Roldare

zerochosen's page

Goblin Squad Member. Organized Play Member. 15 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Shadow Lodge

Nice spot, I never noticed this didn't exist - I just used the 3.5 rules.

Shadow Lodge

Welcome Sibel... it's great to have an official presence on the south coast.

I'll be sending you an email soon about Gong-Con :)

Shadow Lodge Goblin Squad Member

Big vote yes for creatures not popping into existence unless they have the magic to do so - we have computers and internet connections that can process this stuff now; it's just lazy programming and unimaginative scripting.

And another vote yes for logical loot drops on corpses. If I kill a boar I should be getting meat, or tusks and hide if I know what i'm doing. If a boar is carrying 10 gold pieces, I'm afraid to know how I found them :)

Shadow Lodge Goblin Squad Member

One thing I really liked about DDO was no health regeneration in the middle of an adventure. I think camping in order to (non magically) heal is a must for this kind of game, otherwise the "survival" aspect of the game will only be untill the end of a fight, making all that wilderness exploring not about survival at all.

If you are in the middle of nowhere there should be an element of risk more complicated than the level of the next mob over the hill.

"rations" could be equipment that need to be purchased if you plan on being away for a long time (like buying 2 weeks of dried rations in oldschool D&D). Characters with survival skills could drastically reduce the amount needed, or even produce supplies to sell (the ranger turning up back in town with a bunch of dried meat for sale).

Shadow Lodge Goblin Squad Member

They could go the way of some MMOs and have stance styles such as agressive, joker, humble etc. at character generation.

Shadow Lodge

Hexcaliber wrote:
Two headed things tend to represent diminished intellect and internal conflict. Neither apply here.

... and little girls tend to be hags in disguise - you can't blame the guy for breaking stereotypes. I'm sure the good people of Albania and Montenegro will appreciate their flag now being a symbol for diminished intellect and internal conflict... way to create an international incident, Hexcaliber :D

The two headed eagle has often been a sign of strength and vigilance in history, and I'm pretty sure the Haga is a mythological beast in its own right (in ancient Rome? Check your local intermenet for more information). Hats off to Mr Posener for following the old school tradition of bringing monsters from our history books to maul the snot out of us in modern role playing games.

I’d personally use this monster in a campaign instead of the clichéd sphinx – the Haga is far more freaky and intimidating... and has that classic mix of the familiar and the alien that many mythological creatures hold.

Good work David, you’ve got my vote!

Shadow Lodge

This is kind of sucky - I'll look for a blog that Dave isn't filtered out of.

Shadow Lodge

Great map dave, exactly the kind of thing we were talking about before...

Shadow Lodge

Woodtown
Junction
Trader's Lot
Waypoint

Shadow Lodge

Damn, posted response to S Daves list but it got eaten.

Basically agree with all assumptions.

Racial communities would exist but be more isolated and rare... most sentinent (PHB) races will work together for mutual protection from the monsters.

Economics: The bigger the town, the more coinage. Coins are most likely pre cacaclysm and new mints are very rare.

Shadow Lodge

Donna is most likely out for this one, unless the hype is too much to resist. Cal is no good for weekends because he needs his smoochy time. Tristan is a definite possibility if he has the time.

Instead of starting macro and later focusing on the micro, I suggest we start small and work our way out. Imagine these characters with only the geographical knowledge that they have seen, been told about or read from a (likely outdated) book. They would know their home town and the few miles around it well, see the forest or mountain range in the distance, know that there is a major trading town down river etc. Anything else they can learn from adventure hooks (i.e. there is a crazy old wizard in a swamp a over the mountains to the south).

This way we require very little in the way of a map to begin with... pretty much a blank canvas which each DM can fill in with areas as they need them for adventures. Local Dave and I talked about the characters drawing their own map, which we'd be happy to draw as we learn new of terrain. The DM could have a separate, more accurate map.

Since this is an age of rediscovery after some kind of cataclysm, the only maps that the characters can find of the world/continent would be pre disaster and may be potentially wrong.

Working out what races we want to play and making the local area fit with their existence is a good idea (i.e. a dwarf character could have a bunch of tin miners working in a nearby hill). I think that 4th edition will assume that the world is a bit more multicultural, and major towns will have a mix of all PHB races living together. A race based nation could be nothing more than a name to begin with - are the players refugees from the nation before the cataclysm? Does the nation still exist? Mostly up to the player I guess.

Shadow Lodge

Now are we expecting additional players to rock up for this one?

Last I heard Donna was interested in playing (but not necessarily DMing) but what about Tristan, Cal or other miscellaneous hangers-on?

Anyway, I'll start with the Map:

I think the best way to start is with an overall map that covers the entire world, but is basically just an outline of the continents. A simple suggestion is to take the map of the world (Earth) and switch the elevations of the sea and the land. e.g. the Mariana Trench becomes the new world's highest mountain range, and the Himalayas become the deepest ocean. The ocean shore stays relatively the same but which side is the land becomes inverted. If we follow some natural topography rules from there we have a map everyone can roughly draw.

(White is the land mass; black is the oceans / lakes)

http://69.90.174.248/photos/display_pic_with_logo/63263/63263,1156320277,1. jpg

Now we pick a region that will have a climate like the one we wish to play in (probably temperate). Right were the camera is in the picture seems about right. About where Panama is there should be a major trade city (like Nova Roma / Byzantium / Constantanope / Istambul), and the area at the top of the camera would have a climate much like medieval europe (if the world rotates in the same direction and the water cycle isn't controlled by capricious Djinn).

If we zoom in (to an area about the size of the circle in the picture - which is roughly the size of Europe, and boy did those guys get to have some adventures!) and then add some detail by consensus (nations / cities / villages etc.) from there. I personally think we should come up with the races we would like to play and then determine cuture / location of nations from there.

OK - more later. (We should really move this blog to one I can access at work, so I can get some serious time-wasting done there!)

Dave

Shadow Lodge

Here is a list of things (some obvious) which are core conceits of the new campaign: add and discuss as necessary.

+ Traditional Sword and Sorcery setting (i.e. Western European).
+ 4th edition core only (races, classes monsters etc.); This is a chance to test the new rules.
+ "Points of Light in in a world of darkness" core rules concept (Civilisation is in small pockets, the rest of the world is unexplored wilderness).
+ Temperate climate (no Arctic/jungle/water world campaigns).
+ The characters are the "Good Guys" although not necessarily good).

Shadow Lodge

Ideas For a ‘DM-Relay’ Campaign For 4th Edition D&D:

Here are some possible outlines for how we might go about setting up a game in which four of the players (Dan, Pete, Local Dave & Sydney Dave) alternate DMing with the new system:

Firstly, we design the setting. It needs to be talked over broadly before-hand; do we want a finished map at the start, or to expand outwards from one detailed location? Do we want detail of political/historical parameters, or a much looser setting? For my 2-cents-worth, I think some kind of frontier setting, where the political situation is evolving presently would suit our purposes admirably. That way we make our setting as we play.

On the other hand, I think a finished map at the outset might be better- at least then we have a notion of a world around us rather than just a few square miles and then fog. One way in which we might still evolve the setting organically, though, would be to discuss and agree upon:
a) climate.
b) basic terrain within a few hundred square miles (a big island might work well).
c) major resources- why is this place a developing frontier; why did people come?. c) the degree of settlement (none/frontier stockades/20 year old towns etc...)

That being decided, we have the lay of the land and can draw a map, either together or leave it up to one enthusiastic DM, who consults with the others as the map is made.

Next, we give each DM one core-race to write up: how do they fit in here? Are they isolationists, or do they get on well with other races? Do they have their own settlement/s, or do they just stay anywhere available? If they mainly stay in one area, where, and why? I’m talking about a few hundred words- we probably don’t want too much detail, just bare bones we can flesh out later.

After we’ve done one core race each, the last four can come together more easily- one each again, but by now we already know a lot about our setting. If we save the trickier races till last, we should be thinking about where they’ll fit in by this stage anyway.

We’re almost ready to play now. We should have our main towns and the environs surrounding them, and know where populations of PC races are focused. Hopefully by this point we might have been discussing how monsters etc fit in. So now each DM has to come up with:
a) three special locations (ruins, spooky wood, dangerous mountain-pass etc..) that the adventurers have heard of and might want to check out. Bare bones here again. The idea is that the location should be suitable for an adventure at 1st or 10th level- so no specifics should be mentioned.
b) Three plot hooks. These are probably similar to the above, but perhaps not linked to any specific location.
c) Then discuss, and add to the map.

So by this stage we’re looking pretty good to start. If we have kept things a bit
open ended everyone should have some adventure ideas, and we can roll up characters. Then all we need is one DM (the one champing at the bit the most) to volunteer for first up, and we’re away.
As we’ve discussed, DM no.1’s PC is run as an NPC for now. Apart from the adventure, each DM should present 1 more hook during his game. Once the adventure is over, the group (now all as PC’s for five minutes) discuss what they want to do next. Once agreed, one of us volunteers to develop and run that adventure, and so on. Ideally, once everyone has had a go, it should rotate back to DM no.1 again, and henceforth we take it in turns.

There are a bunch of things I like about this kind of game:

a) All DMs get a go. This not only relieves pressure on a DM, but on the players too- they don’t have to worry about whether or not to join a DM’s game due to time constraints- it is one campaign.
b) I genuinely admire you guys as players and DMs, and we get a chance to colaborate creatively, and see and learn from each others styles of DMing.
c) By its nature such a campaign is organic- we’ll be discovering a world through play, improvising, and surprising ourselves and each other as we go along.
d) Seems like a great way to learn the new rules together.
e) For once, a working democracy! It might be a farce in the real world, but here, everyone gets an opinion (including players who just play) about what they want their world and game to be.

I don’t know about everyone else, but I for one am sick of my own ego interfering with my gaming. I have no interest anymore in dragging players, my friends, into whatever happens to be my bright idea for this week. The great thing, actually, about gaming, is that it’s a social activity, something we all do together. My friends are the best thing about gaming, and it is easy to forget this when swamped with ideas for the next big game. So, enough of what I want! A good DM, as we all know, gives his players what they want, and his reward is his players fun and excitement, and the fact that they want to play in his game. With this kind of game, all four of us get that benefit.

Shadow Lodge

Hi all,

This blog has been created to discuss how we are going to go about our 4th edition co-DMing campaign. Some things to consider are:

+ The core conceits of the campaign
+ How mapping and exploration is dealt with
+ How adventure hooks are generated and distributed
+ How DM resources are shared (NPCs etc.).

If we can get some things nutted out now, the transition to our new game can be smoother.

Cheers, Dan