Featured Posts

Item Creation Ritual / Skill Challenge For me, there is something unsatisfying in the way that players can enchant and disenchant magical items in 4th edition. I want my players to craft magical items but I want it to represent a process and require effort and preparation on the part of the characters. 4e conveniently supplies a perfect mechanic...

Read more

Random and Not Random In my last post I recommended to “love the delve.” I can understand that many of us (most?) do not play D&D because we love battle tactics more than anything else. I feel safe in stating that most of us play D&D for the story as well. Yet a three to four room delve every week runs the risk...

Read more

4E D&D or: How I Learned to Stop Worrying and Love... Since before 4e D&D hit the shelves I was gunning for it. I was so excited about every last bit of news that came out about 4e that my gaming group was sick of my constant excitement and blabbing about how great it was going to be. They all pre-ordered PHBs at my urging. I think more to shut me...

Read more

Urban Encounter Deck And… It’s Here! The Urban Encounter Deck. As I promised a few days ago; I have put together a deck of Urban Encounter Cards. The idea behind this deck is to add a bit of creativity and spontaneity to the time characters spend in town. A phenomenon that I observed in my games over the years...

Read more

Hexploration Cards A while back Stephen Radney-McFarley had a series of great posts on his blog about Hexploration. I have waited with anticipation for some announcement that an actual product might come out from Paizo. Alas, I have become impatient and decided created some Hexploration cards for my 4e campaign. The...

Read more

Item Creation Ritual / Skill Challenge

Category : D&D 4e

For me, there is something unsatisfying in the way that players can enchant and disenchant magical items in 4th edition. I want my players to craft magical items but I want it to represent a process and require effort and preparation on the part of the characters. 4e conveniently supplies a perfect mechanic for making a process feel more in depth; the skill challenge. I realized that I can apply a skill challenge to the item creation ritual and have the DCs be based off of the items level. The level of the skill challenge is based on the tier and the rarity of the item. The process was seamless, everything fit together so perfectly that I wonder if I did not stumble across a mechanic that was originally designed by WOTC.

I was also pleasantly surprised that the process of making the enchantment ritual into a skill challenge also presented a wealth of new treasure options. There is suddenly a variety of new types of treasure that aid characters in creating magical items (Reagents, Catalysts, Ingredients, and Grimoires). Many of the items are reusable; like the Cold Iron Cauldron that gives bonuses to enchanting potions. I have hardly come up with an exhaustive source of new items, but I have included a few to illustrate my ideas.

Below is the PDF of the new Item Creation Skill Challenge. As always, I hope you enjoy it and please comment away, share your ideas and whether you like this idea or not.

Item Creation PDF

Random and Not Random

Category : D&D 4e

Jeweled CofferIn my last post I recommended to “love the delve.” I can understand that many of us (most?) do not play D&D because we love battle tactics more than anything else. I feel safe in stating that most of us play D&D for the story as well. Yet a three to four room delve every week runs the risk of being all battles and very little story or plot. Plot I will address in the near future, but for now I want to look story. I can hear you now… “Jason, story and plot are synonyms!” Yes they are but I am going to define each a touch more subtly. Story; I feel, is the elements of the game that build immersion. Good story telling pulls in the audience and makes them believe. A good story does not ask players to have huge suspensions of disbelief. A great story portrays a world that is complete, concise, coherent and consistent (the 4Cs of world building). Plot on the other hand is the events as they take place. The “why are we here and “what is my character’s motivation to explore the world.”

It is general agreement in the D&D 4e blogosphere that asking your players for a list of magical items that they would like to have for their characters is the best way to fill treasure parcels. The benefit is that the treasure given is a true reward for your players and eliminates the silly rigmarole of having to disenchant unwanted items and then use the resulting residuum to enchant the item the players want. Generally I agree with this practice but as a bit of a grognard myself there is something unsatisfying for me about it. The make believe world should feel real and a real world would have treasure that is not perfectly tailored to the character’s desires. Remember the 4Cs, a complete world has people and events that are not the characters. More importantly some of the treasure found may be needed yet unknown to the characters and their players that the item is of great value or will be in the future. A great example from the Lord of the Rings are the Elven Knives that the hobbits find in the Barrow Downs, the hobbits take them at that time because they are great weapons, but none could ever imagine; at the time of their finding, the use they would have against the Witch King. Finally, some treasure should be introduced that may have greater value as a trophy. A world feels real if character’s find some treasure that they choose to keep just because. Perhaps they will place it on the mantle or declare it to be an heirloom of their family line.

The treasure parcels recommend four magical items to be given to the party at each level and each of the items are recommended to be 1-4 levels greater than the party (which makes me wonder how to give out 1st level magical items, but that is a conversation for a different day). With a small amount of preparation you can divine all the magical items that will be given out over the course of the next few adventures. At 4 magical items per level you can create a random chart of 20 magical items the first five levels. Ask each of the players for either 3 or 4 magical items they would specifically like (3 if you have 5 players or 4 if you have 4 players). Then fill in the few other slots with items you would like the characters to have or that are integral to the plot. Then list all the magical items in order of their level and number them from lowest level to highest level 1-10; the second half will not be numbered. Each time a magical items is found roll a d10, reward that piece of treasure and move the items up on the chart. In this way the magical items you are granting to the characters keep in pace with the level of the characters.

The chart is easy to update and to change. At each new level remind your players what items they have on their wish list and ask them if they want to make any changes. Also, ask them what new item they would like to add. At any time you can choose to make changes to the chart as well. Add or remove items as plot points change or items no longer have benefit. Fit the new items into the chart at the appropriate level. Now you have a living chart that grows and adapts to the story, your player’s desires and the character’s level.

This has added a subtle touch of reality to my game and still granted the magical items my players want so they can build characters they love to play. Please try it out in your game and let me know how it works or any ideas you have to improve it.

…I feel I should end all my blogs with a witty catch phrase like “keep on rolling them 20s,” or some such silliness. Got any ideas? Let me know, but until then… Keep on rolling them 20s.

4E D&D or: How I Learned to Stop Worrying and Love the Game

Category : D&D 4e

Since before 4e D&D hit the shelves I was gunning for it. I was so excited about every last bit of news that came out about 4e that my gaming group was sick of my constant excitement and blabbing about how great it was going to be. They all pre-ordered PHBs at my urging. I think more to shut me up than because they wanted them. I also pre ordered the DMG and MM and those preview books and Keep on the Shadowfell. It all arrived and we ogled over the printing and the quality and the art and we began to make characters. Then that was it. We did not like it or did not understand how it was created and why it was made the way it was.

Over the next few years I tried to come back to 4e and failed. Something was missing, something seemed wrong and I could never put a finger on it. So we would put it back away and played 3.x (but not really happy with that system either). We started playing a lot of other games, “board games” like Arkham Horror (which is amazing). But never did we play any other RPGs, it felt like cheating to me.

Then essentials came out, that changed everything. Suddenly I loved the feel of the game again (I’m not going to get into why, I’m not wholly sure why). Essentials helped me to better understand the intent of 4e. It’s not a game designed to satiate my nostalgia. Nostalgia is pure evil. It’s the memories of all the things we did when we were young. It’s memory through rose tinted glasses. I remember the long weekends spent playing D&D with friends and only remember that it was some sort of Shangri La of role playing. I conveniently forget about the fights, the hundreds of restarted games, etc…

It turns out that 4e is designed for the modern world, not the past world of high school students with unlimited free time. It’s designed for people who have lives, who have jobs, who have families, who only have a few hours each week or every other week to play D&D. My problem with 4e all along has been some kind of nostalgia creeping in and trying to rebuild the glory days of D&D that were never really that glorious. But they were fun, and so is 4e if used properly.

I love AngryDM’s statement, “there are lots of ways to play D&D, but if you’re not playing it like me you’re doing it wrong.” It turns out I have been playing D&D all wrong and I do owe many thanks to AngryDM, Sarah Darkmagic, NeoGrognard, NewbieDM, Critical Hits, Sly Flourish and At Will for helping me finally get it. It was AngryDM’s post about The Peanut Butter Conundrum and Winning D&D that really began my true understanding of the right way to play 4e. It turns out that you don’t play 4e like 2.0 or 3.x and that 4e is designed for people who have busy lives.

I know… you have made it through to 505 words with me and are beginning to wonder why it is that I wrote this blog. You’re thinking (or so I guess), “Argokirby, was this simply cathartic?” The answer is no. I do have some pearls of wisdom to share, and hopefully they are real and not the kind that rub off on your teeth.

First is… love the delve!

I have an old saying that I think I invented that I teach to new DMs. KISS. I know, I know that’s not new, but my version is. Keep it Simple AND Stupid. It’s the “and” that is added. A great adventure can have a background like this… “Lord Holcher has been kidnapped by goblins, he is the last of his line and is descended of demi-gods and has immortal blood that flows in his veins. The goblins have kidnapped him to perform a ritual to extract the power of his blood. The brave adventurers have tracked them to the cave entrance you see here…” Begin Adventure. See it’s not all that creative, but it’s captivating. Lots of unanswered questions and a quick intro to action.

The best rule I have for creating a delve is the 3 part rule. A “bad” guy (part 1) has taken something (part 2) from a “good” guy (part 3). The King’s daughter was kidnapped by the Evil League of Evil; go get her back. They save the daughter but learn that she is the head of dark cult that steals the souls of noble children. See what I did there, it’s a complicated plot twist. So the heroes head off to the cult strong hold, when the finish that adventure they learn that the daughter they saved “escaped” and bla bla bla…. Each adventure has 3 simple parts and you only have to plan 1 delve at a time. Once one delve is over you can build on it or move to a new plot. You can even bring up a plot from a few delves back.

Second… Embrace the Time Frame!

I have 4-5 hours a week to play D&D and all my planning time has to be squeezed in where I can get it. So that leaves very little time for planning. My players are the same way.  When we get together we want to kill monsters and have fun, not spend hours role-playing a shopping trip through town. 4e puts the power in the players hands to build their characters and buy equipment (even magic) for their characters without having to role play (aka get permission from the DM) to get what they want. This is good. Players can show up with the characters they want and still be legal for the delve. Of course some story continuity needs to be maintained, they can’t go shopping if their characters are lost in the desert. But, as DM you should let the story get the characters to places where it’s okay for the players to do what they want.

Get the players the magic items they want in the dungeon. Ask them for a wish list of items they want. Put them on a chart with a few items you think they could use or that advances the story and use that chart to randomly give out treasure.

Thanks for sticking through till the end. I think I will look a little more closely at how to create random magical treasure tables from the items your players ask you for and write up a post about how to make that work and keep it fare.

As always please comment away, I would love to hear what you have to say and get some ideas.

Urban Encounter Deck

Category : D&D 4e

And… It’s Here!

The Urban Encounter Deck.

As I promised a few days ago; I have put together a deck of Urban Encounter Cards. The idea behind this deck is to add a bit of creativity and spontaneity to the time characters spend in town. A phenomenon that I observed in my games over the years is; when characters get into town they all have their own interests and they “star burst” away from each other with the intent of getting back together as the plot needs. I usually handle this by asking each player what their character wishes to do that day or even the entire time they are in town. It can be a bit boring and tedious… for example: the dwarf’s player may spend an hour haggling with the local smith to reduce the cost of repairing his armor. While events like this are interesting for the active character, it can be a bit boring for everyone else. I tended to cut the individual role playing in town down to quick moments and a skill so that everyone can accomplish what they want and then dive back into the dungeon. Though, this approach reduced the tedium, it was still boring.

To counter the somewhat boring town events I started introducing unexpected challenges randomly. When the dwarf goes to the smith he finds it closed and learns by asking a local that the smithy has been missing for several days. This triggers an interesting event, and the dwarf spends a bit more time looking for the smith. Other players find it interesting and pay attention.

When I put together the Jungle Hexploration Deck it seemed that it would be a simple leap to put together a deck of Town Exploration cards. This was a good deal more challenging to put together than I had first surmised. Unlike wilderness exploration, the Urban Encounters continually threatened to hijack the plot and lead down new paths of adventure. For example: I wanted to have a “Shanghaied” card, but had to nix it. Having one member of the party conscripted to a slave galley is a great plot hook, but it takes the characters down a path that in itself is practically its own adventure. I also had a challenge of creating a deck that were narrow enough encounters so that each player flipped a card for each day they spent in town. The largest challenge I faced is that characters spend time in all sorts of towns, from small villages to huge cities and events that happen in one are not always a great fit for the other. So I walked the fine line of keeping the encounters generic and at the same time keeping them interesting. I feel I achieved this balance fairly well, but I cannot imagine any deck using all the cards at the same time.

The mechanic is fairly simple. Each day spent each player flips over a Town Exploration card. The card is self contained and let the player know what the mechanic is for the Encounter or Hazard. The DM still has the job of embellishing the event and giving it life. For example: the Sale!!! card implies that the character see’s a magical item on sale for a very good price… but in my head I imagine it more like the beginning of Aladin, a merchant is trying to hawk wares to an adventurer (because he knows their suckers and rich), but the player ignores him so he pulls out something really valuable that he things he is getting a fortune for, but in reality it’s the character who is getting the great deal… if they decide to buy it.

There are probably thousands of other great ideas out there for Town encounters and I am happy to add more to the deck, so just send me your ideas in the comments.

Here is the Word Doc and the PDF. Please enjoy and tell me what you think.

Hexploration Cards

Category : D&D 4e

A while back Stephen Radney-McFarley had a series of great posts on his blog about Hexploration. I have waited with anticipation for some announcement that an actual product might come out from Paizo. Alas, I have become impatient and decided created some Hexploration cards for my 4e campaign.

The current campaign I am running is Isle of the Sea Drake from Goodman Games. The adventure has a major “explore the wilderness” element to it. And while the adventure does have rules for the exploration, I thought this would be a great chance to work with Hexploration. I ran into a complication, Hexploration seemed to imply a single terrain type that the heroes would be coming through and using the clues they found to guide them to their destination. In the islands my players are exploring there are 3 primary terrain types (Sea, Jungle, and Mountains) and the characters are often given points on a rough map, so they know the general direction they should be heading.

My solution was to draw out the entire archipelago on a hex map, and only mark the hexes with the terrain type (sea, jungle, or mountain). Then allow the players to move their characters around the island choosing which hex they wanted to explore next. In each hex they would flip a card from the Hexploration deck. I have completed the jungle deck and included the PDF here for all to download and enjoy. Each card was one of five types: no encounter, encounter, oddity, hazard, or refuge. No encounter simply means the hex they passed through was safe for the time being. Encounter could be angry natives or a wondering monster. Oddity was, more often than not, a clue that could fill in some gaps, however I also it used to allow me to enter plot elements that were preplanned. I also used oddities to introduce role-playing moments; a description of a gnarled tree that looked as if it was recently burned by fire! Most were red herrings. Hazards are sudden dangerous events that forced the characters to make skill checks or loose healing surges. Lastly I included a few refuges. A refuge is a guarantee of a safe place to make camp. My players chose to mark the refuges they found on the hex map, so when they were in need they could return to them.

I then had to decide on how to deal with healing surge recovery. I originally experimented with SRMs idea of Surge Damage and Surge Drain, but it proved to be too soft and too complicated. So I settled on the following. Camping in any hex that did not contain a refuge was risky. Not only could the characters be interrupted by a random encounter, they needed to make endurance checks, if they failed they were not refreshed. I determined random encounters by proximity to danger zones. I would roll between one and five d6 and if a one appeared, they had an encounter. A random encounter would interrupt their rest and only allow them to have the benefit of a short rest. If there was no encounter I would have each character make a Endurance check. If they achieved a moderate success they would gain all the benefits of an extended rest, but would not regain healing surges (they would refill to full hit points). If they made a high success they would regain 1 healing surge. The only place I allowed full healing surge recovery was at a refuge or at a village or some other safe haven.

One type of hazard to note are the inclement weather cards. Inclement weather forced the character to make an additional Endurance check each morning or actually take surge damage. Inclement weather could last up to three days. It makes for good role playing, as I described the rain seeping into their clothes. Their rations were soggy and barely edible but they were forced to eat them to survive. So disheartened were they by inclement weather, when they found a refuge they stayed for a few days to let the weather pass.

The characters could travel 4 hexes a day through the jungle and they were flipping over a card at each hex. The result was fantastic. I could see the anxiety in my players as they had to flip over a card. They also took great care in exploring the wild and they would ask to make skill checks to help lead them in the right direction of a refuge. It was easy for me to pick up the deck and shuffle some cards around if they got a good roll.

Unlike rolling on a chart for each hex the Hexploration cards added a tactile feel to the game. It also removed the mechanic from my hands and placed the control into my player’s hands. Each card has self contained rules and my players knew what to roll or what was needed from each card. I was then able to embellish with description and was not bogged down by having to ask for die rolls.

The Hexploration cards have been a fun element in my game and I encourage you to try them out. Here is the PDF and the Word Doc. Please download and enjoy.

Also, one of my players mentioned how this could be a good tool to help determine what happens when the characters enter a town. Keep an eye out as I will soon be uploading Town Exploration cards.

Shades of Heroes is up

Category : Shades of Heroes

Today I have posted the PDF for Shades of Heroes.

I’m excited and terrified. For the first time in a very long time, my work is out there for all to see, for all to criticize, or worse yet for all to ignore. I hope that many of you will find the web site and download me game. I even hope some of you will play the game, but that hope may be a bit lofty. In any case, I would like to receive lots of responses (positive and negative) that I can use to modify the game and make it even better.

I have been in the RPG industry for many years. Shades of Heroes is not my first attempt at publishing. Truly, Shades of Heroes (in a different form) has been published before.  It was a printed book designed to be sold in stores and indeed it did sell some. It would have made a great deal more money had the brand not been so poorly managed… but that is the past and I was only in my twenties then. It was nearly 15 years ago in fact. Since then I have had 3 kids, changed many jobs, and found a career. Most importantly my goal for Shades of Heroes has changed.

Originally Shades of Heroes was designed make money and to compete with 2nd edition D&D. D&D was produced at that time, by TSR which had just declared bankruptcy. We had a dream (I say “we” because there were many of us back then) that we could produce a game to fill the gap left by TSR. It was not a bad dream, but our lack of experience taught us a severe lesson. Two years later we were so deep in debt that bankruptcy was our only way out. With gaping wounds and smashed dreams; Argonaut Game Studios (yes the plural used to be reversed) and Shades of Heroes faded out of existence.

Over the years, I have attempted to return Shades of Heroes to the limelight, or at least to any light. But, old scars are hard to overcome. So it has taken many years, many changes to the mechanics, many changes to the world, and many changes to myself.

Shades of Heroes now has a new mission. It’s designed to be a game. It’s designed to be played and it’s designed to be fun. More importantly I play it… a lot. Here is a horrible secret: when Shades of Heroes first came out, I hardly even played it. Lots of other people played it, but I was so obsessed with trying to make the game I forgot to play the game. Now I have a new focus. I play Shades of Heroes and I play it a lot and I hope you will to.

I also enjoy playing Shades of Heroes, and I hope you will enjoy it as well.