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

      

17Aug/11Off

Complying With the GSL

Since I can't even mention the words Gamma World without having to slice off a pound of flesh and mail it to Wizards of the Coast (darn it! I did it again!!! *STAB!!!*), I've decided to focus on my conventional D&D 4e campaign, The Coming Dark.

In order to do that, I have to go through my existing 150 page campaign with a magnifying glass and ensure that it is GSL compliant, and it's not as easy as it sounds. It's one thing to create a module while being compliant, but it's another thing to take an existing product and retcon most of it.

That compounded with the fact that I am "on notice" - It's on my permanent record now!!! Now I'll never get in to college!!! - means I have to be extra-careful.

Now I know what you're thinking: I agreed to the GSL before I even started writing TCD... Why isn't it compliant since I knew full well what had to be done? Simple: I wrote the module I wanted to write, not the module that the lawyers wanted me to. The contents of The Coming Dark, Chapter One are what I wanted to create, damn the restrictions, and I'm quite happy about that. I compare the situation I'm in to that of a writer writing a book; there comes a time in every writer's career (or so I've heard; don't quote me on this) that their publisher might suggest, hint or even insist that something be changed in order to make the product more marketable. And, for a professional writer that loves their work and loves that which they've created, that's a stab in the heart.

Nonetheless, I decided to begin the exercise of systematically going through my campaign, page by page, and changing what needs to be changed. Just to give you an idea of what this actually involves, here are some examples:

  • I can't refer to classes or races in the Player's Handbook 3 because that's not part of the SRD. In other words, my psion isn't a "psion" but simply a "telepath".
  • Thankfully, my psion didn't have a full stat block, so I don't have to worry about referring to powers like Mind Thrust and Dishearten, but other classes - fighters, mages, rogues, etc... - may be an issue. Originally, some of their powers came from sources not covered in the SRD; my mages may not be able to use Grease or Grasping Shadows, because they are in Arcane Power. So if the power was relevant to the campaign (such as the Grease spell) I reworded it and called it something different, and in the other cases I chose powers that are covered by the SRD and are thematically similar to the power they are replacing. Same goes for rogues that want to use Clever Strike or Handspring Assault, or barbarians that want to use Thunder Hooves Rage, or fighters that want to use Knee Breaker... I have to think of something else that retains the flavor of the original character.
  • The changing of powers above causes several problems when it comes to my BBEG: a warlock. Using only the original Player's Handbook as a reference, my warlock has been nerfed dramatically. In theory, powers like Cursebite (from the Forgotten Realms Player's Guide) are no longer available. The easiest way around this is to make up brand new powers that are nothing like anything published, but I have to ensure that those powers are in tune with the character. I admit I haven't thought much of this one yet because he's at the end of the chapter, but I'll get to him eventually.
  • I cannot include stat blocks copied straight out of Monster Manual or Monster Manual 2. For example, I cannot reproduce Kobold Skirmishers, and can only say something to the effect of "see D&D 4e Monster Manual for stats". The only way I would be able to include them is if I make enough modifications to the creature that makes it unique; for example, I converted the standard Monster Manual Skeleton in to a "Shadowtouched Skeleton" that has an additional power. Thankfully, this only happens in two encounters... but one of them has five different types of kobolds that I now need to think about.
  • According to the GSL, there are certain creatures you cannot include in your campaign... EVER: Balhannoth, Beholder, Carrion Crawler, Displacer Beast, Gauth, Githyanki, Githzerai, Kuo-Toa, Mind Flayer, Illithid, Slaad, Umber-Hulk and Yuan-Ti. These creatures are an integral part of the D&D branding, and as such are not allowed to be used anywhere under any circumstances. They are completely absent from the SRD, and are listed in the GSL's "Imagery" section (section 5.7). Thankfully, this does not affect me right now because I didn't include them, but it does change a few things for the next chapter in the campaign.
  • In the original design of the campaign, I provided specific magic items as treasures because I felt they make sense; as much as I agree that the concept of treasure parcels is for the benefit of the players, I'm against ramming in a specific item in to an area just because a player needs it. Let's face it, a band of lowly kobolds isn't going to be conveniently dragging around a +1 Greatsword that the fighter has been dying to find since the adventure started; that's just unrealistic. But since only the Dungeon Master's Guide and Adventurer's Vault (partially; see below) is covered in the SRD I'm limited as to the items I can give out. For example, I can't have a Tethercord (from the Eberron Player's Guide), or the local inn can't have a Cask of Liquid Gold (from Adventurer's Vault 2). So I have to either change these items to something usable or describe what they do without copying running text word for word and actually referring to the magic item (such as the cask).
  • The Adventurer's Vault is an interesting problem as well: it's partially in the SRD, and there are apparently some items that are not listed in the SRD. For example, the Blinding Bomb and Tanglefoot Bag are in the SRD, but plain old Armor of Resistance is not. At least not explicitly that is... One could argue that the name is in the SRD due to its component parts - "armor" and "resistance" - but do I really want to take that chance? So one of my characters had to switch to a different type of armor that is more acceptable.
  • I am going to have some issues describing the Ethereal Bard because I can't include the running text from the bard powers; in other words, I can't describe the song, or at least not in the same manner that the Player's Handbook 2 does. I'll probably have to leave that to the DM's imagination.
  • I wanted to include the characters in my playtests as pre-generated characters, but since 80% of their make-up is non-SRD material I don't think I can do that. I'll have to think about whether I'll include any and what characters they may be.
  • If I do include pre-generated characters, when I detail their powers I can only state the damage. If they have any secondary effects, I apparently can only refer to that as "special". For example, a rogue's Dazing Strike power causes "1d6 +5 damage + Special (Rogue Attack 1)" on a hit. If the players want to know what "Special" means, they have to look it up themselves.
  • My biggest problem: there are two scenes that includes creatures from a race in the Monster Manual 3, so they may be right out. I need to think about what race to use instead, whether to make them a new race with a different name, or use an existing race from the Player's Handbook and Monster Manual.

All in all, it hasn't been as painful as I would have thought, but then again I've only gone through Act One.

Regarding the issue of treasure I mention above: one thing I've noticed in many modules is that they don't bother to list magic items at all and do things like tell the DM to "generate a treasure", so there's no concern of what they can mention in terms of magic items. I'm kind of indifferent about that, but talking about that is beyond the scope of this post and probably merits another post.

Many have suggested to not use the GSL at all and use the Open License; the problem with this is that, at least in my interpretation of it, I would be allowed to refer to even less of the elements in D&D. In a small campaign that's easy enough, but in a bigger campaign pretending that D&D doesn't exist and making no reference to its content is somewhat difficult to do, at least in my opinion. Maybe I'm interpreting the use of the Open License wrong, but it seems like going that route will create a lot more doubts; the GSL may be more restrictive, but at least the restrictions are well defined.

For someone creating small campaigns of a few encounters, complying with the GSL really isn't that troubling. But when you start dealing with "super-modules" and epic campaigns, it could be potentially frustrating. So I highly recommend you read the GSL top to bottom and keep it open while you're writing, ensuring that you remain compliant as you go. Don't do what I did unless your a masochist. 😉

I will keep making the changes, knowing full well that there will come a point where I will have to make a change and won't want to. I'll cross that bridge when I get to it.

Filed under: 4e, Campaign, DnD, GSL, RPG No Comments
12Aug/11Off

The Death of Gamma World Content

I finally got a response from Wizards of the Coast's legal representation, and it's not the response I or anyone else wanted to hear.

The important information is provided below:

Dear Mr. Flor,

Thank you for your patience and persistence in this matter. Our letter of July 13, 2011 clearly lays out Wizards' position regarding your unauthorized and infringing "Fire from the Sky: A Gamma World 4e Adventure" module.  Your follow up questions appear to stem from your misreading of Wizards' D&D 4E Game System License ("GSL"), System Reference Document ("SRD") and other supporting documents, and also some incorrect information that you received from customer service, for which Wizards apologizes. 

The above apology is in response to my initial inquiries through the Wizards of the Coast customer service site, because at the time there was no other means of asking the questions in the first place. The customer service representative answered "Gamma World is covered by the 4e GSL", but now it's clear that he was mistaken. I accept that... A customer service representative is no place to go to for legal advice.

As you know, the GSL documents are available at http://www.wizards.com/default.asp?x=d20/welcome. In a nutshell, the GSL permits you to use the game system (rules) underlying the D&D game to create your own original content, provided that you first file a Statement of Acceptance (www.wizards.com/d20/files/SOA.pdf) that Wizards accepts before you publish your work.  The GSL does not permit you, however, to copy or use the D&D content, such as any Gamma World trademark, copyrighted artwork, themes, settings or characters.  Under the GSL, only materials listed in the SRD (rules, tables, terms, and templates) are available for you to use after the Statement of Acceptance is accepted.  Gamma World is not included in the materials offered in the SRD. 

We hope this clarifies the situation for you.  Once you have submitted a Statement of Acceptance that is accepted by Wizards, you may use the game system rules under the GSL to create and publish your own original content.  Under no circumstances, however, may you use Gamma World, or other D&D content, as part of your module.  If you have any further questions, you should consult the comprehensive SRD  (http://www.wizards.com/d20/files/4E_SRD.pdf) and/or your own attorney and proceed on her or his advice. 

For the record, I have filed the Statement of Acceptance. I'm tempted to file it again, to be honest...

What is not clear is how WotC "accepts" the Statement of Acceptance. Has anyone out there who's filed an SOA received written confirmation that WotC accepts your submission?

While Wizards' appreciates your enthusiasm for the game, it cannot expend any further time or resources on your queries and will not respond to any further communications by you whether they are made to sales personnel, r&d, PR, legal, brand or anyone else at Wizards.  You are on notice by Wizards and its attorneys that what you are doing and propose to do violates the terms of the limited GSL license and infringes Wizards' copyrights and trademarks.  To proceed further in the face of this makes your infringement willful.  We strongly encourage you to consult your own attorney for advice before proceeding further.

OK, so they say "leave us alone" in a nice way. Maybe they didn't like the GenCon cover I made... No matter. I get the message.

So here is my response...

For the record, I have filed a statement of acceptance as far back as March of this year. I am considering re-filing it just in case the original did not get through.

As per your request, I will discontinue any further use of Gamma World material, and will abide by the guidelines set forth in the 4e GSL and the SRD for my future products.

On a related note, I really do wish your client would consider amending the SRD; the last time it was updated was February 2009, and there has been a significant amount of content since then.

I appreciate your attention on this matter.

...and let's call that the end of the conversation.

Note that none of the above makes reference to my actually selling the module. Whether I tried to make a profit is irrelevant; based on their statements, I'm not allowed to create it at all in the first place. Using Gamma World in any way, shape or form is right out.

So based on the above, at least until Wizards of the Coast decides to amend the 4e SRD to include Gamma World and newer content, I am not going to create any further content for Gamma World 4e. I'm sure there are ways around the above restrictions, but I am now in a situation ("on notice", as they call it) where I cannot honestly risk doing anything inappropriate or risky.

So my Gamma World development ends here and now, at least until something dramatic happens. I might create stuff privately, or continue to submit Gamma World content to Dragon/Dungeon in the hope that a miracle might happen and they accept it, but don't be expecting Gamma World modules on Drive Thru RPG from me or anyone else.

Furthermore, I hope I've been a good enough example for any of you out there who are considering making Gamma World content. Put simply... Don't.

I'm hoping that the Warriors Warlords of the Apocalypse (thank you for correcting me, Jeff K.!) supplemental for Pathfinder comes out soon; that may be a viable alternative, and Paizo seems to be a lot more forgiving than Wizards of the Coast is.

Filed under: 4e, DnD, Gamma World, RPG No Comments
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!