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

      

14Apr/11Off

Underwhelming Odds

When I first picked up the D&D 4e rulebooks and began designing my campaign, my DMG was opened several times to the "Encounter Level" chart in order to determine what my XP budget was, and I was using that as a basis for all the encounters I put together. After all, this was the sort of thing severely lacking in previous editions, and Wizards of the Coast must have gone through the motions of balancing both sides to a conflict... They must know what they're doing to come up with these numbers... right?

As the first group in the campaign I'm currently running approaches their fourth level and the end of the first act, I look at MasterPlan and see every other box is in bright red, as if MasterPlan is telling me "are you insane?!? This encounter will crush the party in to gibs! TPK! TPK! For god's sake, man... TPK!!!"

Why is that? Because the current party, when presented an encounter equal or even one level higher than their own, plows through them as if they weren't even there. An army of minions? No problem! A dozen or more kobolds/goblins/small nuisances? Piece of cake! A solo monster two levels higher than the rest of them? Child's play! It was brutal, but not for the players. Even the "hard" encounters didn't last more than two or three rounds, and it usually ended up with only one player or two injured. It feels like they're never bloodied.

I thought something was wrong... this wasn't the way it was supposed to be, right? Granted, some of the problems were actual design issues (my solo "boss" wasn't properly designed, for example), but that couldn't have been the case always. "Maybe it was the dice's fault... Yeah, that's it..." (admittedly, there were some really bad die rolls on behalf of the monsters), but to compensate I found myself adding monsters, traps, or something more to the mix to make it feel like more of a challenge. For example, going on the mathematics alone, at least one non-boss encounter ended up being five levels higher than the party.

The second group to run the campaign had a little more difficulty. The encounters were virtually the same, but they weren't getting off so easily. We recently finished an encounter that would qualify as "hard" (in terms of the XP allowance) and almost every party member (even two NPC allies) got bloodied. I fear that if I throw the same Level+5 encounter at them, it will be a soul crushing defeat.

At the table you can adapt to this; if the party is having it easy, throw some more at them. If the party is having trouble, you can throw some allies in to the mix, or take some monsters away, or even fudge the dice in the player's favor. But I'm designing a campaign for physical distribution... I don't have that luxury, do I?

So I'm forced to create my encounters using the formula the DMG provides because those numbers theoretically define what the expected difficulty should be for an "average" party. In the back of my mind I can't help but think the encounter is too easy, but I can't beef the encounter up at will because I have no idea the ability of the party facing it. An encounter I consider "easy" could be devastating when thrown against a party with a different makeup or a different level of experience.

I can't blame the dice. To me, dice in a DM's hand are sometimes optional... the DM can ultimately overrule them anyway, so he could technically decide hits and misses based on what best fits the story (NOTE: Whenever I have overruled my own dice rolls, it has always been in favor of the party; I don't make it worse for the players just because I feel like it). If the DM wants the party to squeak out of the encounter by their fingernails, he could easily do that without rolling a single die. Sure the players get to roll on their own, and the DM has no say over those results, but he could most certainly compensate by downgrading a monster attack roll or two.

I realize now that one of the important aspects in module design isn't necessarily difficulty but entertainment. Unless I'm making something "fourthcore", I kind of have to go by the recommendations because they are the norm. If the end result is a pushover for the party, or if the party is getting hammered to the brink of death, I have to have a certain degree of trust in the DM running the campaign to make up for that.

As part of my campaign, I've considered adding a section to each encounter or scene describing how to make it "harder" or "easier". I've seen some modules describe how to adjust the difficulty in cases where there are more or less players ("if four players, do this..." "If six, do this..."), but the ones I've seen have provided very general recommendations at the beginning of the module, not on a per encounter basis. And most modules don't discuss the topic at all, expecting the DM to figure that sort of thing out as he goes. The way I see it, I either have faith in the DMs to compensate or release two versions: a seemingly wimpy (at least to me), by-the-book module and a Fourthcore "no, seriously, everyone's gonna die" version.

I guess it all boils down to playtesting. I'm currently running the campaign in three groups, but I do admit they are all "play by post"; I have not tried any part of my campaign with a live audience. One of these days I should run it in person, but I haven't DM-ed a live game in almost two decades.

Also, before I DM one of my own, I feel I need to play a lot more. A lot of people find that somewhat puzzling... It was the same problem when I was doing video game design, writing The Opera (total conversion for Half-Life). When I told people "I don't have time to play games, I'm too busy writing them!" they thought I was joking, but it's the honest truth. Hopefully I'll remedy this concern soon.

Time will tell.

11Apr/11Off

Contest Winner: Goblins go BOOM!

It's no secret that I love minions. They are an easy answer to making an encounter seem like more than it really is. Sometimes just a handful of monsters is dull... I want droves upon droves of enemies coming at them from all sides! And when I don't want them to die so easily I toughen them up, but sometimes I want them to die in an unnaturally glorious way.

Recently Wastex Games had a contest called Minions Encountered, where the objective was to create an encounter where the boss used his minions in an "interesting way." I decided to submit one encounter that was inspired by my campaign.

To be quite honest, besides what you seen on this blog I've never actually submitted anything to a contest of this nature. Heck, I even failed miserably at NaNoWriMo and the NYC Midnight Short Story competition (I never even got close to finishing a submission for either one). So I looked at this competition a different way: to see if I can physically put something together in a format that others could actually use.

You see, there's a big difference in designing a campaign that you will run and designing a campaign that someone else will run. If you're doing it for yourself, you can fill in the blanks as you go, adjusting the encounter based on the how the players react to it. But when designing it for use by the general public, you either tell them very little (and hope they can fill in the blanks themselves) or explain every little detail so that there's no room for doubt. The former is meaningless for the competition, so I decided to build the encounter in the traditional format that Wizards of the Coast has used on multiple occasions.

And it allowed me to get a little more practice with Adobe InDesign CS5, for that matter. I'm not a graphic designer, so this too was somewhat of a new experience.

Now, about the encounter itself... The encounter is relatively low level, so I chose to use a concept that I'm surprised isn't used very often: the "Goblin Suicide Bomber", which is loosely based on the "Goblin Grenade" from Magic: The Gathering. Whereas most goblins are rather cowardly and flee at the first sign of trouble, these little buggers race forward to protect their leader and their sacred temple, light their fuse, then jump on the backs of unsuspecting PCs while laughing maniacally and waiting for their fuse to burn down.

But that wasn't enough! These guys would die almost immediately and they would have little effect; a poor initiative roll combined with a well placed burst attack can take them out of the equation almost instantly. What we needed is LOTS of goblins. Like... oh, I don't know... dozens of these little guys! I needed something that would keep creating wave after unrelenting wave of happy-go-lucky suicide bombers. So I turned to Save Versus Death and their "Endless Hordes"... Now things really come together! Four suicide bombers per turn, ad infinitum, should get fun quick!

But that still wasn't enough! Players could simply step aside, push them out of the way, or simply move faster than the bombers. What I needed is something to funnel the bombers so the players would have no choice but to charge in themselves, taking a boatload of damage in the process. So I chose to put the entire encounter atop narrow stone bridges over a river of lava.

Apparently that was enough.

I would like to thank Wastex Games for choosing me as the winner! I'm honored, guys! I'm sorry I can't take photos of the prize (I don't have a working digital camera; will try to get one soon), but I really do appreciate the Beholder Eye Tyrant and other minis!

Here, for your enjoyment, is my winning entry on the Wastex Games site:

The "Chamber of Fire"... or, as I like to call it, "Goblin Go BOOM!" (PDF)

6Apr/11Off

Contest: Win “Heroes of Shadow”!

Having recently won a contest myself, I'm in a charitable mood. So I thought I'd try a little experiment and run a contest of my own.

If you're wondering whether you can afford to buy upcoming Wizards of the Coast books like Heroes of Shadow or The Shadowfell: Gloomwrought and Beyond, well here's your chance to win one of them!

 

DISCLAIMER: You will not get any manual before the dates listed below. We're giving it to you for free; we're not magicians and do not hold any power over Wizards of the Coast that allows us to get these books early.

 

The following information can be found on the official Contest page...

 

Entry Deadline: 12:00am Eastern Time on April 25th, 2011.

 

We'd like to see what you can come up with for a "solo" encounter... but asking for a simple encounter is just not enough. So we elected to choose a random element that the encounter or area must contain.

The element, randomly selected using the "Chamber Features" table (Dungeon Master's Guide, pg 192): 10(1d20) = "Pool, fountain or basin".

 

So here are the guidelines:

  • Encounter must be compatible with the Dungeons and Dragons 4e mechanic. This includes fourthcore, if you are so inclined.
  • The minimum requirement must be a single, actual encounter with a SOLO creature. You can add anything you want in and around the encounter - skill challenge, trap, hazard, special terrain, magic effects, other monsters, etc... - but the main adversary must be a solo monster and it must be an actual tactical encounter in which the solo monster must be defeated (Note: "defeated" need not mean "dead").
  • You must create your own solo creature, complete with monster stat block. You can base it of an existing creature from any official source, but it must be sufficiently altered to be unique.
  • The area must contain some sort of "pool, fountain or basin", and it must have some meaning to the encounter beyond being set decoration. We will leave the interpretation of that to you.
  • Encounter could be of any level, but must be designed for no less than five PCs.
  • Encounter must include a tactical map. Map could be dungeon tiles, digitally generated or drawn by hand, so long as it has a tactical grid of 5'x5' squares.
  • Encounter must stand on its own in that it cannot assume any previous actions by the party besides showing up.
  • You need not define monetary or item reward, but that is up to you.
  • It doesn't necessarily have to be in the traditional format that Wizards of the Coast likes to use, but it has to be put together in such a way that any DM can understand it.
  • Resulting document must be either PDF or a format compatible with Microsoft Word (any version).
  • For legal reasons, do not include any artwork that is not yours. For example, do not use copyrighted images from any Wizards of the Coast publication. Official WotC dungeon tiles are acceptable; we mean things like drawings of actual monsters.
  • We reserve the right to publish your submission on our site, regardless of whether it wins or not. You will of course be given full credit and, if applicable, we will direct link to your website or Twitter account.

 

Entry Submission: All entries must be emailed to contest@brainclouds.net before 12:00am Eastern Time on April 25th. You can either attach the entry to the email or link to it. Please include your contact information (name, address, email address, Twitter account, website, etc...). If you do not wish to be referred to by your real name, tell is what you want us to call you.

Entry Deadline: 12:00am Eastern Time on April 25th, 2011.

Judging: Honestly, I'm not sure who will be doing the judging yet. Worst case, it will be me... But we'll see who we can recruit.

 

GRAND PRIZE: ONE (and only one) of the following...

Heroes of Shadow (available April 19th, 2011) - Should be immediately available at contest end.

The Shadowfell: Gloomwrought and Beyond (available May 17th, 2011)

Monster Vault: Threats to the Nentir Vale (available June 21, 2011)

Neverwinter Campaign Setting (available August 16th, 2011)

NOTE: If you wish for any alternate Wizards of the Coast manual (core manuals, Essentials guides, Monster Vault, etc... Even official modules) , we may be able to make that arrangement so long as said book is available on Amazon. You are welcome to ask, and we'll see what we could do.

Prize will be ordered through Amazon and delivered once they become available for shipping. Subject to availability.

Prize includes shipping within the United States and Canada. Can ship abroad, but that all depends on the cost of shipping the item.

 

So let's see what you can do!

3Apr/11Off

Gamma World and the Great Legal Unknown

I have recently completed a Gamma World "delve" (5 encounters) tentatively titled Fire From the Sky, and am considering making arrangements as far as distribution.

Part of me wants to send it to Wizards of the Coast for possible publication in Dragon or Dungeon, not because of the money but because it would be a rather cool experience to see something with my name on it appear in a WotC publication (I use the term "publication" loosely). But I'm hesitant in doing this because they kind of demand exclusivity; it will be released once, and only once, and I will get only one paycheck as a result (and, by my calculations, it's not that big of a paycheck either: six cents a word, I believe). They will "own" it from then on, and I will be relegated to simply saying "yeah, I wrote that"... which is rather cool in its own way, but still.

The other option I'm considering is a non-exclusive distribution through DriveThruRPG, throwing it up there for a buck or two in the same fashion as many other people have already done. But before I do this, there's one obstacle to overcome: the 4e GSL.

You see, when you want to publish D&D 4e content, the rules are pretty cut and dry if you follow the Dungeons and Dragons 4th Edition Game System License. This consists of a few things:

  1. Filling out and sending them the "Statement of Acceptance", agreeing to abide by their publication guidelines.
  2. Include some legal text in the publication, with very specific size and positioning requirements (see sections 5.2 and 5.3 of the Game System License document).
  3. Follow all the rules of the 4e System Reference Document, which details what source material you can and cannot use (for example, I cannot republish a monster stat block from any monster in any core manual; essentially I can only say "see Monster Manual") as well as guidelines for the presentation of new material.
  4. Include the GSL Logo.

But the problem is that all the above relates specifically to the Dungeons and Dragons mechanic. What about Gamma World?

If you look at the above logo, you will see the following text:

Requires the use of the D&D Player’s HandbookMonster Manual,® and Dungeon Master’s Guide® Player’s Handbook® 2, Monster Manual® 2, Adventurer’s Vault™ core rulebooks, available from Wizards of the Coast, LLC

Unless players are expected to buy all these books in order to play Gamma World, that obviously doesn't apply.

I asked Wizards of the Coast (through their support site) about the existence of a Gamma World SRD, and this is the first response I got:

Thanks for the question! The Game System License applies to any d20 system. This does include Gamma World. Unfortunately, we are unable to provide any more information on the GSL than what appears on the relevant website here: http://www.wizards.com/d20.

After I tried to explain that the text and logo they are expecting me to include doesn't apparently apply to Gamma World, I got this:

If you are in need of further assistance on this matter you would need to contact our legal team at the below address.

Wizards of the Coast
Attn: Legal
PO Box 707
Renton, WA 98057-0707

Uh... OK then. No email address? As usual, lawyers make us sometimes feel like we're in the Stone Age.

Another reason for this confusion is that the Gamma World Rulebook not only has the "D&D" logo on the front and back covers but, throughout the book, the game is explicitly referred to as "D&D Gamma World". So is it D&D or not? The mechanic stands alone, and one doesn't need any of the D&D core rulebooks in order to run a game (they certainly help in terms of experience, but they're not a requirement).

So, despite it being done, I can't publish the module yet. Putting all the above on the 2nd page of the module just to comply legally doesn't feel right when I know that the content they're asking me to put in simply doesn't apply.

Does this mean that I'm not authorized to publish Gamma World content at all? Am I spinning my wheels here, borderline oblivious to the fact that I'm not supposed to be doing what I do?

The first draft of Fire From the Sky is complete and is in the hands of an "elite few" that are proofreading it and making sure I didn't do something horribly wrong with the Gamma World mechanic. Once they give it their blessing and I can resolve some of the questions posted above, it will be unleashed upon the masses.

If the legal ramifications continue to be unclear, I might end up submitting it to WotC just to avoid any problems. If they accept it, yay! If not, at least some time will go by while I sort all this out.

We'll see how things go. But I promise you'll get it sooner or later.

2Apr/11Off

Critical Effects

One of the biggest complaints I had about D&D 4e is that a "critical hit" didn't really mean as much as they use to, and many people that discussed the topic missed the ways it was done in the past. In 4e a "critical" usually means not much more than "max damage", and "max damage" wasn't much different than being lucky on die rolls. I mean, a dagger would roll "max damage" 25% of the time as it is... That hardly seemed like anything special or dramatic.

I know that, as levels progress and magic weapons become more readily available, the damage and effects do add up. In one of the campaigns I'm running I'm playing a goliath tempest fighter that, when he crits, has a boatload of damage and effects piled on to the maximum damage. When he critical hits, he causes:

  • Maximum damage on the main weapon (2d6 +17 = 29 damage)
  • +4d6 damage on the main weapon, +4d8 if I have combat advantage (Chainreach Short Sword +4)
  • +2d6 with Executioner's Bracers
  • +1d10 with Devastating Critical feat
  • Gains Resist 10 all until the end of his next turn
  • If the critical hit is with the main hand, gets an attack with the off-hand as a free action.

So damage on an MBA rockets up from a mere 19-29 hit points of damage to a bone crushing 36-83 damage on a critical hit (plus an additional attack with the off-hand), almost three times as much. Then again, he was designed for this sort of thing; I don't imagine the "average" character being able to do that much.

That character is level 23, however; he's already working through his epic destiny. What about a character that's level one? Shouldn't rolling a natural 20 be something special regardless of your experience, above and beyond being lucky on the damage roll?

And there's another issue: what if the attack roll isn't a damaging roll? In one of the online campaigns I'm running we have an invoker that likes to use Whispers of Defeat every chance he gets. It gets an attack roll (Wisdom vs Will) but it doesn't actually cause any damage. Rolling a natural 20 on that means absolutely nothing, and I'm not even sure if the magic weapon damage bonus applies to that sort of attack.

So while looking around the 'net I found a "Critical Effect Chart" that seems to satisfy most of the issues. Here is the one I am currently using:

Critical Hit Effect: Roll a d20

1-2: Target deafened until end of target's next turn (-10 to Perception checks).
3-4: Target weakened until end of target's next turn (half damage against all targets).
5-6: Target blinded until end of target's next turn (everything has concealment, -5 to basic attacks).
7-8: Target slowed until end of target's next turn (movement speed reduced to 2).
9-10: Target pushed 1 square and knocked prone; attacker can shift 1 square as immediate reaction.
11-12: Attacker makes another melee or ranged basic attack against target as a free action.
13-14: Attacker gains 3 temporary hit points for each tier (+3 THP in Heroic tier, +6 THP in Paragon tier, +9 THP in Epic tier).
15-16: Target dazed until end of target's next turn (only one action, move, minor or standard).
17-18: Target is bleeding (ongoing 5 damage, save ends).
19: Target is stunned until end of target's next turn (no actions).
20: Attacker adds extra 1w (2w for Paragon tier, 3w for Epic tier) to the damage total.

I apply the above to ANY "attack roll", so a natural 20 on Whispers of Defeat still has the possibility of causing some more lasting effects. Also note that this is meant to be in addition to the documented rules: weapons still do maximum damage and magic weapons and implements still do additional damage due to their enchantment.

In the above chart, if the creature rolls another 20 and the source of the attack doesn't have an explicit "W" defined, use the attack's base die, multiplying x2 for Paragon tier and x3 for Epic tier. For example, a warlock's Eldritch Blast would cause an additional 1d10 per tier.

The blog also contains a "Critical Miss" chart. I considered it at first, but after discussing it with my players I elected not to use it. Reason? I think it's too much. We're talking about seasoned adventurers here, and I just don't feel that they're going to go all Keystone Kops 5% of the times they make an attack roll (the odds are even higher for burst effects). When a monster critically misses, it's DM's choice whether to turn it in to a bumbling idiot - I have had undead trip over themselves and bandits fire arrows in to the backs of their allies because of a critical miss - but I don't think the players should ever be that stupid.

All in all, it works out real well. Players get excited when they have to roll for the critical effect, even during the first encounter of a level 1 campaign.

Filed under: 4e, Campaign, DnD, Mechanics No Comments