When
playing episode two, our merry group was joined by a new player, Tobias, to
fill out the party.
Monday, June 29, 2015
Tuesday, June 16, 2015
HotDQ: Ep. 1: Greenest in Flames (part 2)
Last time, we left our player characters
(the PC:s) in the middle of the first
episode. They had arrived in a beleagured Greenest, vowed to help the
townsfolk, found an old tunnel under the keep and saved some villagers from
being burned alive inside the temple of Chauntea. The night had more in store
for them, though, as this action-packed episode continued.
The Dragon Attack
While the rain kept falling, the
PC:s stealthily arrived at the keep and
returned the saved villagers to the courtyard. Governor Nighthill was suitably
pleased, but regretted that he couldn't offer any rewards until the night was over
and the damages could be calculated. The PC:s managed to trick an unwilling
Escobert into providing his own healing potions, however.
Suddenly, explosion-like loud noises
erupted from the parapet. The party headed up the ladder to find several guards
under attack by the large blue dragon himself! Groups of guards fell to a
single lightning blast as the azure reptile swooped by. They soon realised that
they couldn't do much about the situation, although Kerr had to be talked into
not jumping onto the dragon mid-flight.
Back in the safety of Nighthills
headquarters, the PC:s learned that the local mill was under attack by invaders
in dark cloaks. Through a spying glass, they also spotted the invader leaders
on the town square; a large half-dragon and an armored woman seemed to be in
charge of the looting operations. Governor Nighthill was also very interested
in securing a prisoner to be interrogated once the PC:s made it back.
Tuesday, June 9, 2015
Milestones
The
Dungeon Master's Guide suggests two systems when it comes to gaining
levels and developing characters. There are experience points and
there are milestones.
A problem
The
old XP model is a classic and I think it comes naturally to most
players. Defeat a monster, save the prince or disable a trap and gain
an amount of XP that corresponds to the difficulty of the task. Gain enough and you will eventually get over the next level threshold. However, I think that 5th
edition’s worst rule is the encounter building and XP budget
system. In it, the character’s levels define a set number of XP to
gain each day. It scales according to monster challenge rating and
number of individuals in an encounter. Trying to figure out a
well-balanced fight is a chore which involves cross-referencing two
or more tables.
Furthermore,
the XP system in a table RPG poses several questions. For example,
what exactly happens when you gain a level and how can you reach such
insights that you are suddenly twice as powerful and equipped with a
new set of abilities in the middle of a fight? What about that last,
killing hit taught you all of that? Where/when do players gain
levels, how does experience work on a psychological level and why are
players rewarded when going on killing sprees?
Friday, June 5, 2015
HotDQ: Ep. 1: Greenest in Flames (part 1)
So
it’s time to recap our first session of our first campaign in 5th
edition DnD. After discussing table rules, creating characters and
explaining the basic rules as well as the inspiration system, we were
finally off to Faerûn for some action. At this time I had been
waiting for this moment for the better part of the last six months,
so I was rightfully excited.
As
you will notice, I decided on combining the missions available to the
characters and let a central quest giver hand them out. I figured it
would be a familiar scenario structure so that we could instead focus
on the characters and explore the new system.
Tuesday, June 2, 2015
Corrections and another table rule
Yes, it appears that I
am not only a lazy DM, I am also somewhat ignorant. David told me
that, first of all, his character is called Adoaver and nothing else. I also forgot his very good table rule! Without further
ado, here's:
5. My turn; my
decisions
When playing board
games like Descent, where there are several players in one team vs.
one ”overlord” (a setup similar to a tabletop RPG) there is a
tendency toward one or a few players playing out all the player
turns. These turns can take forever, as the dominant player(s)
discuss and lobby their thoughts around in order to make as few
mistakes as possible. This leads to a: that the quiet, often
inexperienced, players never progress and b: that it can feel like
playing against an AI. Making mistakes is perfectly fine and makes
for far more memorable sessions than the effective,
win-against-all-odds attitude.
Players like to talk
about their own stats, feats and actions, and how powerful they are.
They like to talk about other players characters even more, in terms
of comparison. There's nothing wrong with that, but I don't want that
discussion in the middle of a session. Instruct or advice your fellow
adventurers outside the game, preferably in one of the several pauses that comes
up sooner or later.
As experienced
roleplayers, we should already be aware of all of this, but
tendencies toward the ”power” or ”min/max” playstyle may
creep in when the party is in a tight spot. That's why we decided to
let every player make his or her own decisions, without other
interference than in-game character talk. This makes for far faster
combat rounds and, I think, happier and better players.
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