Friday, April 30, 2010

Leveling Up

So the Borderlands has run through 4 sessions in total now (the first being an introductory without much adventuring), and I've been tabulating the experience now that they've actually gone back to town. I don't know about you, but I'm found the experience gained up to this point a little low; the most gained by someone who's been there through all three adventure sessions is 311 exp. Is this normal or have I been too stingy on gold rewards...looking back they accumulated perhaps 200 gp altogether (jewellery included), with another perhaps 500 for selling stuff (mostly rare books). Looking back my one mistake up to this point seems to have not bee to roll for random treasures for the wandering monsters; the treasure placed was taken directly from the B1 module. Maybe its just me though; looking at things if it continues at this rate it could take around 20 sessions to get to second level, this seems beyond the patience threshold to me. I have a feeling I may need to offer a little larger treasure incentive, with a larger risk too of course.

Wednesday, April 28, 2010

Dungeons and Dragons is Geek

For anyone who thought things have changed after thirty years, here's a little story: I pulled out a large set of multiple dice this week, to teach grade nine math students about probability, and the one student referred them them as "Nerd Dice". When asked what that meant, she told me they were used in dungeons and dragons, which of course was only played by nerds, and geeks. With wide eyes, I replied "Oh Really". Well the expression on my face must have said enough, because her look quickly turned to panic as the person next to her asked me if I played. I turned it around and asked them if it would be so bad if I did. Unfortunately almost in unison of group of them nodded yes.....sigh.....so much for the cool factor of being geek.
     I love our hobby, I really do, but it saddens me that because of it we get saddled with a label that I at thirty five can handle properly, but one for which a shy, awkward fourteen or fifteen year old can feel like a social kiss of death.

PS. I'm not a fan of divulging much of my own personal life with students, but my reply to the question on whether or not I play was to ask my level six paladin.

Borderlands Campaign Session 2

Wow, I've waited too long to recap session 2 (in fact to be honest there's already been a session 3, but more on that later), I will be doing a lot of this from memory...so excuse me if I forget some details..I'm not an elephant you know. Again I should be doing this sooner, as its suppossed to also be for my own benefit to refer back too.....sigh....I never learn.
   To begin with Stickles the thief, Dakken the Magic User, and Satara the elf all decided to head back to the Keep, leaving Dale the Killing Machine alone with the two retainers to tackle Quaqueston. Luckily he was joined at the gates by a adventuring holy warrior (i.e. cleric), by the name of Theodore. Shoring up their courage, the now much smaller party stepped through the imposing arched doorway to the dark depths below.
      The group came upon many unnerving sights as they explored the fortress, starting with the grisly remains of a recent bloody clash between some ugly pig faced humanoid beings and a group of humans marked with strange blue tattooes along with a slain dwarf. The group immediately began searching the bodies only to find some coins upon the dwarf.
       The group's luck improved though as they located a private reception area off of the main dining hall; where they proceeded to investigate a large statue of an unknown woman gesturing as in greeting; with some poking and prodding, the group found a compartment inside the statue hiding a beautifully wrought silver laced black mace, bearing the word Bonecrusher along the side. Needless to say Theodore was pleased beyond belief by such a find; and was eager for a chance to test the quality of his new found weapon.
      This opportunity came soon enough, when they stumbled upon a large barrack holding 4 of the pig faced creatures (which Theodore had deduced were Orcs) sleeping in their cots. The group attempted to quietly sneak into the room, but the battle trained creatures were light sleepers, and awoke to find these four humans breaking into their home. As the group did battle, it was Erin the farmhand that they had hired who surprised everyone (himself included) by slaying an orc single-handed, and aiding in the killing of another. The last 2, seeing their comrades killed so quickly, and maybe the slaying skills of Erin the farmboy, soon surrendered. When questioned the two revealed that they had thought the group where either in league with the northmen (the tattooed people) or someone they referred to as the Red Wizard, also that they were waiting for what they felt would be the eventual return of their long departed master (Zelligar). Theodore not trusting the two beast men decided to truss up them and have them guide them through the building.
   They were quickly lead through the building to the bedroom of the fortress' former owner, a room left untouched (more proof of the orcs continued loyalty, or at least fear of the mighty magic user). Once there it was hoped by the orcs that the dangerous poisonous spiders who had taken residence there would make quick work of the adventures. However the trapped was turned upside down when the group threw their prisoners into the on rushing spiders. The distraction  worked, mostly, and the small number that continued on  to attack, were easily dispatched, leaving only one of adventurer to be bitten and  crippled by the strength numbing venom.
    The intrepid explorers were also lucky enough to come upon Zelligar's private library, where they located his diary, penned in a secret code none of the adventurers understood. Having left the library with the diary they continued on down the deserted hallway, to find a large oaken door barring their way. No sooner did they attempted to open it, when suddenly the group was dropped plummeting down a deep shaft into a frigid pool underneath. With little time to gather themselves after the dangerous fall, the group was set upon by a group of short ugly goblinoid creatures who pelted them with arrows from across the way.
     Somehow through both skill and luck, the group was somehow able to regroup and dispense with their mysterious attackers without succumbing to their surprise attack. However they were now wounded, trapped and beginning to low on resources; what would they do?
End Session 1


Editorial (keep in mind this is actually coming really late, as Session 4 wrapped up last Sunday). I was actually a little sad when we started, because only two players were able to make it. I thought for certain they'd feel too awkward to play (for one...Theo...it was actually his first time), but they still wanted to try it, and had a blast doing so. I'm kind of glad to be starting with a group of complete beginners with a very BASIC dungeon because I'm starting to realize how rough my own DMing skills are after over ten years of not playing (it may be more like 15). I also liked some of the ingenius tactics they seem to take, the attempt to use the orcs as guides..and then as food (a theme that repeats itself later....oops spoiler), I just hoped I don't stifle subconsciously try to stifle this as it creates a great challenge to my own improve skills, and gaming ability.
    Still things went really well with one of the players recapping the session at work the next day.
Sorry for the lateness in my posts, but real life has gotten in the way again....new house..busy work.

PS I'm not certain if the narrative style works, but I'd thought I'd give it a shot anyways.




     

Wednesday, March 31, 2010

The BorderLands Campaign has begun

Well after all the anticipation, after all the hype, after all the viral advertising and million dollar box office trailer, the BorderLands campaign is off and running. Okay welll I exaggerate about the trailer; it only cost about 800,000,
One of the reason why I've haven't been very active lately is due to the fact that I've been getting ready; but too be honest I also find that if I don't have much to say, then I usually don't post either (I'm much more of a casual blogger)
   So with out any further ado I give you BorderLands Sessions 1 & 2
The session  began with our intrepid adventurers marching up to the imposing walls of the mighty Keep located at the edges of the untamed wilderness of the North. There they introduced themselves at the gates: Stickles (a thief), Dale (the killing machine), Dakken (a user of the eldritch forces of magic), and Satara (an elven maiden who has studied both the arts of war and magic). In town, they made their way to the local store to gather materials, followed by a trip to the tavern to investigate for rumours on any strange going ons in the area. While there, Dakken pursued his love of the drink, spending the money he had saved on weapons and armour, buying casks of wine. The group also learned of a local mage who may have had some information of interest to them. There they found out about an abandoned stronghold which once belonged to the legendary figures of Zelligar and Rohgan. The retired mage had once been apprenticed to Zelligar, and was curious as to why this deserted fortress was no reported to have lights and activity occuring inside. Asking them to report with any information they can find, the mage made one further request; he told them of a massive crystal located somewhere in the building that he would like to examine. Informing them that the structure would be too large to move, he asked them to leave an enchanted medallion in the same room as the object, allowing him to travel directly to the room.
     Set with this task ( and the promise of great rewards if successful) the adventurers headed of, following the map that was given to them.
     with no incidences along the way the team located the old structure and were at the point of deciding how best to enter.

So ended session 1
Editorial of how it went:
  First off it must be mentioned that no one who played that night had ever played D&D before, so really by the time everyone showed up (we had to wait while one poor player was lost looking for my house), most of the first game was spent going over some basic rules and creating characters. I don't know why it went this slow; if it was me, the newness to the game, or the fact that the pizza arrived soon after the last player, and we kinda spent a good half hour just chatting and eating. But even this short session left me with some important insights to take away for next time.
   I was surprised by the choices of alignment in the game...I think One person was lawful, with the rest choosing between neutral and chaotic...teachers...sheesh....No heroic fantasy for these guys...actually  during the explanation I don't think I stressed chaotic as meaning evil...just individualistic and opportunistic.....again....teachers....
   Looking back I also think that I inserted character role playing to early, trying to use that aspect of B2 with role play of the town guard, tavern keeper, and mage, instead I may try to keep it more about exploring adventuring and discovery, just until people are more comfortable and the "role play" part comes out on its own. This is how it went for session two, and I think it went better (still even here a few interesting moments of role play happen which added to the game.
  I know I still have to work on my book keeping skills (I had a name for the damn town mage but I've lost it somehow), as well as memorizing the adventure. I had read B1 at least twice before the adventure, but still started to blank as they approached Quasqueton; I think I even forgot to mention the name of the stronghold during play. I noticed after wards that the problem may have been that I had read the module more for pleasure then in a mechanical "hey I'm going to be using this fashion".  I really feel this makes a big difference, because next time when I read it with the question "How will this be used in play?" in my mind, I was better able to keep in mind important details. It does mean slower reading, but it helps me mentally feel more prepared, even though there is still a lot of improvisation going on.
  Still despite any problems, things must have went well enough, because everyone was looking forward to playing again; and I will soon give a wrap up of Session 2 (Warts and all again).
This may wait until after Easter (Family will be over so I will be entertaining people).

Saturday, March 6, 2010

The True Green Slime


Okay, so I was driving around today listening to Quirks and Quarks (a science radio show on CBC), and they were talking about green slime. Now I had assumed that yes slime is real, but they were talking about some of its characteristics, and that's when it became a little strange. They can grow up to a few meters in length; around five meters I believe was mentioned on the radio. (their still going to be small at maybe 30 grams though). They are I believe considered single cell organisms, even though they have periods where they multiple nuclei (I don't know if at this point they are still considered unicellular or not, because these nuclei are not separated by cell membranes.They have periods of asexual and sexual reproduction...I hope that image is burnt into your heads, and despite what you may have read in the Monster Manual, their true weakness is direct sunlight (try fighting that in the dungeon depths).


   Now what I found truly found fascinated is that on the show a research scientist was talking about the research she had done showing that these  single celled green slimes, could actually differentiate and make CHOICES about different food sources (keep in mind that they have no brain too) She brought food sources with varying amounts of nutritional value to the slimes to see if they made choices between the foods...for example she had low nutritional food out in sunlight (remember this hurts the slime) the slime I guess would investigate it with a pseudopod (think of that like a small arm) and choose that the payoff wasn't worth the hurt from the sunlight..now put a similar food source in the sunlight with 5x the nutritional value, and the green slime would go for it, deciding that the payoff, in this case food with a higher energy value, was worth the damage it would take from the sun.

   All this the tell you that science has found what has been on page 49  of the Monster Manual all along: a large pulsing green ooze, that can decide whether your worth having as a snack, or not.

Tuesday, February 23, 2010

Not Just Another +1 Sword (Part 2)

I've got to post these ideas the moment they come to me, I had a much better articulated and thought out idea in my head when I decided to do this, but  I just seem too busy to get them down right away. My wife and I just bought our first home, and we move in 4 days...so we are busy as heck right now.

Right so my next idea on how to keep the magic in magic weapons. Games, or campaigns which have a higher prevalence of magic, may have +1 swords a plenty, and the idea of naming all of them too daunting, or unrealistic.Most classic modules seem to fall in this category; even Keep on the Borderlands looks to have quite a few in the hands of many of the NPC's, not to mention the Caves  of Chaos themselves. Another option here maybe the Hattori Hanzo option (re: Kill Bill 1); have the "low level" swords be crafted by master sword makers. A campaign could have  between 1-5 true master weapon smiths whose  creations are seen as true works of art.  “This my finest sword. If in your journey you should encounter God, God will be cut.” Maybe each one has some sort of signature, sigil, or symbol belonging to the great artist, which is always present on their pieces. It could be that the weapons are expected to held only by those worthy enough  to wield such a treasure, and challenges could be made to test if this is really the case. Perhaps certain martial schools have a signature weapon, which only their members can own (think of what happens if a non-memeber is caught with a Hell's Angel patch).
   Another take maybe the weapon made by an ancient long dead civilization; swords made from Atlantean steel, Bows from the Ancient Groves blessed by the Druids etc. Again anything to give the weapon some kind of history.
   Speaking about history why shouldn't the weapon have a past. I like the idea of the PC's learning a little something about the weapon; things like who owned it, their own fortunes, and what legends are told about them. These things can give the characters a chance to hypothesize about the weapons capabilities. The weapons past doesn't have to be to grandiose, Characters may or may not what a weapon which has belonged to the greatest hero in history, creating an expectation they themselves may never live up to. It could be something as simple as "This weapon belonged to the loyal bodyguard of the Thane of Theosguard, who died protecting the fallen body of his lord liege. Its said that he fought as ten man that day, and sustain such injuries as would have killed twenty. But he held on, refusing to fall, till he saw his fellows rescue the unconscious form of his beloved king." Forget about what plus the weapon has, thats a weapon with some weight behind it, and a pretty good "cool factor".
    A weapon could even come tied with a destiny.  I'm not talking some railroad plotted destiny, it's best if things are left vague enough to allow for its fufillment to be seen after the fact. Who's to say that the great danger that will be overcome wasn't the Blue dragon to which the character just managed to inflict the killing blow. (a nasty idea is to take away the weapons abiltes afterwards, at least until it is needed again). Plus in all honesty the destiny may not necessarily be fulfilled by the character presently holding the weapon (its sad but they just weren't worthy of the great responsibility). It maybe a curse that is also placed on the blade which is hinted at through riddles. My one compliant about old school weapons is that the curses were sometimes to blatantly obvious. Curses can be tied to boons; yes Swiftstrike will allow you to hit first in the first round, but it also leads to hot tempered aggressiveness, with the character needing to role to see if they will attack immediately in an encounter.

I've got a couple of other ideas to share, but I'm going to leave it be for tonight. I hope some of this "idea diarrhea" is proving useful to someone besides myself.

Heartbreaker

Okay, I'm not a huge hockey fan...but man I can't believe we lost to the US. They had one helluva goalie though; good job this time guys, but we'll be back. Right now its 1- nothing for the Canadians against Germany.