I normally write a roundup post on Wednesday, drawing together a whole lot of content about roleplaying games (particularly 5th edition Dungeons & Dragons). This week got away from me a bit, so here it is on Friday:
- ‘There Are No Mistakes in Role Play (Just Character Moments You Haven’t Explained Yet)’ TBQ’s Tiny Tips for Tabletop Roleplaying – this post encourages players to just go along with their roleplaying ‘mistakes’, and make them opportunities for character development
- ‘Warforged and Clockworks’ The Black Coyote – this post draws together a whole lot of options for playing as a construct (such as the Eberron setting’s warforged)
For players and DMs:
- ‘The Path of Notes’ Monte Cook Games – this article looks at how the game Invisible Sun has been designed so that players have got to take notes, which will end up becoming a memento of their adventure
- ‘The Final Gonzo Epic Artifact’ The Adventures of Crimson Overcoat – this post describes a living artifact that removes a character’s heart and implants itself in the character’s body. The implanted person gains a whole lot of overpowered abilities but is dependant on the implant to live.
- ‘What creature stats would you use for manatees?’ Sage Advice – discussion with Chris Perkins about adopting a cow’s stats to represent a manatee. (You could also do the same for a dugong.)
- ‘Running Gods in Dungeons & Dragons’ Power Score – this article looks at some of the problems with including gods in your adventures, along with some ways to portray gods
- ‘A D&D Player Needs All the Stuff, a D&D DM Needs Even More Stuff’ Nerdardchy – this video and article look at the importance of keeping track of things as a DM – particularly character development and items
- ‘3 Different Plot Hooks for D&D’ High Level Games – this article presents a few plot hooks for odd adventures
- ‘6 Types of Fear and How to Use Them’ High Level Games – this article looks at a number of ways you can use fear to draw players into the game
- ‘7 Ways to Dodge the Dreaded TPK’ CraightonBroadhurst.com – this article suggests some ways of avoiding (or delaying) wiping out all your players
Content I’ve published recently:
- ‘Goofy Descends into Hell’ – in the most recent Planescape adventure I played in, we used the Open Legend system instead of D&D
- ‘#Dungeondrawingdudes: Week 3’ – each day this month I’ve been participating in the #Dungeondrawingdudes challenge, so there’s now three weeks worth of my illustrations (like this tiefling street-performer), which you can download use in your home game
- ‘A Cheeky Response to #Dungeondrawingdudes’ – I thought one of the #Dungeondrawingdudes challenges was a bit disrespectful, so I made a cheeky response
- ‘Redcaps and Violence’ – #Dungeondrawingdudes and Nerdarchy got me thinking about redcaps and the tendency of violence to escalate
- ‘Valley of Eternity: The Hunt’ – last week I had my first attempt at running a game of Valley of Eternity, the existentialist penguin roleplaying game
Last Sunday I played using the Open Legend system for the first time. Our dungeonmaster has been keen to run a Planescape adventure about breaking out of the prison-plane of Carceri, but hasn’t been finding that Dungeons & Dragons rules promote roleplay or collaboration as much as she’d like.
Having a look at the rules, what I like is that character creation is very flexible. Rather than offering classes and races for a specific kind of setting, there are a whole lot of basic character attributes that can be used in different ways. You could use the ‘Alternate Form’ feat to make a lycanthropic character or a shapeshifting druid. You could use the ‘Companion’ feat to represent a character’s hired bodyguard or an animal companion or a sibling who tags along for adventures. So it’s very modular, very flexible. Because there’s no detailed flavour tied to the attributes, you can use them for a whole bunch of genres and settings, or for a mashup of genres and settings. That meant we were able to have an adventuring party consisting of a halfling, an orc and an anthropomorphic cartoon dog.
I think the downside of the openness and flexibility is that the game can depend a lot on the ability of the players to get their character across. In our adventure, I was playing a psionic orc and another player was a shady halfling. The third player, when he was told he could play as anything or anyone, said, ‘I’ll be Goofy.’ I think that was actually really helpful because we know who he is and what he’s like, and we get how cartoon slapstick works. He was able to get the character concept across easily by having Goofy walk up imaginary stairs or elongate his arms in order to catch falling adventurers. I think my psionic orc and the sinister halfling were less clear, so it was harder to get into the swing of things.
Back to the positive: another thing that makes Open Legend stand out if the way that dice ‘explode’. If you roll a die, whether it’s a d4 or a d20, maximum rolls are repeated and added. So If you had to roll a d20 and a 1d6 and rolled a 20 and a 3, you’d expect to get a score of 23. But because you rolled a 20 on the d20, you would roll the d20 again and add the result to the 23. If you rolled another 20, it would explode again. The same thing would happen with the d6 if you had rolled a 6 – you’d roll it again and add the result to your score. This means that you can end up with some really high scores and results, and it means the game really lends itself to characters every now and then managing ridiculous, epic achievements.
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If you want to check out Open Legend, the rules are available for free on their website. You can also try out their free, play-to-learn adventure, ‘A Star Once Fallen’ or support their Kickstarter campaign to publish their Amaurea’s Dawn adventure setting.
A week ago I started trying out running Dungeons & Dragons over Twitter. I’ve been wanting to try out running D&D without much planning, using ideas detailed in The Lazy Dungeonmaster. Because I was using Twitter’s quiz function it took a little while to get going, but it’s underway now.
Last Saturday I asked what classes we should have in the party, and on Sunday I asked what races the characters should have. We ended up with a tabaxi (cat person) monk, a half-orc paladin, a gnome artificer and a human sorcerer. (The results were tied for the artificer’s and sorcercer’s races, so for each I chose one of the more conservative tied options.) I think on Monday and Tuesday I did some work developing the characters. I wrote up some character sheets and drew some illustrations:
As I said, I’ve been trying to work with The Lazy DM‘s suggestion of not preparing much. (I think it is also possible to plan even less when it is over Twitter, because when I’ve been asking particpants for directions, the polls have had a 24 hour deadline. That means there’s plenty of time to figure out what the results of the possible choices might be.) One of the book’s suggestions is just preparing three directions that the adventure could go in a session, and I tried that out.
In order to prepare three possible directions I opened some virtual Magic: The Gathering boosters using Bestiare and had a look for a few of the cards to see what could be good adventure hooks. (I chose boosters from the Return to Ravnica block, because I thought they should fit with the theme we’d chosen.) I saw a card depicting some guards standing around a corpse. I saw one card showing of a thief breaking into a building. I saw a card depicting a giant, carnivorous houseplant. These images became the seeds for the three directions I chose to offer the party.
When I asked which adventure path the adventurers should take, we had a tie, so I nodded to one option and then had the party follow the other option.
I inserted the monster that I’d based on the carnivorous plant card – there were three carnivous plants smashing their way into an adjacent flat looking for food.
If you want to join in, the thread is over here.
Yesterday I read the story from Chicagoist about the dinosaur skeleton Twitter account that is running a Dungeons and Dragons adventure. I’ve been thinking as lot about how to run D&D more collaboratively, and it struck me that what Sue theb T-rex is doing could be a good example. The administrator tweets to their followers about what is going on in the adventure, and then posts polls to ask what they party should do. (You can have a look at the whole thread here.) There’s no sense that the party members correspond to particular players. It’s more like the whole party represents all the players. I thought I’d have a go at running an adventure this way myself. If you’d like to participate, the thread starts here and we’ve just started the party building stage.