Call for Judges
Due to my current health issues (inner ear inflammation, dizziness and vertigo, foul mood) and a major assignment at work that needs to be completed by Monday, in order to not further delay the choosing of a winner to the contest I am placing an open call out for impartial people to serve as judges.
Here's how I think this will work:
Judges: Between three and five judges who have not submitted an entry in to the contest.
Material: There isn't a lot, to be honest. I think at last count there were eight valid submissions (if you're reading this and yours is one of them, your chances are pretty good), so there isn't a lot to review.
Blind Judging: Unless it is unavoidable, I will present the entries to the judges without any indication of who is submitting it. In other words, I will open the submission in Acrobat, Word or whatever and remove your name and branding from the submission before I present it to the judges in PDF format. There may be cases I can't do this adequately (if removing branding would impact the content being judged), but I'll do my best so that the judging is as impartial as it can get.
Scoring: Unless someone out there has a better suggestion, I can't come up with a scoring system that would be acceptable, so I will ask judges to rank the top five entries in preferred order. These entries will be given a score, and the highest average score amongst all judges will be declared the winner.
Prizes: Because of this delay, I am considering selecting more than one winner. Don't quote me on that, though.
How to Apply: Email me at dflor@brainclouds.net and I'll take you in to consideration. Hopefully I will get enough people to do this in the next 24 to 48 hours.
The alternative to the above would be to wait until I can clear my mind and judge the entries myself, but with my left ear ringing, the room sometimes dipping and swaying as if I was at sea and a metric assload of work I need to finish by end of month, I can't guarantee when that will happen. I can't imagine some of you waiting long to find out if you get the prize or not.
I apologize for this inconvenience. I will plan for such things if I do such a contest in the future.
Contest and Upcoming Publications
First off, thanks to everyone who submitted their solo encounters to our Heroes of Shadow contest! As I've stated before, I had chosen to not look at any of the submissions until past the deadline, so now that that's done with I'm going to go through them and try to objectively pick a winner.
Will probably start doing that at some point tonight; hopefully I'll be able to select a winner by end of week.
-=O=-
On another note, a few weeks ago I had sent a pitch of my Gamma World module "Fire From the Sky" to the Wizards of the Coast submissions email. Today I got a pretty straight forward response...
David;
Thanks for the proposal, but we're not looking for any Gamma World material right now.
(Name of person responding redacted)
Simple enough. At least they're listening!
Now I still haven't gotten a response from the Wizards of the Coast legal department regarding compliance with the 4e GSL (see this post for more information on that), but I have decided to go ahead and publish my Gamma World module for a nominal fee through RPG Drive Thru. If they have any objections to it (and lord knows I have tried to clarify things prior to publishing it), I will simply take it down.
I will be going through final review in the coming days (there's one thing that I know I have to change due to it not working well within the Gamma World mechanic), and then will let everyone know when it's up. If you would like to review it in the meantime, let me know and I can provide a free copy.
-=O=-
Finally, Chapter One of my uber-campaign The Coming Dark - a chapter called "Homecoming" - is technically complete and pending review from third parties. I'm kind of hesitant publishing it because it flows in to subsequent chapters that don't exist yet; part of me doesn't want to publish something that people will play only to stop while I work on the next part. So we'll see when that gets out there.
Stay tuned, everyone!
Preview: The Ethereal Bard
The fiolliowing is an element from Chapter 2 of my campaign, The Coming Dark. If you are one of my players and have not reached Chapter 3, you may not want to read this.
D&D 4e has very specific rules on how certain powers affect "allies" and "enemies", but those rules always make the assumption that there are two sides to every conflict. What if there's a third party that's laying down effects that change every round?
For one of my favorites scenes in my campaign I created a thing I call the "Ethereal Bard". Imagine walking in to an inn and, instead of seeing a band on stage or a sole minstrel playing music, there's a semi-transparent illusion of a bard playing music, and that magical construct reacts to requests from patrons, plays songs according to the situation or mood in the main area, or simply plays songs at random. And, when violent action ensues, it doesn't quite know how to react to everything that's going on, so it starts to play random songs more frequently.
Furthermore, each song is similar to a bard's power, treating *everyone* within range of the music as either an ally or as a friend depending on the power.
Here is my official write-up of it:
THE ETHEREAL BARD
The “Ethereal Bard” is a magical device that appears as a humanoid musician with any number of different instruments in hand. The musician himself is an illusion, powered by the magically infused pedestal it stands upon. There is a tip jar near the pedestal at its feet that contains mixed silver and copper pieces.
The bard plays music appropriate to what is going on in the lobby, or will play a completely random song. It will also take requests, giving preference to any creature that adds coins in to its tip jar.
When combat in the lobby begins, the Ethereal Bard floods the room with inspirational music. At the start of each round, it will begin to play one random song that has a magical effect on everyone that can hear it in the lobby.
At the start of each combat round, roll a d6 against the table below to determine the effect. The effect applies to every non-deafened creatures in the lobby until the end of the round, when the device will choose another song.
1) Song of Courage: The device plays an uplifting song that includes shouts of encouragement, making it seem as if a large crowd was cheering.
Effect: Any creatures that hears the song gains a +1 power bonus to attack rolls.
2) Song of Defense: The device intones a battle hymn, bolstering your abilities to resist attack.
Effect: Any creature that hears the song gains a +1 power bonus to AC.
3) Song of Conquest: The device begins to play a bolstering song that makes everyone fight with renewed vigor.
Effect: Any creature that hears the song and hits an enemy with an attack gains +3 THP.
4) Song of Recovery: The device begins to play an inspiring song that instills a sense of perseverance.
Effect: Any creature that hears the song gains a +2 power bonus to saving throws.
5) Savior’s Song: The device begins to play a song inspiring determination and focus, with hopeful verses of battles won despite daunting odds.
Effect: Any creature that hears the song can reroll one saving throw that he or she fails during the turn.
6) Song of Speed: The device begins to play a rousing refrain, imbuing everyone with increased speed and agility.
Effect: Any creature in earshot gains +4 power bonus to speed and can shift 1 extra square whenever he or she shifts.
I mean, just imagine it... Our heroes and the bad guys are duking it out in the lobby, upending tables and throwing chairs at each other, all the time while music from an illusionary bard plays in the background and boosts their abilities.
I considered giving this device an XP weight, but since both the allies and enemies could take advantage of it I decided not to. Just another zone effect to add to the excitement of the encounter.
So what do you think? Anyone out there used something similar?
-=O=-
On a semi-related note, Chapter 1 of my campaign is pretty much complete and being reviewed by a few people. Soon it will be released to the public, and I hope you enjoy it!
And there is a little over a day left in our contest to win "Heroes of Shadow"! Get those submissions in quick!
The Coming Dark, Chapter One
After somewhat of a sleepless night last night (if you follow me on Twitter, you know why. If not, don't ask...), I have decided to buckle down and compile "Chapter One: Homecoming", the first of about eight chapters in my campaign, "The Coming Dark".
There's one section to be completed - the conclusion, which would transition in to the next chapter (that doesn't even have a name) - but beyond that it clocks in at 43 pages. That might sound like a lot, but I admit I'm somewhat thorough; it includes detailed tactical maps, a reprint of some of the new monsters in the appendix, and a lot of talk. In addition - again, due to a noisy, sleepless night - I created a supplement containing all the tactical maps in a usable format (1" squares, no monster or zone markings) that weighs in at 53 pages.
The module consists of five tactical encounters (including one "boss"), two skill challenges and several other ways to gain XP here and there. It's intended for five first party characters, and by the end of the chapter they will be dangerously close to level 2 (about 100xp shy, by my count).
I intend to publish this campaign through my DriveThruRPG publisher page and through other venues. In the meantime, I am looking for a handful of people (3-5, I imagine) that would be willing to review my module for errors (everything from grammar to mechanics) and to see how I did in terms of story, execution and overall "fun-ness" of the campaign. Plus, quite honestly, my biggest concern is how this campaign would translate to the table top; since it was originally designed for "play by post", I have attempted to make several changes in it to try to make it more table friendly.
If you would be willing to review this for free, please let me know via email to dflor@brainclouds.net and I'll provide a pre-release copy.
WARNING: If you are currently playing my campaign, this chapter contains a fair amount of spoilers, so I'd be very hesitant in letting you see it in the first place. Be warned!
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.