplaying in 4E? I don't want to make this an explicit blog so I'll refrain from answering that.
Thursday, October 1, 2009
A mini-update for my rabid readers...
- Do not expect to see updates often on Thursdays or Fridays.
- While this is still a new blog, there will be a lot of stuff being posted over the next few weeks on a pretty much daily basis. I am doing this to make sure that there is plenty of content to begin with so that I'll be able to slow down the posting pace and avoid burnout.
- I realize that my format and pacing need work. Forgive me, I'm still new at this! I'll get it figured out soon enough, but any bloggers/podcasters with tips will not be denied!
- Finally, what would you the reader like to see more of/what interests you? I was reading a good blog last night on the subject ( http://www.roleplayingpro.com/2009/01/24/what-do-gamers-want-from-gaming-blogs/ ) so I'm fully interested in anything anyone else has to say on the subject also (and if it comes down to it, I'll sell out and do a contest for publicity; no, I have no shame).
So I'll wrap that up here today. Questions or comments, you know where to put them!
