A Walk in the Dark A look in to the mind of an RPG designer

      

11Aug/11Off

An Alternative to Player Death

I've run my share of campaigns and, as far as I can remember, I have never had a PC die.

Having a PC die is actually a problem for me, because the plot line in my primary campaign kind of demands that the original five players survive (at least until Chapter Three, that is). So if one of them dies it's somewhat of an inconvenience and "breaks" the story.

So I thought of a special way to handle it: give the dead player a chance to come back, perhaps even as a servant of the BBEG.

The following is a skill challenge concept I put together only a day or two ago, and probably still needs a little tweaking. I'm open to suggestions as to how to make it better. Anyone?

The Dark Offering

If a player dies after a certain point in the campaign, he is transported to something similar to a dream sequence where the "big evil" attempts to persuade the player to join its side. As DM, you are welcome to roleplay this in any way you see fit. The primary thing to remember is that the voice will attempt to recruit the player to go against the other players and the enemies of the BBEG in the local village. The voice may not be particularly sincere of its offer, though.

Skill Challenge: Complexity 1 (4 successes before 2 failures)

Primary Skills: Arcana, Bluff, Diplomacy, Intimidate, and see below

Victory: The player is restored to life as if the Raise Dead ritual was used, but the penalties persist only until the first milestone is reached.

Failure: The player dies. If the player is later revived with a Raise Dead ritual, all the penalties are -2 (instead of the usual -1) and he gains vulnerable 5 necrotic for the next two milestones.

Arcana, Moderate DC (1 success, maximum 2 successes): You focus your mind and resist the voice’s influence.
Bluff, Hard DC (1 success, maximum 2 successes): You manage to convince the voice that you will his bidding if your life is restored, knowing full well you don't mean it.
Diplomacy, Moderate DC (1 success, maximum 2 successes): You speak with the voice and try to talk your way out of the difficult situation.
Intimidate, Moderate DC (1 success, maximum 2 successes): You rebel against the voice in the darkness, stating you are not one to die so easily.
Attack (1 success, maximum 3 successes): You retaliate at the voice with violence. All attacks are made against a defense of 10+Level, and it could be any form of attack (melee, ranged or burst) and target any defense.
Surrender (automatic failure): You would rather die than become a servant of the dark.
Embracing the Darkness (2 successes, maximum 4 successes, with special conditions): You accept the darkness, realizing that the voice’s offer is quite enticing. Using this method at any point grants the player additional bonuses if the skill challenge ends up a success.

Note: The player that died must do this skill challenge alone; he cannot get any assistance from other players.

Upon a victory, if at any point during the skill challenge the player agrees to accept the voice’s offer and embrace the powers of darkness, the player gains the following conditions:

  • Player gains the "shadowtouched" keyword.
  • Resist 5 necrotic.
  • Vulnerable 5 radiant.
  • The player will be able to identify any and all creatures that have the "shadowtouched" keyword.
  • +1 to attack and damage rolls against creatures that do not have the "shadowtouched" keyword.
  • +2 to attack and damage rolls against other players or creatures that would normally be considered allies, or at least are enemies of the BBEG.
  • If the player makes any burst attacks, all other players and allies in the area of effect are treated as enemies.
  • The player gains a special "shadowtouched" power (which I will not elaborate on here for spoiler reasons).
  • No creature with the "shadowtouched" keyword will willingly attack the player in any way.

These bonuses remain until:

  • The BBEG is defeated.
  • The player makes an attack or threatening gesture against a creature with the "shadowtouched" keyword. The attack does not have to hit the target; the mere act of rolling the attack is sufficient.

Once the effect ends, the player must make an immediate saving throw with a -5 penalty; on a failure, the player loses two healing surges. If the player does not have any surges, he takes damage equal to his surge value for each surge that he is missing. If the player drops to 0 HP or lower as a result of this attack, the player dies and the BBEG will make no further effort to recruit him.

If the player embraces the darkness, at any time the player can turn against the BBEG as a free action. If they do, the player loses the conditions and two healing surges as described above without a saving throw.

As far as skill challenges go, I don't think it's that difficult, and it at least gives the players an opportunity to come back.

So anyone out there have alternatives for handling player death?

9Aug/11Off

The Future of Gamma World

In addition to seeing what it's all about and enjoying the activities, I went to GenCon Indianapolis with one objective: to find out what the deal is with Wizards of the Coast and Gamma World.

After four days, I wish I had a answer. I mean, I wasn't expecting a resolution of this whole thing, but it would have been nice to have any information.

You would think that a gaming convention would be the sort of place to get business-like, mingling with the representatives of all the companies there in the hopes of making your own business successful. I have no doubt that many accomplished that, but if they did I don't imagine it was done easily with Wizards of the Coast.

Even though they were a major sponsor of the whole event, besides the Atari folks showing off the video games there weren't any "branding" people at the WotC booth in the dealer hall. I imagine they were all, for the most part, at the Indiana Ballroom instead, which is somewhat inconvenient in that it's distant from the convention itself; if I were to hang around the Indiana room all the time and try to speak to someone there I would pretty much miss the entire convention.

And I didn't want to be "that guy" that stalked WotC employees, insisting on talking about Gamma World at extremely inappropriate times. I wasn't going to bring up the topic when I saw staff at Steak & Shake, or jump in to a group of a dozen WotC employees standing around in the Westin lobby, 'cause that would be kind of rude.

The only thing I was able to accomplish on this front is speaking out at the R&D session on Thursday, where I brought up the issue of the recent Rule of Three article stating that there was no planned Gamma World content for digital release. Their response, put simply, was that saying "we don't have any Gamma World content planned" isn't the same thing as "Gamma World is dead." They suggested that Gamma World is not dead.

In the product preview seminar on Saturday, the topic of Gamma World never came up at all.

Beyond those venues, Wizards of the Coast seems to pretend that Gamma World didn't exist, but there were signs of life. First off, one of the tables at the "Drunken D&D" event on Wednesday night was Gamma World themed and manned by WotC staff (such as Michael Robles). Secondly, they seem to be giving out Gamma World boxes like candy: there was a pile of boxes shoulder high for the judges to take in the Sagamore room, and each winner of the D&D Open took a Gamma World box as a prize. In afterthought, there is the possibility that they are giving these boxes away so eagerly just to get rid of their inventory, but I'd rather not think of it that way.

I understand that, as a company, Wizards of the Coast has to follow the path that makes the most sense from a business standpoint, so all the products that will make them more money get top billing. And I understand that since Gamma World isn't one of their moneymakers it gets pushed aside. What does bother me is that there are those of us out here that want to pick up the reins and do with it what Wizards of the Coast doesn't have the time or inclination to do, but we are restricted from doing that by their legal department. They're not actively trying to kill Gamma World; it will wither away and die on its own due to lack of attention.

So I'm not giving up. As soon as I was back home and able to clear most of the cobwebs from my mind, I fired off another volley of messages to Wizards of the Coast legal. Also, in response to a Twitter post by Steve Winter commenting on PDFs from the "small press market", I got his contact information and sent him links to Fire From the Sky and The Coming Dark, Chapter One: Into the Light. Hopefully, sooner or later, I'll have a clearer picture of what I can and cannot do.

Until then, I will continue to develop my three modules - The Fortress of Dr. Neb will get done, even if I'm the only person who will ever see it - and otherwise be known as "the guy that got hit with the C&D". I can live with that, I guess.

Soon I'll write up a separate post regarding the GenCon experience, but there are still a few lingering cobwebs in my skull so I'm not quite ready to do that.

2Aug/11Off

Game Preparation With Limited Resources

About three days ago I decided that I was going to run Fire From the Sky at GenCon, but during these three days I have a boatload of work and other preparations I have to go through before I travel. And, quite frankly, I'm broke. I needed to get ready quickly and at little personal expense. So for those of you that are looking for quick game setups, here's everything I have done so far.

I admit I do have one benefit: access to an industrial grade color printer at work. I don't know how many of you have access to that, so doing the high level of printing I've done may not end up being economical at all if you have to resort to a printing company. So your mileage may vary, I guess.

The Documentation

I printed several copies of the module and used Fedex Office's velo binding to make them look professional, but when I'm running the campaign myself I couldn't care less if it's "professional" or not... I want it to be easy to work with physically. So I printed the PDF with all the pages one sided, holding it together with no more than a single staple in the top left corner. So as I progress through the module, I can tear away and toss pages at my discretion.

As for the Gamma World manual, I didn't really feel like dragging the whole box to the convention. So, using the printer's scanning capabilities, I made a PDF of only the character creation pages in the Gamma World Core Rulebook, and then re-printed it so that the players can use it for character creation.

Time permitting, I will see if I can create some pre-generated characters in order to speed things up.

The Maps

All my maps were created in Adobe Fireworks CS5, on a grid where each square is exactly 50 x 50 pixels. Luckily all my maps are approximately the same size - each map is about 16 squares wide on each axis - but at 50 DPI (to ensure each square is exactly 1" x 1") that would be larger than the traditional page.

When the module was distributed through Drive Thru RPG it included a supplemental with all the tactical maps cut in to sections that fit on a letter-sized page, but this time I took advantage of the printing resources. I took each page and divided it down the horizontal center, printing each part of the map on a tabloid (11" x 17") page. Cut to fit and taped together, it should do fine.

Maps appear a little pixellated - had I known this was going to be the plan, I probably would have created the maps at a resolution higher than 50 DPI - but I don't expect anyone to be looking at the map with a magnifying glass and complaining that the trees look to pixellated.

The Markers

Shuma Gorath will have to do, I guess.

I had a bit of a problem here. Although I could print anything I want, I cannot print it in heavy stock paper. Without access to anything available at the store, what do I do for creature markers?

Instead of creating markers that lie flat, I decided to create stand-up markers that can be folded in to triangles.

Using the same resolution as the map, I created four part strips that could be cut and folded into free standing triangles like what you see on the right. Each strip is 45 pixels wide (just shy of the 1" square size) and 230 pixels long (45 pixels for each base, 70 pixels for each side). The Large creature strips are 95 x 430, effectively adding 50 pixels (1") to each face's dimensions.

Here is what the image for the first encounter looks like:

After they are cut and folded, since it was the only thing I had lying around I used a penny to give it some weight, and the result is the above image. Afterwards, I realized that nickels are slightly heavier and still fit, while the Large markers will use quarters or something bigger like dice.

The hardest part has been looking for appropriate images. I scanned the image of the zombie and some other creatures from the Gamma World Core Rulebook (which isn't as appropriate as you'd think, but whatever), but there are some creatures that just don't appear anywhere in the core manuals. So, thanks to Google Image Search, I found a picture of Shuma Gorath and some other appropriate images for some unique creatures I have. I still have one more to find, which I hope to get ready by end of day today.

I also forgot markers for the players. Oops... I'll take care of that today as well.

The Details

For actual encounter management, I got myself a stack of 3" x 5" index cards. On each card I wrote:

  • Each creature's details: defenses, base hit points, hit modifiers (vs AC and non-AC defense) whether it's an Elite or a Solo and their initiative and Perception modifiers.
  • I pre-rolled initiative for every creature. When it comes time to play, I will determine whether I'll keep those values or re-roll them (I like to space out monster actions in and around the players just to keep things more dynamic).
  • Each individual creature's current hit points, with lots of horizontal space so I can add conditions and manually rewrite hit points as they take damage.

Five encounters, five cards. And each card has the above monster markers (unfolded) paper clipped to it.

Other Supplies

I will have lots of blank index cards, several pens, and all the dice I have. Need to get tape somewhere.

Right now, I can't think of much else I would need... Am I missing something?

-=O=-

The nice benefit to all of the above is that, because I don't have a DM screen, I do not have to be concerned all that much about hiding everything. Index cards are low profile, and I can keep those on my lap or even in full view of the players (maintaining a certain level of discretion and trusting my players not to peek, mind you). As for the module itself, I've been up and down this module so many times that I like to think I don't have to look at it much, so it's not like I'll have to keep it open all the time and in full view.

Now I admit I'm still not sure if this game will happen; there's a lot going on at GenCon, I don't know when I'll actually do it, and I've never been there myself so I don't quite know how things work as far as pick up games. But the above preparations actually took little effort, so I don't feel that it's all a waste. If it doesn't happen, it doesn't happen. Life goes on.

Odds are it will be at some point on Saturday. If you are interested and attending, send me a message to @BrainClouds and let's see what we can arrange.

Hope to see some players there!

1Aug/11Off

Exclusive GenCon cover!

Fire From the Sky: Contraband Edition

For those of you that managed to download Fire From the Sky before it became contraband, I have a special offer!

Due to several people asking for it, here is the PDF of ONLY THE COVER to the Fire From the Sky: Contraband Edition printed specially for my running of it at GenCon.

NOTE: This is ONLY THE COVER - I can't repeat that enough - and has been modified to remove the official Gamma World logo (which was one of the requirements in the cease and desist order from Wizards of the Coast). It will be available here for a limited time, and then it will disappear forever (at least until WotC legal says otherwise).

So here ya go!

Fire From the Sky: Contraband Edition (COVER ONLY!!!)

-=O=-

Recently, as part of the Rule of Three series, Wizards of the Coast had something to say about future Gamma World content...

Since Legion of Gold, there does not seem to have been any official content for Gamma World besides novels. Do you have any plans for continued support and future content for use in D&D Gamma World4e?

This September, we have a Gamma World-themed Deck of Many Things planned for Dungeon. Beyond that, we have no plans to release more content for Gamma World.

I'm wary about the term "no plans to release"... I don't know if that means that they simply haven't considered any further content or if they're not going to make any more content ever. I'm staying optimistic that it's the former, but considering their latest reactions I can't really say.

And, in light of all the demand for Gamma World content, the only thing they come up with is a converted Deck of Many Things? Really?!?

I'm continuing my lobbying in the hopes that I can get clarification on the future of Gamma World, specifically as it relates to third party content. I'm not expecting them to radically change their stance or do something surprising like... you know... update the 4e GSL and the 4e SRD (it's been over two years since that's happened).

In any event, I will be at GenCon with a few copies of Fire From the Sky: Contraband Edition and my new module - The Coming Dark, Chapter One: Into the Light - in the hopes that I can corner someone from Wizards of the Coast and get some more information. Again, I'm not getting my hopes up, but someone has to try.

Anyway, see y'all there!

Filed under: 4e, Design, DnD, Gamma World, RPG No Comments
28Jul/11Off

Writer’s Block

I've been having a troubling couple of days as of late, but find it necessary to post *something* on here...

In the past two or three weeks:

  • I just came off a rather exhausting 10 day vacation, during which we drove from Miami to New York City.
  • As many of you know, I was hit with a somewhat scary "cease and desist" during that time for Fire From the Sky, so I have been somewhat disillusioned with game development. I was hoping to clarify what I can or cannot do, but many of you have pointed out that I shouldn't expect robust communication with Wizards of the Coast's legal team. So I haven't been doing module desgin because I don't want to be spending time on something that might never see the light of day.
  • Next week I'll be in Indianapolis, and there is extensive preparation involved for that.
  • My car seriously broke down last Sunday, to the tune of $1800 to repair. My mechanic - whom I will refer to as MacGyver - bypassed the A/C system so I can get it running for only $350, but you can imagine that driving around Miami without A/C is making me even more tired than I am normally.
  • Lots of other things, mostly work-related.
  • Because of all of the above, I haven't been sleeping particularly well.

Fire From the Sky: Contraband Edition

As a result, I've not only been at a loss for what to write, but I've been having a hard time getting myself to even think about it. I've been extremely tired and somewhat unwilling to do any design as of late, and it's rubbing off on everything I'm involved in. The three games that I'm actively DM-ing are suffering as a result... Running those campaigns in light of everything else that's going on in my life makes them feel like work and not enjoyment. And, as I've mentioned before on this very blog, work isn't very fun.

So, to try to get my mind off everything, I'm thinking forward to Indianapolis. I have created a special cover for Fire From the Sky (with the Gamma World logo removed, which was one of their points of contention) and will have it with me, and I intend to print several versions nicely bound. 

Whether I will run it or not is yet to be determined: I still have to build up the personal courage to do so, and want to experience some other people DM-ing at GenCon before I take that step. If it happens, it'll probably be either late Saturday or early Sunday. We'll see how it goes.

This blog will probably go dark while I'm away, but hopefully I'll be able to clear my mind and think of something to write about before then. I will definitely post my show schedule if I remember to do so, and look forward to seeing some of you there.

Stay tuned!