Wednesday, 30 September 2015

A Miniature Matter

Partly to try out the panoramic feature on my new camera and partly because I thought the shelf just looked cool, I took this pic at the weekend. It shows some of my larger monsters and terrain which I have on display (sorta - this shelf is located in a shed in my back garden).
This represents less than 1/10th of my total miniatures collection though. I am lucky that we built the new shed a couple years back as my collection was burgeoning and I made sure to put in plenty of shelves! However most of the other stuff is packed away in plastic shoeboxes. I'll have to show you that collection some time...


Displaying FullSizeRender.jpg
A few of my favourite minis are hiding among the pile on this shelf!





Included in the view are some sweet mini including an Otherworld Purple Worm which is HUGE, a toy squid which I converted into a giant Kraken, a couple of Balors, a cool Mage Knight giant with a dwarf riding his back, a demon statue resembling the cover of the first Player's Handbook, an old Ral Partha skeletal mammoth, and lots of Reaper Bones minis including a big zombie dragon. It is worth noting for scale that the smallest mini you can plainly see here, the bright green demon near the centre, is actually a 'large' creature (an old Citadel Greater Demon of Nurge - A Great Unclean One to use the lexicon) that towers over most human-sized minis.

Seeing this collection on camera has actually made me think about how I use minis in my games and whether it's actually worth using them anymore. Bear in mind that I built up most of this collection when 4e was at its height and minis seemed ESSENTIAL. Then Wizards pulled the plug, there were no more miniatures, no more dungeon tiles and very little in the way of support with game maps etc. Luckily companies like Paizo took up the mantle and I'm sure the success of their own Pathfinder lines has made Wizards do the U-turn that resulted in new sets of official Dungeons and Dragons miniatures reappearing over the past year.
In the meantime however I do think Paizo has stolen a march. The quality of the detail on its miniatures seems better (although both ranges are produced by WizKids I believe?)
But more importantly the range includes more weird and wonderful creatures.

When I started collecting minis again after a 15 year hiatus I was desperate for lots of orcs, goblins, skeletons, zombies. But those come easy. I soon realised that it was time to indulge the fancies of my youth. As a teenager I always wanted, but could never afford, those metal DnD miniatures of weird beasts like Ropers, Mimics, Cloakers, Displacer Beasts.

I was delighted to be able to get hold of these creatures at last. Even if the resale value of some of them was quite high, eBay was a great source. And I figured I was making some sort of investment ... sure these things never drop in value, right?

Miniatures are fantastic for playing with the more "casual" gamer and kids love them. They're essentially an imagination aid and are great for simply showing to a newbie: "This is what you see right in front of you now". They also really help work out positioning, who is standing where and how far away they are. And if you've got a decent collection of terrain and minis it helps make a battle seem epic.

But they can also bog things down. When you should be roleplaying and stretching your imagination, instead you're counting squares. Measuring area effects down to the inch. Checking positioning like an overly-complex game of chess. Also, you can spend hours building a scene using terrain then feel compelled to use it. You have to railroad your players into that fight, otherwise those hours are wasted. That's a bit of a trap it's best to avoid.

Not everyone wants to play a grid-based tactical game.

Over time I've learned to not rely on miniatures for every single scene, every single combat. If I do use them I'm likely to be free and easy with movement and area effects (within reason). 13th Age has a great system for loosening up movement - combatants are either 'Engaged' or 'Nearby' or 'Far Away'. That means you don't have to waste loads of time counting squares, but you know who's going toe-to-toe with the ogre and who is hiding at the back.


Meanwhile, back to the picture above ... at the far back on the left you might just be able to see the heads of a Tiamat model I made for under 15 euro. I'll need to do a blog post telling you how I made that, someday soon...

Saturday, 26 September 2015

A problem of pace



Adventures designed to last four hours, but really last six.
Dungeons so large that it takes five hours of real time just to schlep between the interesting bits.
Boss fights that drag on for 90 minutes.
The biggest problem I encountered early on when playing with family was the pacing of the Dnd RPG. As I mentioned in a previous post, most people are used to playing board games which run half hour to an hour in length.
Unless your an aficionado, even a three-hour session of Monopoly would feel like a marathon.

Dnd takes a while to set up, a while to get going, and there's an expectation of some sort of satisfactory climax to the story. But it felt impossible to cram that into, say, two hours.
This was especially a problem with fourth edition, where even a simple fight would likely run to an hour. Fifth edition promised you could play in an hour (I remember Mike Mearls talking about this during play testing). But it's not really the case. You can run an encounter in an hour, but not really a proper adventure.

Beating the clock is more difficult than beating any dragon


When I designed what I thought were "short" adventures with four encounters, these ran far too long and in general we were only half way through at the end of three hours' play.
I compared this to the experience you'd get spending the same amount of time watching an action movie or even playing a video game.
It didn't compare.
A fight in an action movie might last five minutes tops. A big climatic battle? Twenty minutes.
The number of beats you're hitting in terms of fights, character interaction and exploration of fantastic locations just did not measure up.
Here's some of the things I started doing to tackle that problem. I did them piecemeal, and some of them seem simple in retrospect, but they added up and now I'm well able to squeeze a decent adventure into two hours.


Dump Healing Surges (or whatever they're called these days): They effectively just give your players more hit points. This makes them harder to threaten, diluting the tension of the game. It means you have to either throw a lot more enemies or a lot more encounters at the PCs. Either way, it drags things out. If your PCs know they have just their starting hit points, plus whatever spells or potions they have to hand, it tightens things up considerably.

Three encounters max. Your party are only going to have time to deal with three proper encounters. Choose your best three, make them flow together and dump the rest. Have one or two others on standby in case the session progresses quicker than expected, or the PCs use a powerful spell to blast through a fight you thought would last half hour, or whatever. It's nice to give PCs a choice of which encounters they tackle, so I use flow charts or mind maps, but I don't let it be possible to meander through five encounters before they reach the finale. THREE encounters, folks!!

Run a timer. Stick an alarm on your phone and set yourself goals to hit before those alarms go off. Maybe you need the PCs to blast through the first fight before the half hour mark. If the alarm goes off and the dice are still rolling, you need to wrap up that battle.
Perhaps you can integrate this into the game. Imagine the PCs are exploring a haunted house - when the clock strikes midnight (an alarm I use myself on the phone) then something happens to move on the scenario: a secret door opens, or monsters attack, or perhaps the spirits that had been harassing them fade away.

Play against the clock. Similar to the above, but actually limit the number of turns the PCs have. In a recent game based on the Labyrinth movie I gave the PCs 13 turns to escape the labyrinth and defeat the Goblin King. It was great fun and everyone appreciated knowing how much time we had left! It added tension and it was also reassuring to the players to know they wouldn't be stuck at the table all night in real life.

Yes, this dude. Again.


Tweak the monsters. Veteran players love working out how to hit monsters. How to target their weaknesses and which spells to pick to capitalise on those with high AC but low WIS, or whatever. More casual players just enjoy hitting monsters. So I lower their AC to ensure they can hit AT LEAST two thirds of the time. It only takes dropping the AC by one or two digits.
I also drop hit points for some boss monsters, to stop the entire fight becoming a grind. But I use the trick of upping damage in order to keep the fight threatening. I don't quite use the old 4e trick of DOUBLING damage to speed up fights, but I might move up to the next dice or add a few more points of damage. It's enough in fifth edition, particularly when there is limited healing.
A feeling of fear and danger is essential, otherwise there's no point having the fight. But make your players feel powerful and satisfied by allowing them to hit the red dragon. Then make them terrified when it deals so much damage with one claw attack.

Because this is what it's supposed to be all about, right?




Friday, 25 September 2015

Believable Female Miniatures


I'm back after a weekend away in Cardiff, watching the Rugby World Cup and revelling in the atmosphere created by Irish, Welsh Canadian and Uruguayan fans, as well as seeing Japan beat the might of South Africa (I watched that one on TV but it was still amazing!)
Yet... this is not a rugby blog.

In a roundabout way I want to tell you about the Dice Bag Lady and her Believable Female Miniatures.

One of my favourite things about going back to Cardiff, apart from catching up with family and friends of course, is a visit to Firestorm Games on Trade Street. This shop has grown from being a good local games store to an amazing warehouse dedicated to gaming. It switched venue about a year ago and is now run out of what used to be, I think, a furniture store. So there's masses of space, huge gaming tables, couches, toilets, everything you need really. Plus loads of really cool miniatures, board games and terrain on sale.

This is the old venue which was a little ... cosy








The new place is unbelievably cavernous


I always love a chance to go down there and browse, and because I only get back to Cardiff two or three times a year I rarely come out of there without blowing a small fortune! They're celebrating their sixth birthday at the moment with discount on their website, and some of the prices are already pretty decent, so check them out.

However the main point of this post is to tell you about those miniatures. Last week I spotted The Dice Bag Lady / Bad Squiddo Games on Twitter and got tempted to buy! I had no idea that Annie actually operates out of Firestorm Games and offers loads of weird and wonderful things including handmade dice bags (want one of those), flickering smoky explosion markers (got some of those) and what is claimed to be the largest collection of female miniatures in the world.

To quote DBL herself,

"The theme is “Believable Female Miniatures”, this means the focus is on attire and poses that are realistic to the task that lady would be performing. In a nutshell it can be summed up by “no chainmail bikinis or oops-I-dropped-my-pen stance”.

There are some very cool fighters and other sculpts of non-humans including heavily armoured dwarves which I really like. Check them out here

I wouldn't object to someone using a mini with a chainmail bikini at my table if they really wanted to. But as I am gaming with my parents, wife and kids, it's nice to have a choice of genders that doesn't involve lots of pink bits on show!




Thursday, 17 September 2015

Battle Systems - Apocalypse NOW!


(Well, not NOW - but tomorrow anyway)


Just a quick post tonight because it's very late here and I've been working flat out for the last nine hours. It's time for BED! But very excited for tomorrow (not least because it's the start of the Rugby World Cup) - it's also the start of a new kickstarter from the brilliant terrain company Battle Systems.

It's basically 3D cardboard terrain that folds and clips together - but, oooohhhhh. What terrain.

This is just a small slice of what their dungeon kit has to offer


I backed their dungeon terrain kickstarter last year and was blown away with what I received a few weeks ago. I blogged about the first game I enjoyed with my toddler son here but also my disastrous decision to leave a window open on a summer's day in Ireland here.

In doubly good news, the majority of the stuff recovered which is incredible testament to its quality and durability. Other dungeon tiles I had lying nearby which got wet simply fel apart (cough* Wizards *cough)

And furthermore the fine guys at Battle Systems said they'd send me a few sheets to replace the bits that got absolutely soaked beyond repair.

Now, THIS!

Battle Systems Urban Apocalypse terrain in all its apocalyptic gloriousness  



The new Urban Apocalypse terrain features buildings, sidewalks, crates and other street furniture which means it's going to be awesome for modern, superhero and most importantly ZOMBIE games!
I was chatting to Colin Young of Battle Systems and he said like me, he's a big fan of Zombiecide. So this is a pic they took during one of their home games when they were testing the new terrain.


The whole thing goes live at 8pm BST tomorrow, Friday September 18 (which incidentally is the EXACT same time as the rugby kicks off, so I've a busy evening lined up!)

You can check out the Battle Systems homepage  or else have a look at some more lovely pictures on their blog.


Until tomorrow evening of course, when I expect this kickstarter to kick off big time!

Tuesday, 15 September 2015

The Clean Slate - stuff to remember when playing with kids, parents, and other newbies

Every newbie DM makes mistakes, and even the veteran DM running for a new game group is going to put their foot into it sometimes. But there are even more mistakes that can be made when trying to corral together a disparate group of misfits and ne'e-do-wells (ie your own family) and get them engaged in a fantastic world.

Believe me, I should now.

Fortunately, the sword in this instance is very much double-edged:

The Positive

1) The wonder of it all - The first time a skeleton comes alive and swings a rusty scimitar, your players will be scared. The first time a fat and hairy giant spider drops from the webs onto their face, they will be terrified. The first time they open a treasure chest and count out 100 silver pieces, they will feel rich. Embrace all this.

Remember, to most people in the real world, the idea of the dead coming to life is actually terrifying.

2) They don't read modules at bedtime - They don't know that Expedition to Barrier Peaks involves a crashed spaceship (er, sorry - spoiler alert there). They don't know the drow are the major force behind the giants. They haven't flicked through the latest Wizards or Paizo adventure path just to see what's in it. Don't use these products as written (too complicate - see below). But certainly steal all the best ideas and mash them into a simplified adventure
Spoiler, this module also involves you getting attacked by a plant thingy
 
3) It's only game - Your players will equate gaming to fun and expect to have fun around the table. That in itself is a good start.
 They shouldn't get into tedious arguments about rules lawyering or interpretation of area effects. Because they don't actually know the rules. And you can bring in any house rules you want. Just be sure to keep the game light, positive, and empower the players by taking on board their ideas. If a PC wants to use a pot of melted cheese to make a spider too gunky to climb through its webs, go for it.

The Negative

1) Time is of the essence - Most family board games take half an hour, or an hour tops. Even the more in-depth games can be done in an evening. Dnd can theoretically go on forever. Don't let it. People will be overwhelmed, they will get tired. I'd plan for 90 minutes at first. That is VERY short when it comes to Dnd so you'll have to really move fast to get in two encounters. You can have a spare encounter on standby if things are moving fast, or if people are really getting into it.
Believe me, that will be enough. I've tried to cram four encounters into an evening and it ended up running almost four hours. That's fine for a RPG group but it gets far too long and drawn-out for most casual gamers.
2) What the heck are you talking about? - Your players will not have watched every fantasy film or game show, played every RPG video game or read every Dnd novel. In fact they have probably done none of the above, being more interested in kids cartoons, reality TV, or gardening shows, depending on their age. So they won't necessarily recognise the meaning of words like sage, scimitar, wight, rogue, caltrop, barding, stave, or electrum. That's just the basic vocabulary.
You cannot tell them they're in Waterdeep and expect them to picture the City of Splendors. You have to work hard to paint that picture.
You can't describe a monstrous, bulbous creature with one central eye and several twisting eye stalks floating eerily towards them and expect them to scream 'BEHOLDER!' and run away. They might try to pet it, or think it's some kind of mook.
They won't get the in jokes, so don't bother making any. But at least everything will seem new, wondrous and fresh (see above)

Well, he MIGHT be a friendly one ...

3) I'm confused...! There will be a player who doesn't understand how attack and damage dice differ. There will be a player who doesn't understand how ability scores translate into ability modifiers. There will be a player who doesn't understand how the Vancian spell system works (and they won't be alone). So you'll need to stop and explain. You'll need to take things very slow and help them understand.
The best tip I can give here is to keep the rest of the moving parts simple. Keep NPCs to a minimum. Two per adventure is grand. Keep the monsters basic - something with one attack like a goblin swinging a sword. If a fight is dragging on to long, then reduce the enemy's hit points and get through it quicker.

And remember the goldern rule: have fun!

You can now follow me on Twitter @Awakenedshrub to see all my musings in shorty form.

Sunday, 13 September 2015

RPG village in 30 seconds - how to generate population and make a map with only a pack of playing cards

This is a cool idea that came to me for generating a small settlement for any RPG of any genre. The examples I give will be fantasy, Dnd-style stuff because that's what I play - but I see no reason why it shouldn't work for a Wild West town, modern day hamlet or even a settlement on a remote planet.

The best thing about it is it takes mere seconds and only needs a pack of playing cards. And you can either do it in advance, use it for inspiration and try to flesh things out further, or simply chuck it on the table and run it completely on the fly.

It came to me when I woke up early this morning and couldn't get back to sleep as my mind started racing. So, now I am tired. But those sleepless hours are when some of the best ideas come, right?

By the way I read that the Lamentations of the Flame Princess adventure Scenic Dunnsmouth also includes a system for generating a village using playing cards. I haven't read Dunnsmouth yet, so apologies if this is similar - but I stress, any similarities are purely coincidental. 

Getting Started

1) Grab your pack of cards and a surface to place them. you might want to use a battle mat or flip-mat for some kind of scale, but really a floor or table top will do just as well.

2) Each suit is going to represent a different family or faction, so decide what suits your campaign. For my purposes, let's keep it simple. Clubs = the Butscud family, local ruffians. Diamonds = the Effington-Smythe family, local posh toffs. Hearts = members of the church of the high priestess. Spades = the Tumpkin family, mostly agricultural labourers or peasants.

3) Decide how big your settlement will be. Shuffle the cards then deal as many cards as you want buildings. Place them face down on the surface. Put a card wherever you want a building to be, roughly aligned the way you need to create 'streets' or 'squares' on your 'map'.

4) Now you can flip over the cards to see what's in each building. You can do it in advance to allow you as a DM to plan ahead and map out some ideas, even draw a full map on graph paper if you wish. Or you can simply run your PCs through the village asking them where they want to check out, flipping the cards as necessary.

5) The cards that turn up represent what's found in each building. The number shows the inhabitants, the suit shows who they are. So if I flip over a six of clubs, that's a nest of the rough and ready Butscud family, no doubt living in some rundown hovel. I flip over the next card - a two of hearts. Maybe there's two nuns living there alone, devoted to the high priestess. But ... maybe they're unhappy with their neighbours? Already the ideas are percolating.

6) The face cards are specials. I suggest the Jack might be a tavern, the Queen might be a store, and the King might be something grander - a temple, tower, fortified farm, manse or large coaching inn. The suit can again give you inspiration as to who controls this property. The Joker can be a special too - perhaps a derelict house that is home to a monster, or the entrance to a dungeon, or something else bizarre.


Expanding it further

This works best for small settlements, which are the most common type you'll need to generate for your PCs in a pinch. It works less well for larger towns or cities because there's likely to be more than four families living there! But if you have grand factions at play in your campaign (a la the 13th Age RPG) then you might work something out, where the Spades represent the Dwarf King, the Diamond represents The Emperor, or whatever works for you.
These factions may not exactly the inhabit the property as such, more that they have an interest or connection there.

Or you could theoretically make a giant table of all the possible cards and run it from there, as specific or as general as you like, eg:

Ace of Diamonds - Rundown house of grumpy old dwarf who has lost his prized pocket watch.
Two of Diamonds - Apparently deserted, this is really the hideout of an urban-based druid scheming to turn the entire city vegetarian by poisoning the local abattoir.
Three of Diamonds - A smithy where basic weapons can be repaired or purchased at PHB prices
Four of Diamonds - House of four peasants - father, mother, two young children

But that's not this post was about, that is surely a job for another day...





Sunday, 6 September 2015

Appendix N for Generation Z

A heck of a lot has changed since Gary Gygax placed Appendix N at the back of the very first Dungeon Master's Guide. Gary was writing for a select audience - wargamers, fantasy and sci-fi freaks, people to whom he could suggest books that had inspired different aspects of the new game - be that mood, monsters, or spellcasting.
In the 1980s this was a revelation, because the only books I knew at the time were the Lord of the Rings trilogy and even then, it was heavy going.

Now we live in a different world. Kids understand what hit points mean (or at least 'energy bars') and they know what statistics like Strength, Dexterity represent from playing video game RPGs.
They understand Plate Mail +1 and Potions of Healing from games like that too.
They have their own ideas of magic items, magic mounts and spellcasting from reading Harry Potter.
Vampires and zombies are ubiquitous. 
The most popular drama series on TV features dragons, dire wolves and an army of the undead.

I'd actually missed out on most of this, dropping out of fantasy fandom for a few years and actually not having read JK Rowling's efforts, nor watched Twilight.

So I started considering a list that would help frame a 'modern' view of a fantasy world, and instead of just books I included movies, video games and even anime that I felt had either been influenced by Dnd or indeed could themselves influence a young gamer.

This is a huge list but by no means exhaustive so if anyone out there reads this, I'd appreciate your thoughts... 


FILMS
Star Wars series
Indiana Jones series
The Hobbit/ Lord of the Rings series
Pirates of the Caribbean
Alien quadrilogy
Conan films – original and modern
The Mummy series
Blair Witch Project
Dungeons & Dragons trilogy
Hellboy
The Descent
The Cave
The Abyss
Willow
The Dark Crystal
Labyrinth
Krull/ Legend
Clash of the Titans – the modern remake, and the original films including Jason and the Argonauts/ Seventh Voyage of Sinbad
Van Helsing
The 13th Warrior
Ladyhawke
The Goonies
Inglourious Basterds
Kill Bill
Snow White and the Huntsman
Hansel and Gretel: Witch Hunters
Jack the Giant Slayer
300
47 Ronin
Disney – Aladdin, Hercules, Frozen, Robin Hood, The Black Cauldron, Alice in Wonderland
Big Trouble in Little China
Avatar
How to Train Your Dragon
Brave
Howl’s Moving Castle
Sherlock Holmes
Pan’s Labyrinth
Monty Python and the Quest for the Holy Grail
A Knight’s Tale
Braveheart
Kingdom of Heaven
Princess Monoke
Highlander
Alice in Wonderland – movie with Johnny Depp et al
Robin Hood – Prince of Thieves
Flight of Dragons
The Road
Scott Pilgrim vs The World
Coraline
Spiderwick Chronicles
Gladiator
Thor series
Dune
Shrek series


TV SERIES

Avatar: The Last Airbender
Hercules: The Legendary Journeys
Game of Thrones
Merlin
Supernatural
Rome
Adventure Time
Atlantis
Grimm
Once Upon a Time / Once Upon a Time in Wonderland
Vikings
Dungeons and Dragons cartoon
Record of Lodoss War
Legend of Cristania
Rune Soldier
Scrapped Princess
He Man/ Thunder Cats
Gorgoth of Barbaria
Grimm
Sleepy Hollow
Xena Warrior Princess
Kindred: The Embraced
Arrow
The Walking Dead
Mysterious Cities of Gol
The Heroic Legend of Arslan
Red Dwarf
Black Sails

GAME SHOWS (!)
Knightmare
The Crystal Maze

VIDEO GAMES - these are just some of my own favourites or games I've heard good things about!

Diablo series
Dungeon Hunter
Zelda series
Elder Scrolls/ Skyrim
Fable
Final Fantasy
Secret of Mana
Dragon Quest
Dragon Age
Baldur’s Gate, Eye of the Beholder etc
Kingdom Hearts
Phantasy Star


BOOKS

Anything at all by Robert E Howard
Chronicles of Narnia
Orcs trilogy
Fighting Fantasy gamebooks
Grail Quest series and Barmy Jeffers books (by JH Brennan)
Harry Potter 
Skullduggery Pleasant series
Pullman’s Dark Materials - Golden Compass etc
Discworld series by Terry Pratchett
Chronicles of Prydain
The Hobbit, Lord of the Rings
Dragonlance series
Usbourne Puzzle Adventures (an awesome source of story and puzzle ideas, DMs!)
Horrible Histories
Spiderwick Chronicles
The Sword of Truth series
Joe Abercrombie’s books
 The Road
The Myth series by Robert Asprin (esp Myth Conceptions)
Gotrek and Felix (only the first book unfortunately although younger readers might enjoy the formulaic instalments that follow!)  
HP Lovecraft, including: The Call of Cthulhu
·       The Whisperer in Darkness
·       At the Mountains of Madness
·       The Shadow over Innsmouth
·       The Shadow out of Time



Saturday, 5 September 2015

This is the Neverwinter cleric, but I decided it was Luciana the Wise...





In the ancient times  .... how the early games went down

The first person I gamed with was my wife, simply because I didn't really have anyone else. We started off playing the Dnd Castle Ravenloft board game which came with a few tiles and miniatures, and I couldn't resist hacking it - to add extra monsters, and a bit of roleplaying, and different magic items... and then it basically morphed into Dnd proper.




I should point out that I was a huge RPG, Fighting Fantasy and Warhammer fan back in school before the usual happened - life got in the way. I took a LOOOOONG break from gaming as I went to college, formed rock bands, partied, failed to impress girls, got a job which turned into a career, bought a house and got married.

Then when my wife was pregnant with our first child, I took a deep breath and remembered the person I was all those years ago. Call it extreme forward planning, but I was thinking about gaming with my children one day. I dusted down what was left of my RPG collection (and there wasn't much of it ... I'll tell you that story another time). And then I casually started surfing the web for the latest news in the world of miniatures and RPGs. I was looking for something casual that I remembered from my youth - something like the Heroquest board game or maybe the Fighting Fantasy RPG which sprung from the gamebooks of the same name.

So, this is to blame for tempting me back... as I said, lots of tiles and miniatures come with the game (actually, this pic does not even seem to show half of them - there are 42 miniatures total, see below)

This was early 2011 - and what I found surprised me. I think I expected that things would hardly have changed since 1996. Maybe a few more online games. But Dnd had gotten as far as its fourth edition and was all obsessed with miniatures. Dragon magazine didn't exist anymore! (at least not in physical form...)
There was something out there called Pathfinder, that was Dnd, but apparently also wasn't. There were Robot Chicken, Penny Arcade and Acquisitions Incorporated videos on YouTube. The OSR was beginning to rumble but I wasn't sure what OSR stood for. Warhammer had gone all plastic (or was it finecast?) and the prices of the miniatures made my eye pop.

What I didn't realise then was that, in the case of Dnd at least, the game was in a period of great turbulence - the miniatures line was about to be cancelled, within months there would be no 4e releases, there would be an interminable wait while playtesting happened for the 'Next' edition to appear.
So not the most intuitive time to jump back in to Dnd, but still ... I had plenty of catching up to do.

I wanted a board game we could play on the long nights at home with a baby son so I picked up Castle Ravenloft. As I said it comes with loads of miniatures, which I could not resist painting up, reawakening another childhood obsession for all things 30mm tall, plastic and lead.

This is from the WoTC community pages by some dude called Pewfell. They look stunning, far nicer than my early efforts

We played a few sessions (you don't need a DM for the board game, so that's cool) and had fun - but after a while I sorta turned to my wife and said: "You know, this board game is actually based on a roleplaying game which I played a lot of when I was in school..."
She looked at me funny, unsurprising given that RPGs were never that big a deal in Ireland - certainly not in the 1980s or 1990s. So I grabbed some paper and scrawled out a character sheet from memory, based on my memories of the Basic red box from about 25 years earlier. Luckily most of it is seared on my brain because I was, like, eight when I pored over those two paperback books and I seem to remember EVERYTHING I read when I was eight.

Thus Luciana the Wise, first level cleric, strolled into Waterdeep in search of adventure. Castle Ravenloft features heavily simplifed 4e rules, so we were using those mashed up with what I remembered from Red Box basic, a fairly bizarre hybrid that would have munchkins and grognards alike appalled! I kept in the idea of healing surges because I only had the one PC, but as it turned out even that wasn't enough...

I'd been listening to the Robot Chicken adventure with DM extraordinaire Chris Perkins just that week, trying to get my head around what 4e was like. So the adventure I ran that evening borrowed heavily from his Tomb of the Orc Slayer, plus some other bits I remembered from favourite adventures back in the day.

My wife nearly died in the first room. She went down the webbed corridor (rookie mistake) and I threw two deathjump spiders at her (also... rookie mistake). I soon learned that you can NEVER outnumber a lone PC because one lucky dice roll is gonna end it all. Which is what happened here. She couldn't hit a barn door in the first two rounds while my creepy crawlies went to work.
She was down to 0 in two rounds.
I decided to have some mercy and ruled that she woke up, suspended upside down from a giant web in sorta Aliens-style coccoon. A 13 Strength check and she could burst out and stumble away from danger. She rolled a 15. And luckily, she had some healing surges.

As my family has come to realise, I love giant spiders. Sooo creepy.

So we both learned our first lessons of playing Dnd with your family. And I avoided sleeping on the couch that night.


PS: The Learning DM wrote a cool post about how you can use Castle Ravenloft material for wider Dnd campaigns, as well as looking at some of the other board games and miniatures available. It was written a while back, but it's still worth checking out.



Tuesday, 1 September 2015



Introducing The Party



After a couple of posts about gaming with my son, I'm now turning to the other subject that will feature heavily on the blog - gaming with family of all ages, up to my parents who are in their mid to late sixties.
In the next few posts I'll relate how we all came to sit around a table rolling dice together, but for now prehaps I'll just introduce you to some of the characters  involved:


Dad - Late sixties. Characters include Glyndwr the human bard and Taliesin the halfling druid.
* Likes - Naming characters after figures from Welsh folklore, little historical tidbits dropped into games, appreciates jokes and puns. Genuinely seems to take pride in achieving stuff in-game like solving puzzle or downing a huge monster. Is the only person I know ever to have rolled four crits in a row (I told him I'd give him my house if he managed to do it, but we settled on quadruple damage).
* Dislikes - Identifying dice, writing coherently on his character sheet, staying focused for more than two hours

Mother - Mid sixties. Characters include Puffball Faffyelf the elf wizard and Little Rev the dwarf cleric.
* Likes - Chatting with NPCs, leading the conversation in increasingly ludicrous directions, remembering clues and casting magic missile A LOT
* Dislikes - Rolling dice generally (seems to feel under pressure) and remembering rules


Sister #1
- Early thirties. Hasn't played so much, so just the one character - Mellt the elf druid.
* Likes - Making up silly solutions to problems, some of which actually work. Talking to monsters and animals in funny voices. Acting all malodramatic (she has a DRAMA background) and casting flashy spells.
* Dislikes - The idea that she might actually be enjoying a game that is meant "for losers"

Sister #2 - Mid twenties. One character, Umake Kamakoze the human fighter.
* Likes - Strange accents, singing in character, hitting things very hard for lots of damage. And she is a HUGE fan of Labyrinth.
* Dislikes - Any kind of attempt to bring levity to the game.


Wife - Early thirties. Has played Luciana the Wise, human cleric, and Kaleesi the elf ranger.
Likes - Tactical problems - figuring out advantages in combat, either in the rules or just by giving me 'the look'
Dislikes - Actually learning the rules. Coming up with original character names. Playing for too long. Playing too late. Not eating while playing.

Boyfriend-in-law - Boyfriend of Sister #2, early twenties, has played just one character Commander Lux Flex Plaxiter the dragonborn rogue.
Likes - A lot of stuff about the game, actually. Probably the most natural to grasp DnD having played video games and miniatures games in the past.
Dislikes - Not much, but... Playing in front of his girlfirend and prospective in-laws is probably kinda daunting.