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Showing posts with label Inspiration. Show all posts
Showing posts with label Inspiration. Show all posts

Wednesday, October 28, 2015

OotA: Ep. 1: Prisoners of the Drow

Deep Gnome Rogue
Between life, work and, recently, parenting, I've had to pause our main campaign, Hoard of the Dragon Queen, as I don't have the time to travel to my old and trusted RPG group. However, last thursday, me and two of my more local friends got together for some coffee, applecake and the latest DnD campaign. 

Monday, October 12, 2015

Miniature Moment: Elementals and Cultists (part two)

To continue my painting challenge and stay true to my promise, I started work on the rest of the elementals and their cultists. There were only two elements left, and since we always double up on our painting services here on Sword Coast Junkie, there wasn't much choice this time. 

On to the minis!
 
A halfling rogue plays with fire deep inside the temple.

Sunday, September 27, 2015

Miniature Moment: Elementals and Cultists (part one)

This summer I picked up a copy of Temple of Elemental Evil: the Board Game. It's a part in DnD:s Adventure System games and, so, it contained a lot of miniatures. I figured that even if the board game was bad (I hadn't played the series before) I could use the minis in my DnD campaigns and other adventures.

While reading Homeland by R.A. Salvatore (read the book review here), I got the urge to paint the Earth Elemental, after its appearance in the book. Before long I had also painted the Earth Cultists and carried on to the Air Elemental and cultists. It is now my ambition to paint every miniature in the box since it really makes the game come to life. DnD:s monster gallery wouldn't be the same if they were all the same green color, right?

Earth Elemental and Cultists

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?

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.

Saturday, May 23, 2015

Let's talk table rules

Before kicking off our new campaign, Hoard of the dragon queen, I gathered everyone around the table in a conversation about table rules. I've played a lot of RPG:s with Ola and loads of tabletop and board games with David, but I haven't played that much with Björn, despite knowing him for a couple of years now. I guess I was inspired by office meetings since I wanted my players to know what I expected from them and what they expected from me.

These answers are probably not the solution for your group, but I thought it would benefit the community to share the topics we discussed.