Tenkar from Tenkar's Tavern has no shortage of cool ideas, and his latest idea is no exception. Today, several blogs with old-school leanings are putting up posts of appreciation for Chris Gonnerman's Basic Fantasy RPG. Tenkar referred to it as the "red-headed stepchild of the OSR", and I think that is a fairly apt description. It simply doesn't get as much attention as the more well-known clones like OSRIC and Labyrinth Lord. Today, we shed some much-deserved light on it.
So what is BFRPG? Well, it is a free, well-supported game system that emulates classic editions of the world's greatest RPG. But, it is more than that. While the majority of the text feels much like OD&D + Greyhawk, there are all sorts of mechanical tidbits thrown in that make it feel like its own unique "take" on the game. There are "modern" sensibilities (ascending AC, no group initiative), and creative houserules (charging, ranged attacks when within 5' of enemies, etc). What you end up with is a clean, coherent system that feels familiar yet unique at the same time.
There are also multiple free adventures on the site, so you can get right into playing. I love the little touches in the adventures, like the little boxes to tick off hit points, and the classic TSR-era fonts. There are also a lot of other extra goodies, such as alternate classes, all for a free download.
The name Chris Gonnerman might already be familiar to you through Dragonsfoot. He has done considerable work over the years with the wonderful Footprints ezine. With BFRPG, he has given a gift to the OSR community and gamers in general, and for that he deserves some praise. Be sure and check out the post I linked above to Tenkar's Tavern; he will be putting up links for the various blogs taking part in this. Thanks for the game Chris!
Thursday, January 31, 2013
Monday, January 28, 2013
The End of the Campaign: Lessons Learned and New Beginnings
Well, I just wrapped up my Saturday campaign last week. I am so thankful that I got to play it to the end. I started with a vague storyline in mind, and over a year and a half of weekly play the campaign built to a fantastic finale in Gloomwraught, complete with a large scale battle, gargoyle mounts, grell galore, and a psychotic deva. I learned a lot of lessons, and many of the ideas on my blog were partly developed through running the campaign. As many of you out there have no doubt experienced, finishing up a long term game kind of leaves you a little sad, but also excited about what comes next.
Anyway, here are the main lessons I learned, or re-learned:
-Never railroad if you can help it. I rolled with every spontaneous idea that my players had, and what they wanted to do was inevitably better than what I had planned.
-Provide closure for each character; this felt a lot like the end of Animal House, where it says what each character did in the future. Tie this to their backstories; the players really loved this.
-Pick your battles. Not every encounter needs to be a big set-piece blowout. This is true for all editions.
-Use inherent bonuses if you are running 4e.
-Get to the good stuff. You never know how long a campaign will last, so don't save your "good stuff". Bust it out asap.
I plan on enjoying a few Saturdays off from running games, but I will not be able to withstand the call for very long. I am having a hard time deciding what to run though. I already do the B/X thing on Fridays; one of those games will switch to Call of Cthulhu shortly, when they finish the adventure. I am leaning towards a 1e game, perhaps starting with Gygax's Lost Caverns of Tsojcanth, just since I never got to play or run that back in the day, and I think it is arguably the best 1e adventure. But then I feel pulled this way and that; an OD&D game that is just a straight-up random and organic hex crawl, the 1e or 4e Baba Yaga's Dancing Hut adventures, a B1 one-shot since it has come up so many times recently, a Ravenloft campaign (gotta put all those box sets to use someday!), a Hollow World campaign, Night Below, Dragon Mtn, one of the billion homebrew world ideas I have bouncing around, arggghhh! There are truly so many options, all of them good. Still, when you think about all of the work and effort you will be putting into running something, it makes the choice very important.
So how about you? If you were starting a new campaign today, what system would you use? Would you use a published setting? Published adventures?
Anyway, here are the main lessons I learned, or re-learned:
-Never railroad if you can help it. I rolled with every spontaneous idea that my players had, and what they wanted to do was inevitably better than what I had planned.
-Provide closure for each character; this felt a lot like the end of Animal House, where it says what each character did in the future. Tie this to their backstories; the players really loved this.
-Pick your battles. Not every encounter needs to be a big set-piece blowout. This is true for all editions.
-Use inherent bonuses if you are running 4e.
-Get to the good stuff. You never know how long a campaign will last, so don't save your "good stuff". Bust it out asap.
I plan on enjoying a few Saturdays off from running games, but I will not be able to withstand the call for very long. I am having a hard time deciding what to run though. I already do the B/X thing on Fridays; one of those games will switch to Call of Cthulhu shortly, when they finish the adventure. I am leaning towards a 1e game, perhaps starting with Gygax's Lost Caverns of Tsojcanth, just since I never got to play or run that back in the day, and I think it is arguably the best 1e adventure. But then I feel pulled this way and that; an OD&D game that is just a straight-up random and organic hex crawl, the 1e or 4e Baba Yaga's Dancing Hut adventures, a B1 one-shot since it has come up so many times recently, a Ravenloft campaign (gotta put all those box sets to use someday!), a Hollow World campaign, Night Below, Dragon Mtn, one of the billion homebrew world ideas I have bouncing around, arggghhh! There are truly so many options, all of them good. Still, when you think about all of the work and effort you will be putting into running something, it makes the choice very important.
So how about you? If you were starting a new campaign today, what system would you use? Would you use a published setting? Published adventures?
Thursday, January 24, 2013
Get The Most Out Of Your Free Copy Of B1!!!
If you are one of the many folks that have downloaded B1 for free from DNDCLASSICS.com this week, you must check out this fantastic B1 resource page at the Zenopus Archives! Anybody getting ready to run this module should be eternally grateful to have this put together! Here is the original post over at the Zenopus blog.
Seems like a great time to take the BLUEHOLME retro-clone for a spin!
Seems like a great time to take the BLUEHOLME retro-clone for a spin!
Wednesday, January 23, 2013
Treasure in 4e Forever, Part 2: Electric Boogaloo
A few things have changed since I first wrote about how treasure is presented in my upcoming 4e fanzine. The main development is simple; I am now completely sold on inherent bonuses. The zine is all high Paragon and Epic tier, so I was ready to just roll with +5 and +6 items, but now I have just completely stripped "plusses" altogether. Everything else is pretty much the same: no prices or rarity for items, few items for sale, narrative descriptions of items as opposed to stat blocks, etc. There are however a few new wrinkles that I thought I would share. I probably should call them "old wrinkles", because these rules hearken back to the classic editions.
First, some items will have charges. I think this is a much better way to deal with powerful items as opposed to item rarity. I particularly dislike the concept of "rare" items, items supposedly so interesting that you don't mind playing 10 levels with the thing. I am sorry, I am in the process of wrapping up a 4e campaign that took almost 2 years to get through 10 levels. You can't tell me it would be fun to use the same sword for that long a stretch, even if it gives you foot rubs and cooks you Filet Mignon every night. Items with charges are a much cooler way to introduce powerful items into your game; they have a built in "self-destruct" button, a fail safe that makes sure they don't last forever. For example, I might have a staff that automatically crits whenever it hits. Super-powerful. Not something you want in the game for very long, but tolerable if it is limited to a few charges. Of course, don't tell the recipient how many charges it has, that adds to the fun (the DM could roll a d6 or d8 and track separately).
Second, we get away from telling players an item's properties right off the bat. Require them to use the item to find out. This was how you could get a PC to use a cursed item or drink poison back in the day. If they find a potion, they have to take a tiny sip to know what it does (this doesn't waste the potion). Is it dickish to poison your PCs, or to give out cursed weapons? Hell no. It's tradition. It is flavorful. You don't do it every time, or even often, but in rare instances it is totally within the bounds of fair play. In fact, I always remember cursed items as actually adding a lot of fun to the sessions they appeared in.
So that's it. Nothing too groundbreaking. If you hate item rarity as much as I do, yet still want to use powerful items in your 4e games, try items with charges. Also consider requiring the PCs to use trial and error to find out the properties of their items. Oh, and poison them every once and a while.
Tuesday, January 22, 2013
DNDCLASSICS.COM Confirmed!
Well, once again the OSR blogosphere was the first to bring you some exciting D&D news. Classic-era TSR PDFs are up and for sale. This week, you can download the classic introductory adventure "In Search of the Unknown" for free! Check it out!
http://www.dndclassics.com/
http://www.dndclassics.com/
Friday, January 18, 2013
In Search of Strongholds, Part 4: A Stronghold for All Seasons
Howdy all. As you may or may not be aware, I have been looking at developing a stronghold system for 4e that is reflective of classic editions. I bought into inherent bonuses, drew up some blueprints, and took baby steps towards remaking the 4e economy (more on that later). Now we need to ask ourselves some fundamental questions. While a stronghold system might make perfect sense in a traditional quasi-medieval campaign, can a stronghold system work in a variety of settings? Similarly, while it is easy to accept that very high-level PCs might be able to afford to build one of these bad boys, what if you are running a low-level game and still want to have some fun with strongholds? Put simply, can a stronghold system make sense over multiple levels and in multiple settings?
The answer of course is yes. In fact, I am not so sure that this post is entirely necessary, as most DMs can likely add the stronghold concept into their games seamlessly without needing Ol' Froth to help them. I just don't think the series would be complete without talking about it, as I do think the stronghold systems of yesterday might be perceived as an antiquated relic to many. Heck, 4e didn't even bother to present stronghold rules until the bitter end, and even then they felt a little uninspired.
So let's look at some different classic settings and throw out some ideas. After that we will look at ways for even low-level PCs to join in the fun.
Greyhawk: This is quintessential stronghold-land. Lots of open space, political intrigue, warring factions, and beasties make this a great setting for traditional stronghold stylings.
Points of Light (4e): Rebuilding civilization, reclaiming lost territories, pushing back the wild unwashed monsters-PoL is prime real estate for stronghold rules.
Dark Sun: Now this could get interesting. A stronghold doesn't have to be a massive tower-laden structure. Maybe it amounts to smallish shelter for a fledgling colony of escaped slaves in Athas. Maybe the party has discovered a source of water or metal and needs a permanent base to exploit it. The construction could be threatened more by the environment than the local monsters. You could do something really cool with a pseudo-stronghold/barony here, something not unlike Bartertown from Mad Max 3. If I had all the time in the world, I would run something like this myself.
Ravenloft: If you can't beat em', join em'. Never going to escape that demi-plane? Make it your own. With the right group, it could be fun to make your own haunted manor. Gargoyles optional.
Eberron: This is such a wide, rich setting that there are all kinds of geographical areas where strongholds make sense. I think the Eldeen Reaches would be a great spot, but any "borderlands" would work. You could incorporate magic into the construction-maybe you hire Artificers as opposed to bricklayers.
Forgotten Realms: Regardless of the time period you prefer to work in, there is ample room to support a stronghold system here. I personally would love to do a Maztica campaign with stronghold rules, a "conquistador" type deal. If you haven't noticed, I have a lot of hypothetical campaigns in my brain that I will never likely have the time to run.
Spelljammer/Planescape/Astral Sea/Elemental Chaos: I lump these together only because they all involve unusual areas that are highly varied and mutable. There are all sorts of cool ideas you could use. Maybe instead of creating a castle, you are trying to set up a trading post in the Astral Sea. Or a Githzerai monastery on a floating chunk of earth. You are only limited by your imagination; don't be afraid to reflavor a stronghold into something else if it better fits the setting and/or narrative.
Hollow World: You could build an entire campaign around the idea of settling the interior of a planet. Could get very "Charlton Heston".
Birthright: No need to do anything! Has an awesome system already!
I hope this has your wheels turning a bit. My point in all of this is simply to show that any campaign setting, published or otherwise, can take on some stronghold rules if they are creatively shaped to the setting. It doesn't always need to be a knightly castle. It could be an underground hub in the desert, a floating chop shop, or literally anything else that requires an area to be cleared, settled, and built upon.
Ok, so I realize I haven't given ya'll the pricing for the strongholds and labor yet. That is because I am still working on it, as well as a new comprehensive list of mundane gear with new prices for use with inherent bonuses, and by extension, my magazine. Prices for mundane armor and weapons/implements stay the same as in traditional 4e, but I will have new prices for the rest of the gear that better fits the lower estimated wealth of adventurers. Anyhoo, we can still talk in the abstract about this next piece, which is looking at some ideas to allow low-level (read: broke) adventurers to still build strongholds.
Traditionally it was only high-level characters that were allowed/able to build strongholds and develop land. This was not just due to the cost restrictions; it was a reward for a PC's accomplishments. Anyone that ever played OD&D will tell you that hitting 9th level+ was indeed an accomplishment. I never got that far, except in one-off games. We died all the time. ALL the time. It can take years to get that much experience, and frankly, some DMs and players do not want to wait that long to do something cool.
One piece of DM advice that I think is priceless is "Get to the good stuff". If you hold back on your great ideas, you never know when your campaign will blow up. You could spend a year setting everything up to get to a moment that will never come to pass. So if you have a cool idea, let it fly. Strongholds could be viewed in much the same way. Rather than never making it to a level that is traditionally associated with stronghold creation, try these ideas for low-level play.
-The PCs pool their funds to build a group stronghold (not a bad idea anyways)
-The PCs re-purpose a dungeon or lair they have conquered
-The PCs are charged with helping to oversee the construction of one or more strongholds for a more powerful NPC, such as a king
-The PCs inherit or are rewarded with a run-down stronghold. The area needs to be cleared again, etc but they do not need to build from scratch.
Well, I hope that these ideas show a different way to look at stronghold systems. It need not be an Arthurian castle; it can be any structure, anywhere, that requires securing the surrounding lands and construction of some sort. You can also work around some of the costs to enjoy a stronghold system earlier in a campaign or adventuring career.
So, just to recap, I am working hard on the price lists. These will include construction costs, specialized hireling costs, and costs for mundane gear as an added bonus. After that is completed I will give you some generic rules for clearing areas, attracting settlers, running a barony, etc that will fall in line with old classic systems. Happy Friday!
So let's look at some different classic settings and throw out some ideas. After that we will look at ways for even low-level PCs to join in the fun.
Greyhawk: This is quintessential stronghold-land. Lots of open space, political intrigue, warring factions, and beasties make this a great setting for traditional stronghold stylings.
Points of Light (4e): Rebuilding civilization, reclaiming lost territories, pushing back the wild unwashed monsters-PoL is prime real estate for stronghold rules.
Dark Sun: Now this could get interesting. A stronghold doesn't have to be a massive tower-laden structure. Maybe it amounts to smallish shelter for a fledgling colony of escaped slaves in Athas. Maybe the party has discovered a source of water or metal and needs a permanent base to exploit it. The construction could be threatened more by the environment than the local monsters. You could do something really cool with a pseudo-stronghold/barony here, something not unlike Bartertown from Mad Max 3. If I had all the time in the world, I would run something like this myself.
Ravenloft: If you can't beat em', join em'. Never going to escape that demi-plane? Make it your own. With the right group, it could be fun to make your own haunted manor. Gargoyles optional.
Eberron: This is such a wide, rich setting that there are all kinds of geographical areas where strongholds make sense. I think the Eldeen Reaches would be a great spot, but any "borderlands" would work. You could incorporate magic into the construction-maybe you hire Artificers as opposed to bricklayers.
Forgotten Realms: Regardless of the time period you prefer to work in, there is ample room to support a stronghold system here. I personally would love to do a Maztica campaign with stronghold rules, a "conquistador" type deal. If you haven't noticed, I have a lot of hypothetical campaigns in my brain that I will never likely have the time to run.
Spelljammer/Planescape/Astral Sea/Elemental Chaos: I lump these together only because they all involve unusual areas that are highly varied and mutable. There are all sorts of cool ideas you could use. Maybe instead of creating a castle, you are trying to set up a trading post in the Astral Sea. Or a Githzerai monastery on a floating chunk of earth. You are only limited by your imagination; don't be afraid to reflavor a stronghold into something else if it better fits the setting and/or narrative.
Hollow World: You could build an entire campaign around the idea of settling the interior of a planet. Could get very "Charlton Heston".
Birthright: No need to do anything! Has an awesome system already!
I hope this has your wheels turning a bit. My point in all of this is simply to show that any campaign setting, published or otherwise, can take on some stronghold rules if they are creatively shaped to the setting. It doesn't always need to be a knightly castle. It could be an underground hub in the desert, a floating chop shop, or literally anything else that requires an area to be cleared, settled, and built upon.
Ok, so I realize I haven't given ya'll the pricing for the strongholds and labor yet. That is because I am still working on it, as well as a new comprehensive list of mundane gear with new prices for use with inherent bonuses, and by extension, my magazine. Prices for mundane armor and weapons/implements stay the same as in traditional 4e, but I will have new prices for the rest of the gear that better fits the lower estimated wealth of adventurers. Anyhoo, we can still talk in the abstract about this next piece, which is looking at some ideas to allow low-level (read: broke) adventurers to still build strongholds.
Traditionally it was only high-level characters that were allowed/able to build strongholds and develop land. This was not just due to the cost restrictions; it was a reward for a PC's accomplishments. Anyone that ever played OD&D will tell you that hitting 9th level+ was indeed an accomplishment. I never got that far, except in one-off games. We died all the time. ALL the time. It can take years to get that much experience, and frankly, some DMs and players do not want to wait that long to do something cool.
One piece of DM advice that I think is priceless is "Get to the good stuff". If you hold back on your great ideas, you never know when your campaign will blow up. You could spend a year setting everything up to get to a moment that will never come to pass. So if you have a cool idea, let it fly. Strongholds could be viewed in much the same way. Rather than never making it to a level that is traditionally associated with stronghold creation, try these ideas for low-level play.
-The PCs pool their funds to build a group stronghold (not a bad idea anyways)
-The PCs re-purpose a dungeon or lair they have conquered
-The PCs are charged with helping to oversee the construction of one or more strongholds for a more powerful NPC, such as a king
-The PCs inherit or are rewarded with a run-down stronghold. The area needs to be cleared again, etc but they do not need to build from scratch.
Well, I hope that these ideas show a different way to look at stronghold systems. It need not be an Arthurian castle; it can be any structure, anywhere, that requires securing the surrounding lands and construction of some sort. You can also work around some of the costs to enjoy a stronghold system earlier in a campaign or adventuring career.
So, just to recap, I am working hard on the price lists. These will include construction costs, specialized hireling costs, and costs for mundane gear as an added bonus. After that is completed I will give you some generic rules for clearing areas, attracting settlers, running a barony, etc that will fall in line with old classic systems. Happy Friday!
Thursday, January 17, 2013
Are Classic TSR PDFs Dropping Soon???
I swear man, nothing gets past the OSR blogosphere. They were first to notice Gygax magazine, first to point out online retailers were getting ready to sell old D&D edition reprints (way before WOTC announced it), and now People Them With Monsters may have stumbled on the motherlode: www.dndclassics.com. Yeah, the url isn't showing anything now, but it was. Check it out.
Muy interesante! I would surmise this is legit and we will see it happen quite soon, maybe announced at Winter Fantasy. They have hinted on the WOTC forums that 2013 will be "busy", etc, so this makes sense. We will find out soon enough!
Here is the original post about it. Thanks to People Them With Monsters for spotting this.
Muy interesante! I would surmise this is legit and we will see it happen quite soon, maybe announced at Winter Fantasy. They have hinted on the WOTC forums that 2013 will be "busy", etc, so this makes sense. We will find out soon enough!
Here is the original post about it. Thanks to People Them With Monsters for spotting this.
Thursday, January 10, 2013
Free Holmes Basic Retro-Clone! Check Out Blueholme!
The words "Basic D&D" can conjure up different images for different gamers, largely depending on when they started playing the game. Some will think of the Mentzer set, others Moldvay B/X, and some gamers will recall a familiar shade of blue.
As OD&D's popularity spread like wildfire in the 70's, the wizards at TSR wisely decided to release a beginners D&D set. OD&D was not incomprehensible, but it was written with somewhat experienced wargamers in mind as opposed to absolute beginners. Tasking Dr. Holmes to design the first beginner's set turned out to be a very good move. The box set covered the first 3 levels of the game (a concept that has been repeated over the years), and the original rules and some of those of the supplements were reorganized and rephrased to make more sense to the uninitiated. It was also packaged with an awesome adventure, "In Search of the Unknown". What some call a drawback of this adventure, I consider its greatest asset: while there are room descriptions provided, it is up to the DM to populate the dungeon and add treasure using lists in the back of the module. Though Holmes did not write the module, it really helped bookend this classic set, letting fledgling DMs and players get right to it.
Fast forward to today's OSR movement. Classic editions are getting the retro-clone treatment, helping introduce new generations of players to old rule sets. Considering the often steep price of some of this stuff, this is commendable and helps keep games alive. So whether your blue book is coming apart at the seams, or if you have never even heard of Dr. Holmes, you will want to check out this new free retro-clone, BLUEHOLME, care of Dreamscape Design.
Special thanks to Zenopus Archives and Tenkar's Tavern for bringing this to my attention. If you are an OSR junkie like myself, they are both great blogs you should be following!
As OD&D's popularity spread like wildfire in the 70's, the wizards at TSR wisely decided to release a beginners D&D set. OD&D was not incomprehensible, but it was written with somewhat experienced wargamers in mind as opposed to absolute beginners. Tasking Dr. Holmes to design the first beginner's set turned out to be a very good move. The box set covered the first 3 levels of the game (a concept that has been repeated over the years), and the original rules and some of those of the supplements were reorganized and rephrased to make more sense to the uninitiated. It was also packaged with an awesome adventure, "In Search of the Unknown". What some call a drawback of this adventure, I consider its greatest asset: while there are room descriptions provided, it is up to the DM to populate the dungeon and add treasure using lists in the back of the module. Though Holmes did not write the module, it really helped bookend this classic set, letting fledgling DMs and players get right to it.
Fast forward to today's OSR movement. Classic editions are getting the retro-clone treatment, helping introduce new generations of players to old rule sets. Considering the often steep price of some of this stuff, this is commendable and helps keep games alive. So whether your blue book is coming apart at the seams, or if you have never even heard of Dr. Holmes, you will want to check out this new free retro-clone, BLUEHOLME, care of Dreamscape Design.
Special thanks to Zenopus Archives and Tenkar's Tavern for bringing this to my attention. If you are an OSR junkie like myself, they are both great blogs you should be following!
Saturday, January 5, 2013
Trimming the Fat, Part 3: Backgrounds
This sporadically appearing series features bits of 4e that I have scrapped from my games and fanzine. Previously, we covered sunrods and skill challenges. Today, we look at backgrounds.
It isn't the idea of backgrounds that's bad, it's the execution. Some backgrounds are clearly more powerful than others. I feel that all backgrounds should confer basically the same level of mechanical benefit or there will be less incentive, even for casual players, to choose a background based on its flavor. And to be honest, the flavor that's there isn't always so great in the first place. The current list of backgrounds is also so outrageously bloated that it will give you a headache just looking at it.
I propose the following rules for backgrounds: The player comes up with his/her character's backstory. The player can then choose between receiving a +2 bonus to a skill that has something to do with their backstory, or adding a skill to their class list that has something to do with their backstory.
Doesn't this make a lot more sense? This is nice and clean, and encourages players to give a little extra thought to their characters. It also balances out the power level of background benefits.
That's what you will see in the mag! Anybody want to share some houserules on backgrounds? Leave a post!
Thursday, January 3, 2013
In Search of Strongholds Part 3: Random Treasure Tables for 4e
Happy new year to all! I hope everyone had a good holiday. I continue today in my attempts to design a stronghold system for 4e (and my 4e Forever zine) that reflects classic editions of the game. In our last installment, I laid out a blueprint for what needed to be accomplished. It has taken some time and meditation, but I think I am ready to present a large piece of the puzzle: random treasure tables.
Conquering lairs should represent a huge challenge for PCs. An entire adventure could constitute a lair, or a literal army of monsters might lair in an immense cavern. Go big!
These tables are just guidelines; DMs should feel free to add and subtract items from lairs, give individuals specific items, etc. These guidelines simply ensure that, if followed, the PCs will be able to eventually afford strongholds (more on stronghold costs in a later blog), that the cost will never seem "cheap", and that PCs no longer feel pressured to blow money on magic items. They couldn't even if they wanted to.
The following tables will be included in an issue of my upcoming mag in PDF form, but for now I am just typing them out. Excuse the formatting; Blogger does weird things sometimes. I tried my best to keep it very simple. Instead of 20+ types, there are three for lairs, listed from largest to smallest (A,B,C), and three for individuals listed the same way (D,E,F). DMs should feel free to combine treasure types; maybe an individual has (2 x F, G) or whatever. DMs will still need to pick out the specific magic items that are found, but you will be prompted for the treasure type (for example, "Arms Slot" or "Foot Slot"). Finally, as mentioned above, DMs should feel free to add items as the see fit to individuals or lairs.
In some cases treasure is automatic, i.e. always occurs. In other cases you will need to roll percentage dice to see if it appears.
"Potions" can include any consumable, even if it isn't technically a potion. "Scroll" indicates a ritual scroll. You will also see "Maps" being given out with certain treasure types; these could lead to other lairs and/or serve as plot hooks. If you would rather handle this a different way, just drop the maps.
These tables require the use of the inherent bonus system.
4e Forever Treasure Tables
Lair Tables
1,000s copper 1,000s silver 1,000s gold gems and jewelry* magic items** map
A 50% / 1d12 50% / 1d12 50% / 1d6x10 50% / 2d12 3 +1 potion +1 scroll yes
B 40% / 1d10 40% / 1d10 40% / 1d4x10 40% / 1d12 2 +1 potion +1 scroll yes
C 40% / 1d6 40% / 1d6 40% / 2d12 40% / 1d6 1 no
*if gems and jewelry are indicated, roll on the Gems and Jewelry Table below
**if magic items are indicated, roll on the Magic Item Table below
Individual Tables
copper (pieces) silver (pieces) gold (pieces) gems and jewelry* map
D - - 6d6 10% / 1d4 5% chance
E - 6d6 - - no
F 6d6 - - - no
*if gems and jewelry are indicated, roll on the Gems and Jewelry Table below
Gems and Jewelry Table (roll percentage dice for each individual piece)
Value in gp / Dice roll 01-100
50 01-30
100 31-60
500 61-80
1000 81-100
Magic Item Table (roll percentage dice for each unspecified magic item)
Dice Roll 01-100 / Item type
01-15 Weapon/Implement
16-23 Foot Slot
24-31 Head Slot
32-39 Arms Slot
40-55 Wondrous Item
55-61 Potion or Consumable
61-66 Ritual Scroll
67-74 Hands Slot
75-82 Waist Slot
83-94 Armor
95-100 Ring
Next time we will dig into some ideas on how you can make stronghold creation a viable goal for 4e players, regardless of the campaign style or setting. In the meantime, I would love to hear any feedback on this article! Until next time!
You might be wondering, "What the heck do random treasure tables have to do with strongholds?" Fair question. We previously established that in order to have a viable stronghold system, we need to ditch the ever-increasing "expected wealth by level" of 4e, and instead use the inherent bonus system. While that takes care of a part of the puzzle, we still need a way for players to amass wealth and power. As my favorite solutions are those that allow me to use classic edition mechanics, that brings us to the treasure tables. I pored over classic treasure systems, and I think I have something that works.
There are two basic categories of treasure: treasure carried by individuals, and treasure found in a lair. Much, much greater quantities of treasure are found in lairs rather than on individuals. This should make sense to everyone; we don't carry around all of our wealth and items on a day to day basis, it is back at our "lair" (our home). Now, just from that idea alone, I think many DMs will feel a shift in consciousness. After all, in 4e, PCs can be doing just about anything, anywhere, and if the parcel system is being used, they are guaranteed a certain amount of treasure and gold per level. Kiss that idea bye-bye. In order to accumulate wealth and power in this system, PCs have to go out, find it, and take it.
Conquering lairs should represent a huge challenge for PCs. An entire adventure could constitute a lair, or a literal army of monsters might lair in an immense cavern. Go big!
These tables are just guidelines; DMs should feel free to add and subtract items from lairs, give individuals specific items, etc. These guidelines simply ensure that, if followed, the PCs will be able to eventually afford strongholds (more on stronghold costs in a later blog), that the cost will never seem "cheap", and that PCs no longer feel pressured to blow money on magic items. They couldn't even if they wanted to.
The following tables will be included in an issue of my upcoming mag in PDF form, but for now I am just typing them out. Excuse the formatting; Blogger does weird things sometimes. I tried my best to keep it very simple. Instead of 20+ types, there are three for lairs, listed from largest to smallest (A,B,C), and three for individuals listed the same way (D,E,F). DMs should feel free to combine treasure types; maybe an individual has (2 x F, G) or whatever. DMs will still need to pick out the specific magic items that are found, but you will be prompted for the treasure type (for example, "Arms Slot" or "Foot Slot"). Finally, as mentioned above, DMs should feel free to add items as the see fit to individuals or lairs.
In some cases treasure is automatic, i.e. always occurs. In other cases you will need to roll percentage dice to see if it appears.
"Potions" can include any consumable, even if it isn't technically a potion. "Scroll" indicates a ritual scroll. You will also see "Maps" being given out with certain treasure types; these could lead to other lairs and/or serve as plot hooks. If you would rather handle this a different way, just drop the maps.
These tables require the use of the inherent bonus system.
4e Forever Treasure Tables
Lair Tables
1,000s copper 1,000s silver 1,000s gold gems and jewelry* magic items** map
A 50% / 1d12 50% / 1d12 50% / 1d6x10 50% / 2d12 3 +1 potion +1 scroll yes
B 40% / 1d10 40% / 1d10 40% / 1d4x10 40% / 1d12 2 +1 potion +1 scroll yes
C 40% / 1d6 40% / 1d6 40% / 2d12 40% / 1d6 1 no
*if gems and jewelry are indicated, roll on the Gems and Jewelry Table below
**if magic items are indicated, roll on the Magic Item Table below
Individual Tables
copper (pieces) silver (pieces) gold (pieces) gems and jewelry* map
D - - 6d6 10% / 1d4 5% chance
E - 6d6 - - no
F 6d6 - - - no
*if gems and jewelry are indicated, roll on the Gems and Jewelry Table below
Gems and Jewelry Table (roll percentage dice for each individual piece)
Value in gp / Dice roll 01-100
50 01-30
100 31-60
500 61-80
1000 81-100
Magic Item Table (roll percentage dice for each unspecified magic item)
Dice Roll 01-100 / Item type
01-15 Weapon/Implement
16-23 Foot Slot
24-31 Head Slot
32-39 Arms Slot
40-55 Wondrous Item
55-61 Potion or Consumable
61-66 Ritual Scroll
67-74 Hands Slot
75-82 Waist Slot
83-94 Armor
95-100 Ring
Next time we will dig into some ideas on how you can make stronghold creation a viable goal for 4e players, regardless of the campaign style or setting. In the meantime, I would love to hear any feedback on this article! Until next time!
Wednesday, December 19, 2012
The D&D Family Tree
I saw this over at Playing D&D w Porn Stars and thought it deserved a re-post. It is credited to another RPG blogger named Jason McCartan. Shockingly (to my wallet), I own a lot of what is here, but I still saw a TON of stuff I had never heard of...that I now have to buy. Check it out if you dare!
THE D&D FAMILY TREE
THE D&D FAMILY TREE
Friday, December 14, 2012
Meet the Poisonous Tree Frog
Happy Friday. Today I thought I would share another 4e Forever monster. This time its the Poisonous Tree Frog. I am still working on the fluff, so it is just the stats for now. This little guy uses his absurdly long tongue to pull creatures adjacent and into his highly poisonous secretions. This is a very fun monster to DM; use a large encounter area and spread these guys out so you can pull PCs all over the place. Hope you like it!
The Poisonous Tree Frog
The Poisonous Tree Frog
Friday, December 7, 2012
A Little Friday Trap Action
Hello. A very short post today just to show you a few more examples of the traps from my upcoming zine. I posted some ideas a bit ago about it. The basic idea is that traps don't scale; the same trap can threaten PCs of all levels. Instead of traps rolling to hit PCs, the PCs roll saving throws. The damage expressions stay constant regardless of tier, so you don't need 30 different pit traps. I hope you like them!
Hallucinatory Gas
“Get them off me!”, he screamed. “They are crawling all over me!”
-Detect: Perception to notice small vents in walls.
-Disable: Thievery
-Trigger: A creature enters a trapped square, triggering the gas.
-Effect: Each creature that breathes within a given area must roll a saving throw. A creature trained in
Endurance gets a +2 bonus to the roll. On a failed save, each creature is slid adjacent to their nearest ally, making an At-Will attack of the DMs choice against them as a Free Action.
Magnet Trap
The next thing I knew, I was hurtling towards the center of the room. I smashed into the
the pillar, cracking a rib.
-Detect: Typically the magnetized object will be in plain sight.
-Disable: The magnet must be destroyed by repeated blows or avoided.
-Trigger: A creature wearing metallic armor enters a space within 10 squares (50 feet) of the magnet.
-Effect: The creature must make a saving throw. A creature trained in Acrobatics gains a +2 bonus to the roll. On a failed save, the creature is pulled rapidly towards the magnet, crashing into it for 20 damage. A creature can move at half-speed away from the magnet, but must make a saving throw at the end of each of its turns or be pulled back again.
Acid Spray
My nostrils were burning..then I realized my arm was missing. I screamed...
-Detect: Nature to identify smell from a distance; Perception to notice jets.
-Disable: Thievery
-Trigger: A creature enters a trapped square, triggering the jets.
-Effect: Each creature within a given area must make a saving throw. On a failed save, a creature drops to its bloodied value and permanently loses a limb. Roll 1d4 (1-2=Arm, 3-4=Leg).
Wednesday, December 5, 2012
In Search of Strongholds, Part 2: In Which Froth Creates a Lot of Work for Himself
Hello all. Recently I started a new blog series on my attempts to develop a "Stronghold" system for 4e. In the first installment, I basically laid out the challenges one faces when trying to do this. First, 4e PCs have never been as reliant on Retainers as they were in old editions. Second, high-level play assumptions have changed, and castle-building is not the one-size-fits-all endgame it used to be. Lastly, the 4e economy is wonky.
We made a little progress with some of this. I have the framework of a usable Henchman and Hireling system in place, and, as noted in the first installment, we can completely revamp the 4e economy with the help of Inherent Bonuses. Still, we need a game plan in order to go about the design in a coherent way. So here it is:
1. Revamping the economy means looking at how PCs acquire wealth. Since we are taking PCs off of the ever-increasing wealth-by-level treadmill, we need a new model. It seems obvious to me that new Treasure Tables are the way to go, including new Treasure Type Tables for monsters to ensure an old-school vibe.
2. The creation of a Stronghold needs to be a viable goal in 4th edition play. It needs to make sense regardless of the campaign setting or PC level. We will look at different ways to approach the idea, whether you are in an ultra-low-magic desert wasteland, or are plane-hopping on the Spelljammer.
3. We need mechanics. Lots and lots of mechanics. In keeping with established precedent, the bare bones of a Stronghold system will involve the following: rules for the identification and employment of the necessary Hirelings, the selection and clearing of a site, the construction and maintenance of the structure itself, details on how potential populations might then be attracted to the area, and finally, the regulation and management of the newly established "barony".
So, I have created a lot of work for myself. But at least I know what needs to be done, which puts me in better shape than I am half the time. I also have a working title for my system: Baronies and Barbicans. Yes, I am an uber-nerd.
Monday, December 3, 2012
Happy Birthday to Me: Celebrating One Year of Frothsof 4E
This month marks the one year anniversary of this blog. I just want to drop a quick post and say thank you to all of the readers that have stopped by. When I started this blog, I just wanted to add my voice to thousands of other gamers who shared their ideas and thoughts about this wonderful hobby. The funny thing about a blog is, it forces you to write. So I am personally glad I started it, otherwise I do not think I would have ever shared my ideas, and I certainly wouldn't have started work on a fanzine.
4e Forever, the fanzine I have been working on, is a labor of love. At first, I wanted to do pretty much the whole first issue myself, in order to set the tone. I have been lucky to have some contributors helping make it better, with cartography, images, and even a guest article being added to the mix. The first issue features a lot of optional rules, fluff, and two full length high-level 4e adventures, both in sandbox style. I am very proud of how it is shaping up, but there is still work left to be done. I refuse to pressure any of my contributors, because they are providing stuff for free. I also expanded one of the adventures; it added a ton of work, but it will be worth it. So, I will just have it done when it is done. In the meantime, I have tried to give a lot of previews on the blog and will continue to do so.
I have slowly but steadily built some decent traffic. For this I want to thank Sersa V at 4thcore for letting me be a part of the 4thcore hub for a while. I am also thankful to 4eblogs.com for including me in their excellent list. I also am a member of the RPG Blog Alliance. I recommend checking all of them out.
I thought I would share what were my most popular posts this year. #1 without question was the 4e Forever playtest. This was really just an opportunity for me to offer some simple rules modifications and monsters. The idea was to test my Henchman and Hireling system, as well as the new monster stat block I worked on. I also wanted to get a feel for the difficulty level. I would say it was a success; I was able to make some tweaks based on feedback, and I feel good about where things are at now. I look forward to you seeing the finished product soon.
#2 was my Henchman and Hireling article. This made me very happy, because I love my rules for this. I hope you have given them a try, if only for a one-shot. In my current 4e campaign, the players have gotten really creative with using them not only in combat, but also outside combat. It has been a ton of fun.
#3 was one of my design articles on the "Hybrid Stat Block", my concept of making the 4e monster stats more reflective of classic editions. Interestingly, it was the No. Appearing article. This dealt with my ideas on using variable totals of monsters encountered, much like the old days. You end up generating a possible range of difficulty levels, and it makes for more unpredictability in combat encounters. This crosses over with a lot of other concepts, such as eliminating specialized monster roles, standardizing hit points, and so forth.
Finally, coming in at #4 was one of my first articles, a very short little piece about a new monster type, the Savage. The basic idea is that these are Elites that are powerful enough to be run as Solos; the lower hit points balances out their increased offensive capabilities. This makes for quicker, swingier combat, something a lot of readers responded positively to.
I want to say again how thankful I am for every reader that has ever popped by, even if you hated my ideas. I love being able to have an avenue to share my thoughts on D&D. So thanks again, and I look forward to another fun year!
4e Forever, the fanzine I have been working on, is a labor of love. At first, I wanted to do pretty much the whole first issue myself, in order to set the tone. I have been lucky to have some contributors helping make it better, with cartography, images, and even a guest article being added to the mix. The first issue features a lot of optional rules, fluff, and two full length high-level 4e adventures, both in sandbox style. I am very proud of how it is shaping up, but there is still work left to be done. I refuse to pressure any of my contributors, because they are providing stuff for free. I also expanded one of the adventures; it added a ton of work, but it will be worth it. So, I will just have it done when it is done. In the meantime, I have tried to give a lot of previews on the blog and will continue to do so.
I have slowly but steadily built some decent traffic. For this I want to thank Sersa V at 4thcore for letting me be a part of the 4thcore hub for a while. I am also thankful to 4eblogs.com for including me in their excellent list. I also am a member of the RPG Blog Alliance. I recommend checking all of them out.
I thought I would share what were my most popular posts this year. #1 without question was the 4e Forever playtest. This was really just an opportunity for me to offer some simple rules modifications and monsters. The idea was to test my Henchman and Hireling system, as well as the new monster stat block I worked on. I also wanted to get a feel for the difficulty level. I would say it was a success; I was able to make some tweaks based on feedback, and I feel good about where things are at now. I look forward to you seeing the finished product soon.
#2 was my Henchman and Hireling article. This made me very happy, because I love my rules for this. I hope you have given them a try, if only for a one-shot. In my current 4e campaign, the players have gotten really creative with using them not only in combat, but also outside combat. It has been a ton of fun.
#3 was one of my design articles on the "Hybrid Stat Block", my concept of making the 4e monster stats more reflective of classic editions. Interestingly, it was the No. Appearing article. This dealt with my ideas on using variable totals of monsters encountered, much like the old days. You end up generating a possible range of difficulty levels, and it makes for more unpredictability in combat encounters. This crosses over with a lot of other concepts, such as eliminating specialized monster roles, standardizing hit points, and so forth.
Finally, coming in at #4 was one of my first articles, a very short little piece about a new monster type, the Savage. The basic idea is that these are Elites that are powerful enough to be run as Solos; the lower hit points balances out their increased offensive capabilities. This makes for quicker, swingier combat, something a lot of readers responded positively to.
I want to say again how thankful I am for every reader that has ever popped by, even if you hated my ideas. I love being able to have an avenue to share my thoughts on D&D. So thanks again, and I look forward to another fun year!
Wednesday, November 28, 2012
In Search Of Strongholds, Part 1: In Which Froth Is Sold On Inherent Bonuses
For one, although 4e PCs have roles within the party, 4e PCs are far less reliant on Henchmen, Hirelings, Toadies, etc than in previous editions. There are some classic dungeons that I simply would never enter without some Meatshields. In 4e, that is almost unthinkable; there is a whole generation of new DnDers that won't even know what you are talking about. I have put some new Henchman and Hireling rules out there to try and get a bit of this flavor back in the game (the full text and treatment will be in the mag, and this has been one of my most popular posts). Anyways, Retainers are a critical component of maintaining a Stronghold. It seems the lack of good Retainer rules in 4e helped keep Stronghold rules from developing.
Lastly, the default economy of 4e doesn't support Stronghold rules. In "vanilla" 4e, the amount of money PCs find scales with their level, the reason for this being the need to purchase magic items to keep pace with expected enhancement bonuses. So you run into a lot of issues. If a player has to choose between keeping his basic numbers up to stay effective, or a little tower to call his own, you cannot fault him for buying an item. I mean, the game is telling him to. You also have issues when you try to assign a cost for building a Stronghold. The cost might be completely prohibitive until a certain level...but soon after that level, it becomes too cheap and insignificant. This is where I struggled the most when trying to come up with ideas. It seemed the only way to remedy the situation was by completely revamping the 4e economy. How could this be accomplished? As long as players need items to keep pace with the system, they will always need increasing amounts of cash. That is when the answer hit me-inherent bonuses.
I don't know if this has any of your wheels turning, but I have three words for you: "Random Treasure Tables". How about two more words: "Treasure Types". Yes, I can bring back random treasure, treasure types for monsters, taxes, long-term Retainer pay rates-everything. I can bring it all back. And do you know the best part? I don't have to really do much work at all. Since the weird self-inflating 4e economy is no longer needed, I can just go back to old prices. Old item lists. Old treasure tables. Old Stronghold prices. I will have to do a few tweaks of course to make it my own, but I honestly think in the end that it won't be all that different from OD&D. Almost word for word.
So yeah. I never thought I would say it, but I freaking love inherent bonuses.
Part 2 on this series coming soon! As always, I would love to hear thoughts or ideas!
Sunday, November 18, 2012
4e Forever Preview: Taking on Traps
**PLEASE NOTE, THE FINAL TRAP RULES APPEAR IN ISSUE ONE OF 4E FOREVER, AVAILABLE NOW FOR A FREE DOWNLOAD**
My upcoming 4e Forever fanzine uses the following rules for traps. A trap has a trigger and an effect. A trap's triggered effect always behaves as an Opportunity Action unless otherwise noted. Most triggered traps do not make attack rolls; instead, a PC is usually required to make a saving throw to avoid a trap's effects. It is (hopefully) more dramatic and exciting for the player to roll to save, rather than watch the DM roll to attack.
PCs trained in applicable Skills might be given small bonuses to their saving throws. Since 4e saving throws stay the same regardless of a PC's level, a single trap can now threaten PCs over multiple tiers of play. In addition, trap damage no longer scales. The damage simply is what it is. Traps are not assigned levels, and, as the traps typically do not attack, they no longer require constantly increasing attack bonuses that have historically lead to “trap bloat”.
My upcoming 4e Forever fanzine uses the following rules for traps. A trap has a trigger and an effect. A trap's triggered effect always behaves as an Opportunity Action unless otherwise noted. Most triggered traps do not make attack rolls; instead, a PC is usually required to make a saving throw to avoid a trap's effects. It is (hopefully) more dramatic and exciting for the player to roll to save, rather than watch the DM roll to attack.
PCs trained in applicable Skills might be given small bonuses to their saving throws. Since 4e saving throws stay the same regardless of a PC's level, a single trap can now threaten PCs over multiple tiers of play. In addition, trap damage no longer scales. The damage simply is what it is. Traps are not assigned levels, and, as the traps typically do not attack, they no longer require constantly increasing attack bonuses that have historically lead to “trap bloat”.
For example, while a falling stone block is lethal to low-level PCs, it can still pack a wallop against high-level PCs. A falling block trap does 50 points of damage. This will flat-out crush a 1st Level character, and still dent the hell out of an Epic suit of armor. PCs that are trained in Acrobatics might get a small bonus to their save, representing an increased chance to dodge the block.
The relative damage totals for different traps are assigned based on a rough comparison of their deadliness. So while a scything blade might do less damage than a falling two-ton block, a strong poison gas might just kill you outright, regardless of your hit points or armor.
Traps are presented in simple terms, with a brief description of the trap and what it does, along with a trigger and effect. The size of a trapped area, or the number of trapped squares, is left for to the DM to decide unless otherwise noted. Specific Skill(s) that can be used to detect or disable traps are provided at the beginning of a trap's listing. The DCs to detect and/or disable traps are always the Hard DCs of a PCs level. This is the only way in which traps “scale”. In game terms, this is kind of required based on the way 4e is built, but in terms of flavor, I think it is well-supported as well. As PCs gain levels, they are in increasingly dangerous situations, facing more formidable foes. Maybe if a 25th Level PC went back to the first little dungeon he ever cleared, the DCs would be lower; however, the pitiful treasure would not even be worth taking. Similarly, if some 2nd Level scrubs were unlucky enough to happen upon an Arch-Lich's tower...lets just say they would be dead before they crossed the threshold.
Sample Trap
Falling Block Trap
Stepping onto the floor released a massive stone block from overhead, crushing the Elf.
-Detect: Dungeoneering
-Disable: Dungeoneering or Thievery
-Trigger: A creature enters a trapped square.
-Disable: Dungeoneering or Thievery
-Trigger: A creature enters a trapped square.
-Effect: The creature must roll a saving throw. Creatures trained in Acrobatics receive a +2 bonus to the roll, representing an increased chance to dodge. On a failed save the creature takes 50 damage.
I hope you like these ideas! Many more traps will be provided in my upcoming fanzine!
I hope you like these ideas! Many more traps will be provided in my upcoming fanzine!
Thursday, November 15, 2012
Encouraging Ritual Use in 4e
Howdy. Readers of my blog might have noticed me bring up Rituals from time to time, usually to opine the lack of Ritual usage in the games I run. Now, I am definitely generalizing; I have seen them get used a bit here and there, but overall I feel they are an untapped resource in many 4e games. I think there are many reasons for this, and we will talk about some of them as we go. So, let's explore Rituals and different ways to encourage their use.
Why?
I guess the first question that should be answered is "Why?". Why bother in the first place? For some campaigns or gaming groups, it might not be something you even want to do. And that is completely fine. But if you do want to encourage Ritual use, pinpointing the "why" will help you answer the question "How?". My personal opinion varies depending on the game I am running. I might want to encourage their use in order to add flavor to a setting. Perhaps I want to add unpredictability to the game. Maybe I have an entire plot or setting that is dependant on their usage. Maybe I want to give players more options for out-of-combat play. Think about your own campaign, or the campaign you want to run, and think about why you might want Rituals to get more use.
How?
Ok, so lets look at how to encourage Ritual use. Probably the first thing that pops into the mind is to make them affordable and available. But this is a double edged sword. If you just give them away like candy, and there is no real cost involved, you still may end up finding they never get used. I have had this happen myself. I have given out Rituals and Ritual scrolls in treasure parcels, I have given out residuum and Ritual components alongside gold; in short, I have put them out there. They still didn't use them.
This brings up an interesting point: some players just don't care about them, and nothing you can do will make them use them. And that is fine; god knows we do not want to railroad someone into anything. That said, I think that some players will respond to these ideas, so it is at least worth a try if you want more Ritual use in your game.
So basically, making Rituals available and cheap is not enough to encourage their use. In fact, it could have an adverse effect. If they are too available, they might lose some of their uniqueness, or become hard to track or remember. You also could lose out on some good role play and adventuring if you make them too easy to use. You also could lose control of your game if they are just unlimited with no restrictions. You might want that, you might not, but we should at least know how to maintain control if need be. So lets hold that thought and go back to the drawing board.
Checks and Balances
In order to encourage Ritual use while maintaining control of your game, you need to use checks and balances. We can look to the classics to get ideas on how to handle this. Take the Gygax masterpiece "Isle of the Ape". Many spells do not work on the island. In classic Gygaxian "dick mode", he suggests that you do not let your players know about this ahead of time, setting them up for some potentially hellish situations, such as having a spell fizzle just as a Gigantic Ape's foot is about to come down on your head. Settings such as Ravenloft provided laundry lists of spell changes; some didn't work at all, while others had different effects while in the Demiplanes of Dread. This is inspiring to me; in fact, in my own 4e campaign, I use this sort of idea as a plot hook: the party has several Rituals that used to work hundreds of years ago, but no longer do.
What this means is that you should think about your campaign setting and go ahead and define the limits of your PCs power. It is not railroading to say "If my players can just plane shift off of the island, the entire game crumbles, so screw that". See Gygax above. It isn't railroading to simply ensure there is an actual playable game. That said, you might want to play in a game world where PCs do nothing but plane jump. That actually sounds really cool. To each their own. The fact remains that it is a good idea to have an idea of any limits you need to place on PC power in order to maintain your setting's integrity. There are many extremely powerful Rituals. Which leads to the next point.
Acquiring Rituals
You need to make some decisions on Ritual availability. If Rituals can simply be bought and sold in "Magic Shoppes", you need to think about whether you want to impose limits. Maybe Rituals of certain levels are not sold, or maybe you provide players with a list of available Rituals. You will want to keep an eye on it, just so you know what you are dealing with.
If you do not allow magic items to typically be bought and sold, you need to find other ways to get them to players. This can be a fun, creative area. If the party ends up in a secret library, maybe they find a warding ritual; if they defeat a Lich, they might find some with Necromantic themes.You can suit the Ritual's flavor to the scenario. For example, in my 4e game the party was exploring a crypt. They found evidence of grim Rituals having been cast; there was a basin of blood and a pentagram drawn on the floor. They found a few flavorful Rituals in the chamber, such as Undead Servitor, that fit with the scenario. I think that this kind of synergy with the Rituals found and the circumstances in which they are uncovered helps encourage their use, simply by making them more interesting. I go into more detail on using Rituals as plot hooks later in this article.
Another way to control Ritual availability is to tend towards Ritual scrolls rather than Ritual books. This allows PCs that cannot otherwise cast Rituals to be able to use them, and you can be a bit looser with the balance if you know a Ritual can only be used once. This is especially true of some powerful healing Rituals. You do not want to lose the ability to challenge your players or to drain their resources. Otherwise the game becomes too easy, and nobody has fun.
To summarize, if you do not allow Rituals to be bought or sold, you always have control over what goes into your game. Otherwise, use a bit of caution, depending on what you want from your game. "But Froth, it sounds more like you are restricting Rituals than encouraging their use". Bear with me.
Ease of Use
One crucial aspect of encouraging Ritual use is to make them easy to use. I do not recommend taking away the casting time; that's one of the interesting pieces. Players absolutely should have to find a spot or moment that allows them the time and space to complete a Ritual. Still, there are some things you could do to make them easier to use. One thing is simple: write down the formula. Not every player has copies of the books, and not every player feels like getting on the Compendium between sessions to copy it down. If you maybe hand out a little Ritual card, it makes it cooler, and players will be more likely to retain the info, or remember they have the Ritual in the first place. As I mentioned above, giving out Ritual scrolls ensures that more than just the Ritual Casters can use them. Other alternatives include giving out the Ritual Caster feat for free if the party does not have a member that can use them; this feat makes for a flavorful reward. Or you could include one free use of a Ritual with the cost of purchase. This prevents it from feeling like you are getting "double dipped" (getting charged to buy the Ritual, AND to use it).
Presenting Rituals
There is a little overlap with some of these topics, but next I want to talk about how to present Rituals to your players. I think this influences how they will view them, and in turn can encourage or discourage their use. If you just say, "Here you find 300 sp and a Wizard's Curtain Ritual", you haven't really captured anyone's imagination. ALWAYS read a Ritual to a party when they find one. This is where you can go ahead and get their wheels turning, because they are not necessarily going to go home and read up on it themselves. Taking the time to write the Ritual down on a little card also adds a nice touch, and keeps it fresh in their minds. Finally, the context in which they acquire the Ritual is an important part of its presentation. I have covered some of that topic above, and it also leads to my next point.
Rituals as Plot Devices
One way to encourage or even guarantee Ritual usage is to include it in a plot hook or adventure. Many DMs can probably brainstorm a hundred ideas from this. An example might be something like the party needs to find the skull of a certain priest and perform a Last Sight Vision Ritual in order to get some crucial bit of information. Or the party and pretty much everyone else in the campaign world regularly use portal Rituals as means of transport. Or the only way to access some tiny room or area is through an animal host, so the party must all use Share Husk Rituals and be turned into mice!
You can literally just sit down and read through Ritual descriptions and come up with all kinds of cool ideas for your game. Sometimes when you just give out random Rituals, or let players choose their own on a shopping trip, you don't end up with much other than boring healing rituals, or Rituals that might never fit your storyline or world.
Alternative Ritual Components
You might find it a little boring and stale to just use standard components for Rituals. By this I mean a player just trading in some gold somewhere for the components. Try developing a plot hook around acquiring odd Ritual components. Like for the example above, where the players need to find a certain priests skull to do the Last Sight Vision Ritual. Perhaps the components for that include hard-to-find items, such as the eyes of a newt. What this does is shift Rituals away from a standard money drainer, and adds a flourish of flavor. The currency for Ritual use becomes adventuring, rather than gp.
Final Thoughts
I hope this post is somewhat coherent and not too rambly. After you analyze it all, it's easy to see that the methods for encouraging Ritual use will vary between DMs and from campaign to campaign. It is hard to generalize about...but I will try to summarize.
After you decide how you want Rituals to fit into your world, you can facilitate their usage through their acquisition process, presentation, and the ease with which players can use them. Utilize plot hooks, props, flavorful descriptions, and alternative component costs as ways to encourage players to use Rituals. Resist just giving away the farm, because it not only doesn't work, it isn't flavorful and lacks creativity.
That said, I'd love to hear any thoughts and ideas from readers! Leave a post!
Why?
I guess the first question that should be answered is "Why?". Why bother in the first place? For some campaigns or gaming groups, it might not be something you even want to do. And that is completely fine. But if you do want to encourage Ritual use, pinpointing the "why" will help you answer the question "How?". My personal opinion varies depending on the game I am running. I might want to encourage their use in order to add flavor to a setting. Perhaps I want to add unpredictability to the game. Maybe I have an entire plot or setting that is dependant on their usage. Maybe I want to give players more options for out-of-combat play. Think about your own campaign, or the campaign you want to run, and think about why you might want Rituals to get more use.
How?
Ok, so lets look at how to encourage Ritual use. Probably the first thing that pops into the mind is to make them affordable and available. But this is a double edged sword. If you just give them away like candy, and there is no real cost involved, you still may end up finding they never get used. I have had this happen myself. I have given out Rituals and Ritual scrolls in treasure parcels, I have given out residuum and Ritual components alongside gold; in short, I have put them out there. They still didn't use them.
This brings up an interesting point: some players just don't care about them, and nothing you can do will make them use them. And that is fine; god knows we do not want to railroad someone into anything. That said, I think that some players will respond to these ideas, so it is at least worth a try if you want more Ritual use in your game.
So basically, making Rituals available and cheap is not enough to encourage their use. In fact, it could have an adverse effect. If they are too available, they might lose some of their uniqueness, or become hard to track or remember. You also could lose out on some good role play and adventuring if you make them too easy to use. You also could lose control of your game if they are just unlimited with no restrictions. You might want that, you might not, but we should at least know how to maintain control if need be. So lets hold that thought and go back to the drawing board.
Checks and Balances
In order to encourage Ritual use while maintaining control of your game, you need to use checks and balances. We can look to the classics to get ideas on how to handle this. Take the Gygax masterpiece "Isle of the Ape". Many spells do not work on the island. In classic Gygaxian "dick mode", he suggests that you do not let your players know about this ahead of time, setting them up for some potentially hellish situations, such as having a spell fizzle just as a Gigantic Ape's foot is about to come down on your head. Settings such as Ravenloft provided laundry lists of spell changes; some didn't work at all, while others had different effects while in the Demiplanes of Dread. This is inspiring to me; in fact, in my own 4e campaign, I use this sort of idea as a plot hook: the party has several Rituals that used to work hundreds of years ago, but no longer do.
What this means is that you should think about your campaign setting and go ahead and define the limits of your PCs power. It is not railroading to say "If my players can just plane shift off of the island, the entire game crumbles, so screw that". See Gygax above. It isn't railroading to simply ensure there is an actual playable game. That said, you might want to play in a game world where PCs do nothing but plane jump. That actually sounds really cool. To each their own. The fact remains that it is a good idea to have an idea of any limits you need to place on PC power in order to maintain your setting's integrity. There are many extremely powerful Rituals. Which leads to the next point.You need to make some decisions on Ritual availability. If Rituals can simply be bought and sold in "Magic Shoppes", you need to think about whether you want to impose limits. Maybe Rituals of certain levels are not sold, or maybe you provide players with a list of available Rituals. You will want to keep an eye on it, just so you know what you are dealing with.
If you do not allow magic items to typically be bought and sold, you need to find other ways to get them to players. This can be a fun, creative area. If the party ends up in a secret library, maybe they find a warding ritual; if they defeat a Lich, they might find some with Necromantic themes.You can suit the Ritual's flavor to the scenario. For example, in my 4e game the party was exploring a crypt. They found evidence of grim Rituals having been cast; there was a basin of blood and a pentagram drawn on the floor. They found a few flavorful Rituals in the chamber, such as Undead Servitor, that fit with the scenario. I think that this kind of synergy with the Rituals found and the circumstances in which they are uncovered helps encourage their use, simply by making them more interesting. I go into more detail on using Rituals as plot hooks later in this article.
Another way to control Ritual availability is to tend towards Ritual scrolls rather than Ritual books. This allows PCs that cannot otherwise cast Rituals to be able to use them, and you can be a bit looser with the balance if you know a Ritual can only be used once. This is especially true of some powerful healing Rituals. You do not want to lose the ability to challenge your players or to drain their resources. Otherwise the game becomes too easy, and nobody has fun.
To summarize, if you do not allow Rituals to be bought or sold, you always have control over what goes into your game. Otherwise, use a bit of caution, depending on what you want from your game. "But Froth, it sounds more like you are restricting Rituals than encouraging their use". Bear with me.
Ease of Use
One crucial aspect of encouraging Ritual use is to make them easy to use. I do not recommend taking away the casting time; that's one of the interesting pieces. Players absolutely should have to find a spot or moment that allows them the time and space to complete a Ritual. Still, there are some things you could do to make them easier to use. One thing is simple: write down the formula. Not every player has copies of the books, and not every player feels like getting on the Compendium between sessions to copy it down. If you maybe hand out a little Ritual card, it makes it cooler, and players will be more likely to retain the info, or remember they have the Ritual in the first place. As I mentioned above, giving out Ritual scrolls ensures that more than just the Ritual Casters can use them. Other alternatives include giving out the Ritual Caster feat for free if the party does not have a member that can use them; this feat makes for a flavorful reward. Or you could include one free use of a Ritual with the cost of purchase. This prevents it from feeling like you are getting "double dipped" (getting charged to buy the Ritual, AND to use it).
Presenting Rituals
There is a little overlap with some of these topics, but next I want to talk about how to present Rituals to your players. I think this influences how they will view them, and in turn can encourage or discourage their use. If you just say, "Here you find 300 sp and a Wizard's Curtain Ritual", you haven't really captured anyone's imagination. ALWAYS read a Ritual to a party when they find one. This is where you can go ahead and get their wheels turning, because they are not necessarily going to go home and read up on it themselves. Taking the time to write the Ritual down on a little card also adds a nice touch, and keeps it fresh in their minds. Finally, the context in which they acquire the Ritual is an important part of its presentation. I have covered some of that topic above, and it also leads to my next point.
Rituals as Plot Devices
One way to encourage or even guarantee Ritual usage is to include it in a plot hook or adventure. Many DMs can probably brainstorm a hundred ideas from this. An example might be something like the party needs to find the skull of a certain priest and perform a Last Sight Vision Ritual in order to get some crucial bit of information. Or the party and pretty much everyone else in the campaign world regularly use portal Rituals as means of transport. Or the only way to access some tiny room or area is through an animal host, so the party must all use Share Husk Rituals and be turned into mice!
You can literally just sit down and read through Ritual descriptions and come up with all kinds of cool ideas for your game. Sometimes when you just give out random Rituals, or let players choose their own on a shopping trip, you don't end up with much other than boring healing rituals, or Rituals that might never fit your storyline or world.
Alternative Ritual Components
You might find it a little boring and stale to just use standard components for Rituals. By this I mean a player just trading in some gold somewhere for the components. Try developing a plot hook around acquiring odd Ritual components. Like for the example above, where the players need to find a certain priests skull to do the Last Sight Vision Ritual. Perhaps the components for that include hard-to-find items, such as the eyes of a newt. What this does is shift Rituals away from a standard money drainer, and adds a flourish of flavor. The currency for Ritual use becomes adventuring, rather than gp.
Final Thoughts
I hope this post is somewhat coherent and not too rambly. After you analyze it all, it's easy to see that the methods for encouraging Ritual use will vary between DMs and from campaign to campaign. It is hard to generalize about...but I will try to summarize.
After you decide how you want Rituals to fit into your world, you can facilitate their usage through their acquisition process, presentation, and the ease with which players can use them. Utilize plot hooks, props, flavorful descriptions, and alternative component costs as ways to encourage players to use Rituals. Resist just giving away the farm, because it not only doesn't work, it isn't flavorful and lacks creativity.
That said, I'd love to hear any thoughts and ideas from readers! Leave a post!
Tuesday, November 13, 2012
I Am Jealous As Hell Of My Newbie Players
This weekend I will be DMing a B/X game for several new or almost-new players. They will be walking that well-worn path that so many gamers have trod before them: the road to Hommlett. I will be using my battered, taped-together copy of The Temple of Elemental Evil, and popping out the Ol' Greyhawk Box. Killer stuff, I know. As killer as it gets, really. But that isn't the part that makes me jealous.
The part that makes me jealous is that I cannot really see D&D through fresh eyes any more. I am hopelessly jaded. I wish I could do it all over again.
The part that makes me jealous is that I cannot really see D&D through fresh eyes any more. I am hopelessly jaded. I wish I could do it all over again.
Take the PC creation method we used. We rolled 3d6, in order. No bonuses, no putting the stats where you want, just straight up 3d6 down the line. Nobody bitched; nobody whined; nobody said "I only have a 6 Dexterity". They simply didn't know any better, and if they did, they didn't care. They played whichever classes matched up best with their rolls. They didn't care if someone else rolled higher.
I gave them some mundane gear, such as rope, a backpack, and a waterskin. Their eyes lit up as they added these precious items to their character sheets. "Rope! We have rope!" "Fresh water!" Haha, well, I am exaggerating a titch there, but you get the point. Every piece of equipment they had felt significant to them.
I have to say that I am very excited to get into role play with these players. Experienced players can sometimes (not always) phone it in. Inexperienced players are sort of always on edge; they have no idea what to expect. Well, except for danger. They definitely expect danger. So you see a bit of caution and care in their actions. They don't trust anybody; they listen intently to what NPCs say. They ask questions. They are into it.
So that is why I am jealous. I can't turn back the clock, and try as I might, I cannot perfectly recapture those old feelings. The closest I can get is running games for new players, living vicariously, letting some of the old magic rub off. It will have to do.
Friday, November 9, 2012
Maniacal Giant Vulture Friday!
Hello again. I thought I would share a new beastie from my upcoming zine, the Giant Vulture.
The Giant Vulture has been a hoot in playtesting. These scavengers circle overhead, dive-bomb the weakest member(s) of the party, repeatedly peck them, then fly away out of melee reach. As the ongoing damage builds, they enter into a frenzied state of blood lust.
Though these have been challenging monsters for some groups, they have fairly weak Morale scores; if one of them is killed the others likely flee...and then patiently wait, hoping that there will be a carcass or two lying around when they return.
The full "fluff" will appear in the finished magazine. I hope you enjoy it!
THE GIANT VULTURE!
The Giant Vulture has been a hoot in playtesting. These scavengers circle overhead, dive-bomb the weakest member(s) of the party, repeatedly peck them, then fly away out of melee reach. As the ongoing damage builds, they enter into a frenzied state of blood lust.
Though these have been challenging monsters for some groups, they have fairly weak Morale scores; if one of them is killed the others likely flee...and then patiently wait, hoping that there will be a carcass or two lying around when they return.
The full "fluff" will appear in the finished magazine. I hope you enjoy it!
THE GIANT VULTURE!
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