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Sebastian wrote:
I'm actually wrapping up my 3L year at this point. I opted to skip the clerkship step and go straight for the money, so I'm going down to Atlanta to work in the litigation department of a big firm. I'm hoping that the combination of a southern city and a firm with a lifestyle reputation will mean that I still have a couple hours a week to get together and game, but we'll have to see how that goes. You've probably mentioned it before, but what kind of law do you practice? Ahem...yeah...WotC is at least stupid, though I'm not yet convinced that they're evil. Sebastian wrote:
Not to threadjack, but (as a law student) I agree wholeheartedly with Sebastian. Besides, if the lawyer in Fraust's hypothetical case refused to represent the rapist, all that would happen is that the guilty rapist would go to another lawyer and lie about his innocence. If all lawyers refused to represent the guilty, all defendants would be forced to lie to their attorneys and get substandard representation. My plans are a little different. I like the idea of Embril trying to use the jar to free Adimarchus. However, instead of her just kidnapping someone, then failing to get Nerull's help and getting driven insane when she shows up on Carceri, I think it would be more interesting to have her go after the Smoking Eye PC's soul. Then, when she gets to Carceri, she can actually succeed in freeing him. This would require some more work on the part of the DM, as Adimarchus and Embril would probably then be encountered on Occipitus instead of Carceri (though I'd like to have the PCs arrive at Skullrot just in time to see Adimarchus freed). I was planning on having Shebeleth escape the end of "Thirteen Cages" to make for a good boss fight, but I think the clones of Embril work just as well as the real one makes her getaway. Yeah, there have been numerous studies done on the potential psychological effects of roleplaying games, and several criminal defendants have attempted to use RPG addiction as a kind of insanity defense to their crimes. Naturally, none of the psychologists have found any negative effects, and none of the legal arguments held any water. theacemu has listed quite a few resources that you could cite, but here are the ones I went over in that paper I mentioned. 1. James L. Carroll and Paul M. Carolin. Relationship Between Game Playing and Personality. Psychological Reports, v. 64 (1989), pp. 705-06.
These findings were corroborated by my personal correspondence with a former director of adolescent medicine at Albert Einstein College of Medicine named Dr. Kenneth Schonberg, who found the game inherently harmless. Michael Stackpole (the sci-fi writer) also wrote a pretty good defense of RPGs, available at http://www.rpg.net/sites/252/quellen/stackpole/pulling_report.html. If I were you, I'd also be prepared to attempt to go above this social worker's head if necessary, as suggested by another poster in this thread. Most of the people I've come into contact with who began with anti-RPG mindsets were not open to reason. Hopefully some of this information can help! I almost had my first one this past week during the second session of "Life's Bazaar," but I went easy on them, both to avoid souring them of the campaign so quickly and to assuage my reputation as the killer DM of our group. The PCs entered the grell's room, and though they all made their Spot checks, the grell won initiative. It swooped down on the party wizard, quickly paralyzed her, wrapped her up in its tentacles, and began flying away with her frozen form. The party tried bringing it down for a while, but had a great deal of trouble with it. Instead of coup de grace-ing her, I just had the creature bite her a few times and then drop her onto her companions, knocking one of them into negatives as well. It was a tense combat even after that, but they managed to finish the creature off. Doug Sundseth wrote:
Nice. I'm running the SCAP right now, and I think it would be hilarious to run them through a 2+ year campaign, only to mercilessly TPK them in the final encounter. "...Wow. I guess Adimarchus takes over. He probably leads a demon army and destroys Cauldron without you to stop him. Sorry." Sadly, I'm not quite evil enough to make the odds against them completely impossible to overcome. Gurubabaramalamaswami wrote:
Wow, I just noticed that skulks are CR 2 after you said that. My players cut through the first three skulks they've faced as if they were nothing. The one in Ghelve's shop rolled low on Move Silently and was then killed before he even got the chance to act; the first two in Jzadirune got their surprise round, did a total of 3 points of damage, and were then summarily killed. I've actually been concerned about the characters leveling too fast! I've been stingy on XP so far - I only gave them XP for one of the door traps, calculated the skulks as CR 1 creatures, and didn't give them the XP for Ghelve (since it says to award XP if they befriend him or persuade him to make amends - they did neither in my game, just kind of made him feel guilty for his role and then moved on). I might increase the award for the skulks, but only if I manage to play them a little smarter, since they have no chance in a straight-up fight against the characters. mevers wrote:
That's good to hear - part of it may come down to the fact that this is the first serious 3.5 campaign I've had the chance to run. I'm not planning on nerfing their characters or anything; if I feel it's necessary (like if they wipe the floor with Kazmojen), I'll probably beef up some of the later encounters to compensate. BTW, sorry to everyone for threadjacking. Sebastian wrote:
I haven't read the new version of Mage, but don't they answer your problem with the magic system in it? I had heard all magic comes from the fact that you descend from the people of Atlantis or something like that. I'm having a similar problem with a game I just started, though I managed to correct half of it. I knew that one player was a powergamer beforehand, so I told him he could build anything he wanted, figuring that the other, far less experienced players would counterbalance him. So the following week, I returned to find that he had essentially built three (of five) characters for their players, including his own, and two of them were severely twinked out (built using the Book of Nine Swords). They had also all rolled their own stats, and while not nearly as bad as the ones described above in this thread, they were all well above average. Not wanting to mess with them too much, I let them keep the characters and classes, but told them that I had decided on 28 point buy and made them downgrade their stats accordingly. After having played one session, the two BoNS characters are a bit alarming. I'm running "Life's Bazaar," and I don't think those two could go through it by themselves (the traps and lack of healing would get them), but they're making mincemeat of everything in their path thus far. Does anyone have any recommendations? Heathansson wrote:
As best I know, they changed things up for a few reasons. For one, as EvilTurnip mentioned, they had been sitting on an apocalypse story pretty much since the games premiered, and decided to finally pull the trigger on it. Also, I think part of the reason for changing things was so that they could make the games a bit more accessible - they generally cut out a bunch of the splats and got rid of a lot of the complicated history and politics. Sir Kaikillah wrote:
In my own defense, I wasn't planning on outing the cheater right there with cries of "My spy caught you cheating! Mwahahaha, my plan succeeded!" It would be more along the lines of just having her watch the player's rolls over the course of the first session to let me know if there is any problem with cheating. Then, if there is, I'd implement the roll-in-a-box rule without explaining exactly why. I might just go ahead and start off with it anyway, though. Sir Kaikillah wrote:
Is this a common method of cheating? The player in my group always talks about how her die is so lucky...the only problem is that it's very difficult to read it. I'm starting the SCAP this coming weekend, and I really don't want to break trust by forcing everyone to roll in a box in front of me or something that extreme. I think I'm going to station my girlfriend next to this player to keep an eye on her rolls and signal me if she cheats, then implement some harsher measures once I get proof. Finally, the complete lineup of my party has been settled. We've got five players: Human Warblade
The warblade and the swordsage are pretty twinked out, but the cleric and the rogue make up for it, I'm thinking. We'll see how it goes this Thursday when I begin running it! Also, to answer your question, Robert, the soulcage materials would first be shipped to the Ebon Triad's base in the Cauldron area. Upon completion, the finished cages go to the Cagewrights' stronghold deep under the volcano (I forget the name of it right now, but the PCs reach it in "Thirteen Cages"). Wait a minute, everyone. I think we're forgetting the REAL reason Vhalantru can't just bring the half-orcs in through the city gates...there's a 1sp per non-citizen entry fee! If there are 600 troops, that's 60gp. Come on, people, that's some serious cash. I mean, being in charge of the town treasury he could probably waive it or just pocket it again once the fees were paid, but who wants to go through the hassle? I hope it goes without saying that I love this thread and plan on using a lot of this content. Thanks again, everyone! I've never caught anyone cheating while GM'ing, though as a player I suspect that another player is a chronic cheater. She claims to have a "lucky die" which almost always rolls above 15, but on at least one occasion I saw her fudge a die roll - she rolled a 12, griped that she only had +1 in Spot, then announced her total of 15. We usually play around a coffee table, so a bunch of the players end up rolling off by themselves a lot of the time, but if I GM for this person, I plan to have an area designated for all player die rolls. I really like your way of doing things, ZeroCha. I too would be hesitant to offend anyone, but sometimes you just have to let them know that certain things won't be tolerated at the table. That said, the player ghetto mentioned sounds even worse than someone fudging a die roll. Reading the adventures beforehand basically negates the entire purpose of playing, in my opinion. My advice, if you really want to stop him from doing this, is to swap a treasure hoard in your next module for a sphere of annihilation. Poof, no more character. Next time you get the idea that he's doing the same thing, do it again. If you can stomach the problem, keep doing what you've been doing, but I think a tactic like that is pretty damaging to the game and should be treated as such. Tequila Sunrise wrote:
Correct me if I'm wrong, but I think he's joking that it sounds like the two of you might have been telling the same story from different sides. Your story was about intentionally killing off a jerk's characters to get rid of him. His story was about being let go because his characters kept dying. So the fear is that they didn't actually let him go because the characters were dying, the characters were dying because they wanted to let him go. Personally, I've never given anyone the boot from a gaming group. My preferences with respect to gaming tend to differ from most of the people I currently play with, so if someone were going to leave it would probably be me. Since I graduate soon anyway, I've kind of resigned myself to either gradually bringing them around to my way of seeing things or just grinning and bearing it until this summer. To the poster who asked how the dirty deed was done: I believe he was shot in the head by the mercenary/villain Crossbones while heading toward the courthouse after being indicted on federal charges. Also, from what I've heard so far, it's already been admitted that he's not dead within the comics universe. If I'm not mistaken he's in the super-powered version of Gitmo. EDIT: Marvel apparently issued a press release claiming that the statement suggesting that he was still alive was "not what it seems," and emphasizing that Steve Rogers is in fact dead...for now. If I remember correctly, his open attack on the nobility of Cauldron causes the Cagewrights to accelerate their plans and begin the ritual, which is why only half of them are present when the PCs arrive in Thirteen Cages. If you're worried about him wrecking the encounter, you can always just say that they had planned it that way from the beginning and get rid of him. Personally, I'm going to have him arrive after all of good RP'ing is over with. Sebastian wrote:
I don't think the Bard was saying that you have to make a Fort save upon going below -10 hp. Instead, you just get your Fort save modifier as extra hp before death. So if I have a Fort save of +8, I die at -18, no roll required. I've heard of similar rules where you die at the negative value of your Con score, which I think is also a good way of doing it. Saern wrote:
So wait a minute, none of you use rules for caloric intake like the guy in Cryptonomicon? I too would have to go with option 2, though in addition to depending on the rule, I'd expand that to include rules that depend on the context of the game in general. For example, there was a thread about banning PvP in game on the boards a few months ago. Having been a member of a group that is obsessed with PvP to the point of harming the fun of other players, I can sympathize with such a rule even though I've never actually implemented one. Robert Brambley wrote:
I'm pretty sure all of your questions are answered in the HC if you take another look, but I'll take a shot at answering them from memory. Celeste was sent to Cauldron by "a powerful wizard from the north" who is left unidentified in the campaign. She's investigating the corruption in town, and has suspicions about Vhalantru. How she got involved with Davked is also left unexplained, though her concern for the dwarves could be explained either by having her claim that she simply works for Davked or by insinuating that finding Zenith is important to the forces of good in the city (which it is, but even Celeste doesn't really understand why). Davked is not Davked at all - he's actually a doppleganger named Gortio, a direct pawn of Vhalantru's. So when the PCs turn Zenith over to him, he turns around and hands him over to V. Robert Brambley wrote:
First off, to answer your question about Skellerang, he doesn't really appear after Drakthar's Way in the HC. He does apparently work closely alongside Vhalantru and approves of the increased military presence and the addition of half-orc mercenaries to the town guard. The most resolution we get about him is a rumor of his suicide upon learning that Vhalantru and his allies were evil around the time of "Foundations of Flame." Personally, I think I'm going to take another of delvesdeep's suggestions and have Gau Kleeoch attack the city gates after the party at Rhiavadi Manor, killing Skellerang in the process (IMC, Kleeoch was the leader of a band of minotaurs that, along with the black dragon Dhorlot, attacked the city approximately thirty years ago; Skellerang lost his left hand in the battle but became a hero in the city and was promoted for it). Also, not to put words in delvesdeep's mouth, but I think his intention with paring down the Cagewrights was mainly to remove the irrelevant ones. So basically, I think if you can work Louvel into one of your PCs' backgrounds, he still makes a great villain, and all of what you've listed above looks good without downgrading him to a henchman. In my game, no one has any connection to the university (the arcane caster is a witch and not formally trained), so Louvel might wind up getting removed unless I can work him in some other way. Robert Brambley wrote:
The Bluecrater explosion was an idea of mine - it's not mentioned in the AP. Since none of my PCs have ties to the Academy, I had planned to use it as a mostly mysterious event (taking place during Life's Bazaar) that would only become clear in the end, when Louvel was revealed as a Cagewright. Skylar Krewis would have been investigating the murder, after having looked into some allegations that Louvel was practicing the dark arts in his classrooms late at night. However, upon giving it some more thought, I believe I'll hold off on the explosion. I don't want to include completely random elements, so I'll introduce him as an NPC if the characters get involved with Bluecrater, then have him display paranoia about his research (into magical prisons) and then have the mysterious explosion occur. If they never bother with the Academy, I'll probably take delvesdeep's suggestion and replace Louvel altogether. That is great! Shades of Palpatine manipulating Padme into getting him elected Chancellor. If I were you, I might try to let the party know that the election is going on and that the candidates are bad some other way, to avoid too close of a parallel. That definitely sounds like you've got quite a great reveal coming, though! Robert Brambley wrote:
That could definitely work. I'm explaining Vhalantru's presence not as someone who came along and bought a title, but as a "satellite nobleman" - someone belonging to a noble family from another city who came to Cauldron to start his own branch of the family and make a name for himself as an individual. If the PCs look into it, they can find that the Vhalantru name checks out as legitimate, though this Lord V. has been out of touch for quite some time, ever since he left Sasserine. Robert Brambley wrote:
**SPOILERS** He's a Cagewright, and needs to leave the public eye (and at the same time destroy the research he was using the Bluecrater laboratories to finish). I was hoping to have a PC to connect to him, which would make it more significant later, but even without that element I'm going to leave it in as another weird thing that will tie into the Cagewrights' plans in the end. Yeah, there's no index in the HC - a lot of general information is in the front of the book, but it's up to you to remember where it's referenced later on, or whether it is at all. Skie's Treasury, for example, has a detailed write-up in the beginning, then is basically left out of the adventures altogether. As to your question, Robert, if you've read the beginning, you have basically all of the information there is on Bluecrater - it's not a big part of any of the adventures. I'm not going too far in depth on it in my own campaign, as none of my PCs have ties to it, but I am going to have Thearynn Louvel as a professor there who intentionally causes an explosion during Life's Bazaar to fake his own death. Robert Brambley wrote:
The first time the PCs can meet Vhalantru in humanoid form in the HC is during the Flood Festival; if a PC makes it up to the end of the drinking contest, they get to face off against him for the title. I think introducing him earlier as a positive figure could definitely work. I'm still in the planning phase with my campaign, but one idea for you would be to set him off against another politician figure who comes off as more suspicious, possibly Lord Vanderboren or even Lady Rhiavadi. Personally, I'm going to introduce him first during the Flood Festival, but downplay him as a minor figure at that time, later giving more attention to his influence over the Lord Mayor. Talion09 wrote:
The fact that the universe you're writing in is owned by someone else is not the most relevant factor when you're discussing legal ownership of characters and whatnot. The really relevant thing is the contract signed by the creator. Most comic book professionals work through contracts that say something to the effect of "all intellectual property rights in any creations under this contract are assigned to the company." So if I write X-Men for a month and introduce a character, he belongs to Marvel comics. If they agree to publish another comic that I came up with on my own, as long as the contract specifies that the rights belong to them, the copyright again belongs to the company. Similarly, if you have the clout, you can get a contract allowing you to write an established comic book and still get to keep the copyright in new characters you make up. Neil Gaiman had a contract like that with Todd MacFarlane, and wound up getting the rights to a few characters he created for the Spawn universe after going to court to sort it out. The biggest problem in the industry is that very few people have that sort of leverage to use against the companies, and so just about everything published by Marvel or DC belongs to the corporation. The Image labels, if I'm not mistaken, are more creator-friendly that way. Robert Brambley wrote:
Yeah, the players weren't using the same characters they'll have for the SCAP, so they'll be restarting at Level 1 (much to their chagrin). I like the idea that Ghelve is the one who lost the key, but I didn't realize the potential for using this as a prelude until after we'd played a few sessions of it. Even so I think I'll retcon it and have Ghelve be the guy - I doubt any of the players will remember the guy's race anyway. Fraust wrote: Just show them the books, give them a rundown on the type of adventures you were planning on running, and invite them to drop in on a session any time they feel the need. Perhaps even try to get them involved, as it's always good to get parents involved in their children's lives. These are all great suggestions, and I think the fact that the parent in question has already signed the permission slip indicates that he or she is open to reason. That said, I've had encounters with people (namely my girlfriend's parents) who don't care what you say - they think the game is evil in some way. I showed them the books, pointed out how the misperceptions about the game started, etc. They kind of politely nodded and then told her they still didn't like it once I had left. Not that I think this will happen in your case, but I just wanted to warn you that there are some people who will not credit what you have to say on the topic if it conflicts with what they've been told by their religious advisor. EDIT: I wrote a paper on the misperceptions surrounding D&D for graduate school - if you'd like, I can point you in the direction of a few good psychological studies on the effects of RPGs, none of which show any kind of negative effect. Sorry, I should have been more specific. Mad God's Key is from Dungeon #114 (Sept. 2004). It's a first-level adventure in which the characters are hired to track down a special key on behalf of a local locksmith. **Spoiler Alert** The villains have stolen the key (which can open any lock) and a book from the city library that has a magical lock, and are planning to use the secrets inside for evil. The "Mad God" referred to can easily be Adimarchus, and I'm thinking the book should contain the Cagewrights' backup plan for freeing him in case the primary plan fails.
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