Archive for the ‘Storytelling & Roleplaying’ Category

D&D 4e: What Works and What Doesn’t Work for DMs

Wednesday, May 18th, 2011

alt textJust this past April, Wizards of the Coast asked the Character Optimization Forum folks – people and D&D 4e players like you and me – what the good, bad and ugly is in D&D 4e.  They’re listening to and interacting with the D&D community more than ever, so it’s no wonder hundreds and hundreds of posts came back. 

What about DMs?  No worries, Popesixtus and Wrecan have us player/DMs and full time DMs covered!  Or even full time players who are curious what DMs think!  What I really like most about the DM version of this effort is that DMs tend to think at and communicate a more macro level view of D&D’s core principles, elements and features. 

After all, DMs run games, so they experience quite a lot from many different perspectives. 

And player/DMs?  Is there a greater state of D&D enlightenment?

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Monster Complexity and Selection

Monday, May 16th, 2011

alt textRecognizing and reducing game slowdown caused by a proliferation of triggers or immediate actions and interrupts isn’t just a player character issue in combat encounters.  Dungeon Masters must also do themselves and the playgroup a favor by analyzing monster complexity and making smarter monster selections when encounter building. 

The (unfortunate) reality is, monster or encounter themes, flavor and atmosphere don’t always mesh with a smooth and easy-to-run encounter.  It’s important to look over monsters and understand their complexity and potential slowdown impact when put together, not just individually.

To illustrate where monster complexity and selection can easily cross the slowdown line, allow me to briefly recount a thematically flavorful early paragon tier encounter I created and ran a few months ago.

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Faster D&D 4e Combat: Top Tips

Friday, May 6th, 2011

alt textWe all know by now that the average 60 minute encounter in D&D 4e is far too long.  It’s an eternity compared to prior editions, but worst of all, it has a negative impact on the smoothness and progress of play and adventure pacing. 

That dark road eventually leads to a non-immersive experience and disenchanted and bored D&D players and DMs – if you let it.  Even D&D 4e lead designer Mike Mearls has admitted to seeing combat length as an issue in retrospect. 

However, it doesn’t have to be this way.  Here’s a Leonine Six – the Corvette of Leonine 12’s – to get your playgroup’s combats back on the fast track!

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Guys, Girls & Minions

Wednesday, May 4th, 2011

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Connie Thompson of Geek’s Dream Girl recently posted Dude Rolls Like a Lady: Cross-Gender Play in RPGs, an excellent article examining the idea from all angles. Why don’t we do it more? Is cross-gender roleplay a “DM thing” only?  She covers a lot of great angles on the topic, and it inspired a lot of great discussion and ideas from readers, from cross-gender play to character sexuality to character creation and more.

Here is my take on it from my years of D&D play throughout the editions since Basic (as both a DM and player):

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Fear of Death: How To Smoothly Manage Character Death

Monday, May 2nd, 2011

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This is part of a series of articles surrounding character death in D&D 4th edition. For related articles, go here.

Dealing with character death shouldn’t stall or end a game or story, especially if you’ve already planned for it as a playgroup.  As you and I both know, adventuring is dangerous – heroes die, even in 4e.  Here are some ways to be ready for it and manage character death smoothly in your campaign, whether you DM or play: (more…)

Fear of Death: Make Character Death Fun!

Friday, April 29th, 2011

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This is part of a series of articles surrounding character death in D&D 4th edition.  For related articles, go here.

Why finish off characters?  Great story and lore reasons.  Dramatic tension.  Immersion.  Believability.  Verisimilitude.  A different challenge, encouraging different tactics by the PCs.  And, stick with me… fun!

Why can’t character death be fun?  It’s not like death is permanent for adventurers in the D&D world (99% of the time).

One of my favorite and by far most unforgottable recent “death scenes” in the Nentir Vale campaign I play in was when my half-orc two-axe ranger was mind-controlled by undead and forced to crawl into a massive chasm widened by the arrival of an earth titan. 

My beloved half-orc bloodfury savage failed his save, and… a long, echoing roar or scream later, took enough massive damage from the 100′ fall that it sent him well past his already bloodied state right into good ol’ death. 

I laughed hysterically!  Why?  Because, cinematically, it was awesome!  Best character death I’ve ever experienced.

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Fear of Death: Which Monsters Finish Off Dying Characters?

Wednesday, April 27th, 2011

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The core rules and DM’s Book both tell us most monsters do not finish off fallen, dying heroes in the middle of the chaos of battle.   

Ah, so some monsters do?  Who are these truly wicked, vile or reckless monstrosities of the D&D world?  What are their cruel and merciless motivations?  You’ll find some of these unsettling answers here – and bring back the reality, fear and horror of character death to your game! 

We’ve all been there, on either side of the table in 4e.  A character, a hero or even antihero (thanks, Heroes of Shadow!) goes down, hits the dirt, cries out, sprays or vomits up blood, and starts bleeding out.  His or her dreams and soul about to fade – to the Shadowfell, and if they’re lucky, beyond. 

It’s a scary time.  Or is it? 

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Into the Dark: A Heroes of Shadow Review

Monday, April 25th, 2011

alt textHeroes of Shadow has finally arrived – the D&D 4e sourcebook for creating heroes and antiheroes with all the grit and horror that embodies dark fantasy.   My review of this highly anticipated sourcebook follows.

One thing that’s always been critically important to me in D&D is a fine balance of game and roleplay or story.  From that perspective, Heroes of Shadow scores very high marks.  Like the recent 4e tradition of including more atmospheric lore, history and description in books like Monster Vault and Monster Manual 3, Heroes of Shadows continues and even improves on this vital mix of immersive fantasy and engaging game.

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What is Fantasy?

Friday, April 22nd, 2011

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In 2006, Tome of Battle: The Book of Nine Swords was released for D&D 3.5e, just two years before the release of D&D 4e.  Book of Nine Swords (besides being a true pleasure to read with its fantastic attention to flavor, similar to the recent shift in books like Monster Vault and MM3) basically gave fighter-types a full nine levels worth of “spells” or exotic and complex maneuvers, putting them on par with wizards and clerics – a true paradigm shift in D&D fantasy!

The idea of giving martial classes all these choices and powers was groundbreaking.  From this standpoint alone, Book of Nine Swords was essentially a prelude to 4e – mechanically and thematically.  (In fact, D&D 4e’s development had already begun a year prior in 2005.)

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The New Random Encounter

Monday, April 18th, 2011

alt textClassic random encounters don’t work very well in 4e.  With average combat length so long (60 minutes per the core rules), it’s usually not worth the time to include them.  Why focus an entire hour of a session in a pointless fight that does not advance the adventure, the player’s quests or their motivations at all?

Previous editions of D&D included many opportunities for random encounters, both in the dungeon and the wild.  However, average combat length was significantly shorter, allowing for, if not encouraging a smattering of random encounters in every D&D session and adventure. 

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