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

      

28Nov/11Off

In the Shadow of the Great Dragon

Gosh, has it been that long since a post?

As of late, my life has been somewhat complicated due to work and "real life", but that's not to say that I'm sitting on my hands doing nothing.

Recently I've given a lot of thought to my campaign The Coming Dark, and I'm starting to realize the problems with it. Maybe it's overexposure, maybe it's disillusionment, maybe it's the infamous "DM burnout"... I don't know. The one issue I have with it that I can point to and say "that's a problem" is that it's somewhat of a linear adventure; everything must happen in a certain order, and the players really have no option to diverge from the set path. At first I didn't have much a problem with it, but participating in a few games and seeing the community's commentary on the subject makes me realize that not many people really want an adventure that is "on rails". Players want diversity, an option to diverge from the path before them and get creative with the world around them. They seem to want an open system, an environment where the DM ends up improvising a lot that goes on.

For that reason, I've once again began to work on another campaign, and it's another big one (100+ pages as we speak) but it has a lot of room to play around in.

The premise (this is a very rough draft): 

     A long time ago, a great dragon known as Vulkanon lived inside a volcano on the small island of Pyrias, from which he tormented and destroyed everything around him. A group of adventurers led by a mage named Raylen Darathar entered the volcano to stop this menace... Nobody knows what happened inside, but Raylen was the only person to escape the volcano alive. Even so, he was successful and the volcano fell silent. The great dragon was no more.

     But something inside Raylen changed as a result of the experience, and he became more hostile towards the people of the surrounding islands. The residents of Serpent's Cove - a small fishing village on the far end of the island of Pyrias - had a great deal of conflict with the mage, and eventually they had no choice but to banish him from the island. Raylen died shortly thereafter.

     Now, several decades later, Mazon Darathar - Raylen's son - has returned to the island of Pyrias with one objective: revive the great dragon Vulkanon and use his immense power to destroy the village that banished his father. Filled with vengeance and the need revenge, he entered the volcano... and the tremors have started once again. No one knows whether it's even possible for him to revive the great dragon, but the village of Serpent's Cove and the surrounding islands can't take that chance.

Here are some of the features in it:

  • The primary setting is an island with a volcano on it, giving the players the opportunity to explore the island itself before delving in to the dungeons towards their primary goal.
  • Besides the two major quests, there are several side quests that the players can pursue. Plus there are a few areas that are surprises, such as a hidden vault of treasure somewhere in the mountain.
  • There are actually two separate dungeons that the players can traverse to reach their goal: one of them is the Temple of Blackfire, populated by the religious zealots of the Blackfire Order that worship their "great dragon god" Vulkanon, and the site of the original temple that was abandoned due to a landslide but is now the point of entry of a large group of orcs that seek to claim the temple's treasures. Players are not require to go through both areas to reach their primary objective, but if they are in the mood to explore or to get more glory and treasure (such as the hidden vault, or a powerful artifact, or just a boatload of experience and things to kill) they can enter these areas easily.
  • It is theoretically possible to reach the "endgame" encounters without any combat at all, using a series of complex skill challenges and a lot of roleplaying.

So I'm somewhat pleased with this new module, and if people out there don't run it as-is there sure are various concepts in it that can be reused. As I said, it's a big one but the players are not expected to visit every room in it. There are two areas that link up to the BBEG's inner sanctum, and even in those areas there are multiple paths and side rooms they can explore. Lots of encounters, lots of traps and the occasional solo thrown in for good measure.

As a sample of the product, I'm including two excerpts. The reason I'm including these is not only to give you a taste but they are some of the areas I'm somewhat concerned about in terms of mechanics.

  1. The Blackfire crypt in the abandoned temple, now homw to a group of undead horrors that seek to suck the life out of the living. Although this is loosely based on the Deathgrasp Sarcophagus in Dragon Magazine - instead of one, there are eight sarcophagi - I debated whether to make this a trap or an actual set of creatures. It's kind of both, so I hope I've documented it adequately enough to make it an interesting situation.
  2. The Heart of Fire, an artifact that can be assembled and has extraordinary power over elemental fire. I've never created a sentient artifact before and flavor text isn't really my strong point, so I'm concerned whether this is overpowered, underpowered or just plain wrong.

 Feedback on the above is appreciated!

The module doesn't have an official name yet, but it is intended for a full party of level 10 characters and should be available within the month. I still have the usual issues - no artwork, and I despertately need to find someone to draw me a map of the island - but it's getting there.

One of these days I'll re-visit The Coming Dark, perhaps rework it so that it's not so linear.

Anyway, stay tuned; I'm still around! 🙂

-=o=-

On an unrelated note, The Endless Winter is now available in softcover color on Drive Thru RPG! It's on Lulu as well, but almost 80% more expensive as I've mentioned before. And as soon as I get around to making cover art for it, The Dragon's Master will be up there as well.

Please visit the Darklight Interactive page on Drive Thru RPG and enjoy my stuff!

When I get around to it (that's a common theme with me, if you haven't noticed), I will finish creating my own store front where all these products will be available as well. Stay tuned for that, too!

18Oct/11Off

Gamma World Remnants: The Love Bus

The following are exerpts from the cancelled Gamma World module The Fortress of Dr. Neb. You are welcome to use any part or all of the below, but I would appreciate hearing about it if you do!

Dr. Neb's Island Fortress

After the party deals with the situation in "Site 13", it was time to face the... "man"... himself: the infamous Dr. Neb!

The fiendish doctor's fortress is on an island in the center of a lake, a good quarter mile from shore in every direction. The island could be compared to the island fortress of Dr. No, just as Dr. Neb himself could be compared to pretty much every Bond villan rolled in to one.

Therefore, there are three possible ways to get there:

  • The subtle manner: procure a boat and navigate the mine-filled waters as you approach the island.
  • The moderately subtle manner: a dramatic incursion by air, hoping that you won't be detected and fired upon by anti-aircraft batteries.
  • The far from subtle manner: drive down the narrow road that connects the island to the mainland, plowing through all sorts of debris and obstacles along the way, and crash right through the front gate.

Since subtlety is not our specialty, here we present the ground approach.

The "Love Bus", complete with stunts and roof-mounted gun options.

The Love Bus

Just outside of Wildwood lives a rather loopy individual, someone who is known only by the name of Crazy Max.

Crazy Max has a special form of transportation that is perfect for this situation: an armored school bus, painted completely with bright groovy colors and swirls, with a roof mounted assault cannon. For a bus that is almost a century old, it's in remarkable condition and even includes a turbo boost system for some added kick.

Tires: It has ten wheels and the tires are protected by a layer of thick armor plating; the tires cannot be punctured by a critical hit from the outside.

Cannon: On the roof near the back is a converted artillery cannon that fires two types of shells: solid steel slugs and high explosive grenades. Before firing each shell must be loaded in to the cannon as a Minor action, and once loaded the cannon can fire in any direction. It must have one person sitting inside the gun to operate.

Roof Platform: There is also a ladder that allows access to a small platform on the roof. As a safety precaution, along the railing there are safety lines that players can use to secure themselves and prevent from falling over the side.

The Long Road

Features of the Area

Illumination: Bright light during the day.

Road: The road is paved highway forty feet (8 squares) across and 1,000 feet (200 squares) long. It is mostly clear of debris, except for the occasional hazard that might crop up (see below). To either side of the road is another twenty feet (4 squares) of dirt, grass and rough terrain, which is considered difficult terrain for the bus to move through. Beyond that is the lake, which is considered hindering terrain and the bus would sink like an anvil if it entered.

Road Hazards

At the start of the encounter roll a d10 and add 30; that is the number of squares ahead of the starting point there is before one of the below road hazards appears. After each hazard, roll a d10 and add 20 to see when the next one will appear.

When it is time for a hazard, roll a d6 to determine what appears:

1) Small Potholes: A 10 square stretch of the road contains 1d10 small holes in the pavement (in order to simplify random placement, you can use a d10 to determine the row a hole is in and a d8 to determine where along the road’s width the hole is to be placed). The holes are spread randomly throughout the area and each hole is considered difficult terrain for the bus.

2) Large Potholes: A 12 square stretch of road contains 1d4 large holes in the pavement. Each of the 3x3 holes is positioned randomly throughout the area and each hole is considered difficult terrain for the bus.

3) Small Barrier: A small barrier (debris, construction divider, etc...) one square deep blocks one of the four lanes in the road (use a d4 to determine which lane). The barricade is considered difficult terrain if the driver elects to try to drive through it (see the Punch Through Barrier stunt above).

4) Large Barrier: A formidable barrier (pile of concrete, abandoned vehichle, large tree, etc...) two squares deep blocks one or two two lanes in the road (use a d4 twice to determine which lanes; if the same value comes up twice, only that one lane is blocked). The barrier is too large to break through, and if the bus strikes the driver gets a saving throw; on a success, the bus passes alongside it in an adjacent square, and on a failure it crashes.

5) Makeshift Ramp: A large pile of debris completely blocks two lanes on the road, but the debris is shaped in to what appears to be a ramp. The driver can either avoid it or attempt to jump over it (see the Ramp Jump stunt above).

6) Oil Slick: A 5x5 patch of oil lies somewhere in the road. The oil is considered challenging terrain and if the bus enters it the driver must make a Mechanics DC12 check or lose control.

Air Defense

Of course, the diabolical Dr. Neb isn't stupid... He can't rely just on a bunch of debris to stop would-be intruders. So he created his own Air Defense Force, a squad of trained aerial experts who can rain fire from above at anything that approaches the compound.

Needless to say, Dr. Neb was hard pressed to find people to work for him, so he turned to his scientists to help create the perfect aerial soldier: flying squirrels equipped with rocket-propelled hand gliders.

And there are quite a few of them... in and around the compound there are a total of two dozen squirrels just waiting to take off. Some are assigned to the main road, some watch the waters for anyone trying to sneak in, and some are in a constant circular flight pattern securing the airspace above the fortress.

Once the squirrels are alerted, they will attack in waves:

  • First Wave: 5 Flying Squirrel Gunners (level 2 skirmisher)
  • Second Wave: 2 Flying Squirrel Gunners (level 2 skirmisher), 2 Flying Squirrel Bombers (level 2 artillery), 1 Flying Squirrel Rocketeeer (level 2 artillery).
  • Third wave: 2 Flying Squirrel Gunners (level 2 skirmisher), 3 Flying Squirrel Rocketeers (level 2 artillery).

Once all the creatures in one wave are disabled or killed, the next wave attacks at the start of the next turn. Once all three waves are dealt with or if the bus makes it to the end of the road (200 squares), the attacks stop.

Flying Squirrel Tactics

Each of the types of squirrels has different tactics:

Gunners: Some will stay within range of using their Machine Gun attack, focusing their fire on either  the bus or the person manning the cannon. At least three in the first wave and one in each subsequent wave will try to land on the roof (assuming there’s room) and attack the passengers at close range.

Bombers: The squirrel bombers will attempt to fly ahead of the bus (even if that means taking shots from the cannon) and drop their cluster mines or road spikes directly in its path. Once they are out of things to drop, they too will attempt to board the bus.

Rocketeers: The squirrel rocketeers will remain at range, aiming either at the bus or at the road directly ahead of the bus. Given the opportunity, they will fire upon the roof and hope to catch the gunner and anyone on the platform with each blast.

Conclusion

If the party manages to make it all the way to the fortress, who knows what horrors await them inside? There they must battle all of Dr. Neb's loyal minions until confronting the evil genius himself at the heart of his island lair.

Stay tuned for the dramatic conclusion to The Fortress of Dr. Neb!

4Oct/11Off

Gamma World Remnants: Lepus Maximus

When the submission window opened for Dragon and Dungeon magazines, I immediately did the same thing I did the last time: proposed The Fortress of Dr. Neb and Where Worlds Collide as Gamma World adventures/delves.

Chris Perkins was thoughtful enough to answer at a greater length than the "we don't want any, thanks" one liner I'd gotten before:

Hi David,

I appreciate your devotion to the D&D Gamma World game (I’m a big fan of it myself), but we’re not looking to support it in the magazines. The decision has nothing to do with the game per se, which was always intended to have a finite product line. Wizards has made a brand/marketing decision to focus the magazines’ efforts on promoting the core D&D game experience.

We all kind of expected that to be the case: they have to focus on their core product, and there currently isn't any room for Gamma World. And, with its lack of support in the GSL, there isn't much of a venue for it at all. "It's not dead... it's restin'!"

The "finite product line" is an interesting comment; it means that there is no plans for any more Gamma World core manuals or add-ons. Legion of Gold was the last rulebook for it, and it will now have to wait until the next version. Maybe I'm interpreting it incorrectly, but I like to think that that doesn't necessarily mean modules or other "accesories".

But I have all these bits and pieces... What can I do with them? Simple... Give the stuff away!

This will be blog-exclusive content: it will not be in PDF form, and I will make no effort to actively sell or distribute any of this Gamma World content. I hope this isn't a problem (read: please don't sue me!). These remnants of Gamma World include elements from both the modules I mention above, and hopefully someone out there will draw inspiration from these bits and pieces and use them in their own campaigns.

So here we go... The following are excerpts from the now defunct module The Fortress of Dr. Neb... Enjoy!

Site 13

About thirty miles outside of Wildwood there is an abandoned missile complex known as "Site 13". It was buried under the desert sands for hundreds of years, only to have been recently discovered by the nefarious Dr. Neb.

But unlike the hundreds of missile silo that dotted the countryside, this one was not disassembled and still contained what it was designed for: a serviceable LGM-25C Titan II intercontinental ballistic missile, somehow overlooked by the military and left in its silo. The nuclear warhead, the navigation systems and the fuel were removed at some point, but in the hands of the doctor it won't be long before it can fly again and become an implement of mass destruction.

Dr. Neb began to prepare the missile intending to use its existence alone as a terror weapon, giving the residents of the surrounding area a choice: capitulation or annihilation.

Lepus Maximus

Dr. Neb had hordes of minions under his control, but that wasn't enough to defend such a prized possesion. He needed the ultimate guard dog to defend Site 13 from unwanted guests while he continued to make the missile flight worthy. He turned to his expertise in laboratory science and created what he called the Lepus Maximus: an enormous white rabbit that was close to ten feet long and weighed over three tons.

This behemoth stood within the electrified fencing of Site 13, lying motionless and obscured inside a specially made hangar filled with straw. If anything breached the outer perimeter, it would immediately spring in to action and pounce on it, tearing through it with teeth the size of dinner plates.

This creature was so large that it could theoretically be used as a mount, but after the giant rabbit ate one or two of them two Dr. Neb's minions didn't want to get anywhere near the thing.

Giant rabbit, a.k.a. "Lepus Maximus"

NOTE: "thunder" damage should probably be "sonic" instead.
Curse my traditional D&D 4e ways!

 

If you find a way to use the above, I'd love to hear about it. Otherwise, enjoy!

Next installment: Rollin' Down I-13 in a school bus. Just mind the raccoons!

30Sep/11Off

The Endless Winter and Upcoming Projects

So I have completed and released The Endless Winter through T. W. Wombat's Winter is Coming Blog Festival, apparently to some rave reviews.

Many have commented on the professional look of what I put together... I joked about "overdoing" my submission, but quite frankly I wouldn't have it any other way. One the one hand, yes, I'm a game designer who likes the process of creating stuff others can use. But I'm also a publisher who tries to reflect his interest in making quality merchandise in everything he does, so I'm not one to just slap content together just to get it published. So it might have taken me ten times longer to format and layout the adventure than it took me to actually design the mechanics of it, but I'm OK with that. If I manage to create a product that people like and can say "wow!" when they look at it, mission accomplished!

Besides, it looks good on my résumé... Don't ya think?

I am giving it away for free for now, and it's currently also available for free on Drive Thru RPG (where it includes the tactical maps and 50 DPI images for use in third party applications!). If you downloaded it before the tactical maps became available, email me at dflor@brainclouds.net and I'll send you direct links so you can get them; I tried emailing everyone who had already downloaded it, but Drive Thru RPG has some... "issues"... with its email system. I have yet to send an email through their site out correctly, so my blast got sent without the link in it.

So here are my planned future projects:

  • The Coming Dark is still sitting there as an enormous, virtually complete PDF. There's a long story behind this, but that's for another day.
  • I've been kicking around a concept that will either be a Fourthcore adventure or a Lair Assault encounter. Or both. I haven't decided yet... But it's a concept I just can't get out of my head, and it involves some elements I had planned to use in my canceled Gammacore adventure Where Worlds Collide.
  • I have several more map packs planned - a dragon's lair, a goblin's lair, a roadside keep, a ziggurat in an evil place, etc... - but that's just a matter of getting around to doing them. Those are actually a considerable amount of work because of how badly Adobe Fireworks CS5 screams in agony every time I throw a big file at it.
  • In the very near future I'm going to write a short series of posts called "Mapmaking for the Non-Artist" which describes how I - a person with almost zero artistic skill that can't draw a decent looking square at gunpoint - manage to create the maps that I do. This will everything from what tools I use to how to add certain special effects to the maps. I will not assume extensive experience in Photoshop (primarily because I don't have that experience myself), so it will center around Fireworks and other low end drawing tools. Stay tuned for that!
  • Because The Endless Winter got such a good response (150+ downloads through Drive Thru RPG alone, and I have no idea how many downloads through Wombat's blog), I'll probably make some more of those, either by making separate adventures or an actual series. Making The Endless Winter was actually really fun to do to be honest, and I enjoyed the experience so much I can't wait to do it again.
  • I am currently experimenting with converting The Endless Winter to Pathfinder. I've never actually played Pathfinder itself, but have played D&D 3.5e so I'm familiar with the mechanic as a player. But it's an interesting challenge to convert an existing 4e product to Pathfinder, and its an exercise I am also considering documenting for the sake of this blog.
  • Tomorrow starts the window for submitting things to Wizards of the Coast for Dragon and Dungeon magazine, and I'm considering submitting a few things. Among all of my ideas, I'm probably going to get myself in trouble again for suggesting they let me make Gamma World (*writes check!*) content (including the concept of a certain doctor and his fortress of evil), but you can't blame me for trying.

Anyway, more to come in the near future!

21Sep/11Off

Winter is Coming

I have decided to participate in T. W. Wombat's Winter is Coming RPG Blog Festival, in which we all create winter-themed content for D&D and other rulesets.

Since I live in Miami, Florida I admit I don't have the level of experience with whatever this "winter" thing everyone keeps talking about is, but I figured I'd give this one a shot since I've had an idea bouncing around in my head since the festival was first mentioned.

And it's gotten a pretty good list of participants, some other folks from the D&D blogsphere that are much more familiar than little ol' me. But I'm surprised to see that, although there are several that are creating an "encounter", I appear to be the only one crazy enough to create a "delve". I could be misreading their plans of course, or it could simply have to do with only having five days to do it (submission deadline is September 26th).

Although I haven't fleshed out all the details, I'm predicting a short adventure/delve of between three and five encounters for characters of low to mid paragon tier (12th-14th level) using the Dungeons and Dragons 4th Edition guidelines (I will probably create it using GSL guidelines). This is not set in stone just yet as I haven't written detailed specifics yet, but it's looking to be the case.

Then again, for all I know this might be another one of my 150 page behemoths... I do tend to overdo things sometimes.

I'm also considering creating a winter-themed map, but that is dependent on available time. I'm predicting that, if I do make a full map, it'll probably be a big one and I'll run in to the issues I have before with Fireworks unable to handle big honkin' images. So no guarantees on a usable map, but you never know.

If you're out there and are one of those creative types, I invite you to sign up (sign up deadline is September 23rd) and create something... er... wintery! Doesn't have to be a full blown delve - many are doing themes, feats, items, etc... - but don't let me stop you from creating something awesome!

Stay tuned!

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