DM NomadSage |
4 months in, and I think we've made some excellent progress in the adventure... we're pretty close to the end of the first module! I can tell, however, that things have slowed down a bit as we got into the dungeon crawl environment. I think part of that could be the difficulty of running a methodical dungeon crawl via PbP and keeping it interesting.
... or, it could just be the holiday season! =)
Any suggestions for running the dungeon crawl portions faster-smoother-moreinterestingly, or no change required?
Harlan Starshine |
I think we're doing well, the dungeon crawl is slowing us down a little and I think the holiday season is part of that. I think it might work better if we nominate someone to make a plan of exploration and just follow them, but others may not like that idea.
Maeve Haela |
Part of it's the holiday season, I think. I also don't find myself with a very clear picture of the castle, so I'm having a hard time with figuring out where we should be going from where we are.
Nominating one person to make decisions might help. Also, I know sometimes APs, even if they're dungeon crawls on the face of them, do suggest a couple of narratives that PCs might follow in their pursuit of the story. I don't really know if that applies here but maybe if you peek ahead a bit it might be possible to restructure things for the next section or two in a more dramatic fashion than "Go left or right here, then make the same choice at the next intersection," and then chain several encounters as a natural result of pursuing the choice we make.
As a purely hypothetical example, one branch has ominous chanting coming from well off in the distance, while the other has some signs prisoners were dragged through there, possibly to the tower prison, which do we explore first?
DM NomadSage |
Also, I know sometimes APs, even if they're dungeon crawls on the face of them, do suggest a couple of narratives that PCs might follow in their pursuit of the story...
That makes sense, and there are elements like that in Brinewall Castle... you just haven't come upon them yet. =) In the e-mail and PbP games I've run in the past, dungeon crawls generally need extra "flow management" from the DM, to keep things moving. Just like you said, things can get bogged down pretty fast if it runs from "left-right" decision again and again. In a tabletop game, where everyone can see the dungeon map and follow along, its not so bad.
I'm looking at Kyrademon's JR campaign, which is moving along INSANELY fast (they're well into the third adventure already) and they started the same time we did. Besides her players posting 50 times a day (which I don't expect to match), she uses some cool techniques like "flex time" to run different areas and events simultaneously (more or less). If its not too confusing, I'll see if there's places I can integrate things like that.
Maeve Haela |
Oh, and is there anything I can do to help clarify the picture for you guys?
I'm not sure how much of it is you and how much of it is me trying to balance work, school, conventions, and keeping my father from getting himself arrested trying to deal with the cable company.
Besides her players posting 50 times a day (which I don't expect to match), she uses some cool techniques like "flex time" to run different areas and events simultaneously (more or less). If its not too confusing, I'll see if there's places I can integrate things like that.
This might be good. Also, one thing that might be neat if we can figure out a way to set it up is some "Campfire" sessions for side RP. The pure pbp format requires us to have a little more focus time on the main plot with less ability to get with NPCs or each other for downtime, which I think means we'll lose part of the draw of the AP which is its' strong characters.
Heng |
Speaking of pacing...
I'm moving...again. twice in a month- yeaaaa! and i'll likely be couchsurfing for the next few weeks so posting may be spotty.
I think the pace is fine, i might just go with a majority for a decision so we aren't waiting for everyone to check in. I think that is the biggest drag. Outside of combat, I usually give a 24 hr response time.
DM NomadSage |
This might be good. Also, one thing that might be neat if we can figure out a way to set it up is some "Campfire" sessions for side RP.
That, too, is in the "plan"... unfortunately, the dungeon crawl portions don't integrate a lot, or at all, with the major NPCs, keeping the adventuring focus on the PCs (and rightly so). I'm going to tweak the AP a little bit because, surprisingly, there's not a lot of NPC "stuff" in parts 2 or 3. There's a lot of good ideas on the JR forum to fill this gap, and I have plenty of mine own.
*BREAK*
The following I plagarized from Kyrademon's house rules.
Flex-time allows events/discussions/actions to be resolved in parellel, outside of chronological order. Takes a little extra attention, and making sure you highlight which specific sub-thread you are replying to. Players can essentially be in all sub-threads at once, can make inputs and respond, even after other events have transpired, unless the thread has moved on and someone has specified like "after everyone leaves the room, I will pull X aside and say..." Flex-time ends when an encounter or major plot point needs to be resolved (i.e., combat).
In Dungeon Crawl Mode I will run the exploration, following the most logical path and describing each room in detail. I will assume Take 10 rule for basic Perception and Knowledge checks and relate the pertinent information. I'll stop when you reach a specific decision point, encounter or crisis for you to resolve. Players can use flex-time to go back and do more thorough investigation, etc.
Using the above, we may be able to get through dungeon crawls and the like a little bit quicker. I liken it to when we did the caravan events - I'll run out a list of days and what transpired, and you can interject back to any specific day and say "When we pass the crossroad, I will talk to Sandru..." while another player may point to a different day and say "At the bridge, I will stay behind hidden to watch for anyone following us... and resolve both threads side-by-side.
Does that make sense? Thoughts?
Maeve Haela |
That sounds good to me. I also note that now the Paizo boards seem to have given us the tools for multiple simultaneous gameplay threads, or at least that was what was promised when the tools went up.
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
I'm willing to give it a shot, although I can't say I'm sad with the pace ... really wish this website wasn't blocked at work. IT pisses me off some times.
DM NomadSage |
I didn't mean to imply I was unhappy with the pace; I think we're doing fine overall. I just find running the dungeon crawl via PbP can be a drag. Love this example (also stolen from Kyrademon):
DM: You come into a chamber with three doors leading out, left, right and center. Which way do you choose?
*party deliberates for a week*
Party: We choose left.
DM: Its a broom closet.
*continuing deliberation for the remaining two options*
Tabletop, that sequence takes about 2 minutes... in PbP can really slow things down. I think we can find a way to fast-forward a bit through the "crawling" and leave you with meaningful choices.
Malnival Selintin |
I am in a PBP called DM Jonasty's Shadows in Light WoT Thread, that seems to be utilizing a simular system of narration to propel the plot forward, skipping over minor descisions and allowing more time for RPing. It has been moving along pretty well so far.
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
Need to start reading posts carefully instead of just skimming *Facepalm* Completely missed that Mal got hit again.
Personally I think we should walk into a fight assuming Mal gets hit every round and preload healing for him ... you know, get ahead of the pain curve. :)
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
18 dex and a chain shirt, you would figure I would be ok.
Next spell is shield.....
Blocking with your face can work, ask Rocky Balboa.
Kyrademon |
Hey, there. I hope Flex-time and Dungeon Crawl Mode work out for you guys; after a little tinkering, I think they've been working pretty well for us.
(I don't normally comment on other people's threads since I don't want to come across as Hi! I'm the stranger reading your mail!, but I suspect all the AP GM's secretly look at each others' games from time to time. Anyway, I've been enjoying periodically taking a peek at this game.)
nomadicc |
Thanks! I've been amazed by how quickly your campaign has been progressing, so I was trying to figure out what you used to pull that off... I made sure to give credit! ;o)
I do like to check out other JR game threads, especially to see how other GMs set up encounters, run NPCs and add or twink things. Yours is about the only JR game *ahead* of us, so if some of your ideas reappear, there's a reason...
Harlan Starshine |
Error in math, my mistake. I thought the 11 he did to pink was done to him, which at his HP total in the last update he made would have put him at -14, but my math was wrong and he never took that 11 either. Sorry.
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
Rock on ... are we leveling up mid-dungeon or do we need to wait until we rest?
Malnival Selintin |
HP: 1d5 + 3 ⇒ (5) + 3 = 8
+1 BAB
+1 Ref SV
+1 1st lev spell per day
New Feat: Dervish Dance
Malnival Selintin |
I will change Magus Arcana to:
Familiar (Ex): The magus gains a familiar, using his magus level as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.
How does a Hawk strike you?
Master gains a +3 bonus on sight-based and opposed Perception checks in bright light
Hawk
N Tiny animal
Init +3; Senses low-light vision; Perception +14
Defense
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 size, +2 NA)
HD: 3
HP: 11
Saves:
Fort +3, Ref +5, Will +5 (Base: Fort +3, Ref +2, Wil +3)
Offense
Speed 10 ft., fly 60 ft. (average)
Melee: 2 talons +7 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 6, Dex 17, Con 11, Int 7, Wis 14, Cha 7
Base Atk +2; CMB +3; CMD 11
Feats Weapon Finesse
Skills Fly +7, Perception +14; Racial Modifier +8 Perception
SA
Improved Evasion, Alertness, Shair spell, empathic link, Deliver touch spells
Maeve Haela |
HP: 1d5 + 3 ⇒ (2) + 3 = 5
New Spells: Mending, Expeditious Retreat
New Feat: Janni Style
I'll deal with actual updates in a day or so - my old HL portfolio's shot along with most of my gear tracking, so I'm going to have to go over the thread.
Harlan Starshine |
1d5 + 3 ⇒ (3) + 3 = 6
Harlan
Oracle +1
HP + 7
Revelation
Safe Curing - Whenever you cast a spell that heals the target of hit point damage, you do not provoke attacks of opportunity.
Skills
Diplomacy +1
Heal +1
K. Religion +1
Ride +1
Spellcraft +1
Survival +1
BAB +1
Saves
+1 Fort
+1 Reflex
Feat
Point Blank Shot
Spells
Burning Disarm
+1 Sandru
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
HP: 1d8 + 2 ⇒ (3) + 2 = 5
BAB: +1
Ref Save: +1
Weapon Channel (Touch)
+1 spells per day (1st)
New 1st level Spell: Chill Touch
Power Attack
+1 Perception
+1 Intimidate
+1 Spellcraft
+1 Ameiko