Friday, December 22, 2017

Update on Experiment

While I have not tested it with a larger group, on Saturday 16 December 2017, I tried my new setting. I sat down with a friend of mine and did a usability test. We played through four hours of content. The content was simply them picking a direction and doing Survival rolls to avoid being lost, while interacting with random events I rolled.

Each hex is 1 square mile/ 1.6 kilometers.
They managed to explore a fair bit of the map, which I placed into a map making program known as Hexographer later. Next session I will update as we go rather than afterwards. The person testing the setting purposefully tried strange things in order to derail or ruin the game. The setting is meant to have a high degree of improvisation on my part, except for random event and encounter tables, so it helped with the test.

Once the holiday season is over I should be able to wrangle people together for more Dungeons and Dragons play sessions. For now there is not much I can do with everyone being busy. That is all for this week's post. Enjoy the holidays.

Friday, December 15, 2017

Experimenting

Getting players to gather on a regular schedule is a frustrating act, both for the Game Master (GM) and the players. It may seem innocuous, but gathering 3 or more people into a single room is difficult as everyone has responsibilities away from the game table. I have been looking into a style of Dungeons and Dragons (D&D) known as West Marches.

The style is called that because the setting it was run in was the West Marches setting. The general idea behind the campaign is to make up for the inability for players to always meet up. West Marches style is far more player driven than GM driven. Rather than the GM makes everything and sit down to lead the players down a story arc, the players decide where they want to go and a GM agrees to make content for that spot.

This style of play can have up to fifty people because they are not playing at the same table together. It is instead fifty people who are in communication with each other to find party members and GMs to do content with. Sometimes rules like, "you can't play with the same person more than twice in a row," are put in place to prevent cliques from forming and to ensure everyone can get a party formed.

What I want to borrow from this style for my collection of friends is the ability to meet in varied groups and sizes. The idea is simply trying to overcome the inability for all 9 of us to meet up every two weeks. I posed the idea to our group chat to see who will agree to it. The idea is rough at the moment: we have the same setting, short sessions, build lore as we go, don't over power players, players understand house rules will alter between GMs, and so on.

If this doesn't work, I might just make a simple murder dungeon or combat zone players can jump in on at any point. I don't see any reason why we should all cease playing entirely, nor the various people who want to be GMs should not just try with one-offs first. I probably would have been a better GM had I tried a one-off rather than jumping into a grand campaign without any grasp of the rules. I doubt there will be any play before Christmas, but hopefully we I can get a consensus from people before January.

Monday, December 4, 2017

Festivals

Considering how the holiday season is here, I thought it would be appropriate to talk about using festivals and other forms of celebration in Dungeons and Dragons (D&D). Let's consider why festivals are important to us in real life, why they are important to the non player character (NPCs) in D&D, why they are important to the players and their characters, and where these various ideas transfer.

The Dungeon Master's Guide first mentions festivals in terms in relation to gods. Specifically in most D&D worlds people are polytheistic and festivals can be for various gods, often occurring at temples. (Mearls, 10). It makes sense too as many festivals and holidays in our own world have religious origins or at least aspects. In a practical sense too, a Game Master (G.M.)/ Dungeon Master (D.M.) can just say a celebration is happening at the temple of the God it's about.

If you use a calendar for a campaign, festivals can be a way to help track parts of the year. Older cultures would track the winter solstice, modern American culture tracks Halloween, Thanksgiving, and Christmas. Institutions such as school will give time off for people specifically to allow them to engage in these holidays. I know from personal experience the same goes for Mardi Gras in Louisiana.

Some towns might celebrate a festival more than others as well, or it might just be a regional celebration. Do not be hesitant to draw off of real world celebrations or even copy them for your campaign. I know for my Abrana setting I made a rough outline of a festival like Carnival in Venice. I also knew that the people in the burghs outside the city celebrated the end of the harvest.

A major point about festivals are why people celebrate them. You do not have to give a detailed backstory on the history of a festival, but some insight into its nature will help give life to your setting. Let us make up a rough outline for a festival. To be fun about it we will base the festival around drinking; we will draw loosely from Oktoberfest and St. Patrick's Day.

If we want a religious aspect of it we can ascribe it to a God of Revelry like Dionysus,  or have it be a celebration of an event in the past. The celebration can have reenactments, sermons, or subtle symbols. E.G. if the festival is honoring a past war won, then have drinks with the colors of the nation's flag and a mass mock battle for players to compete in for prizes.

That is another thing, leave options for your players to participate in the celebration if they want to. Some players like to carouse and others do not. One thing you could do for the hypothetical festival we are using, make the players do a drinking contest. The players place bets and roll constitution saving throws against each other and N.P.C.s. After each round increase the difficulty class. The winner gets all the items/ currency betted. You can even have the event be considered illegal in the particular town the party is in, so they then need to escape from a police raid after the contest. I am certain you will have players trying to steal from the bet pile before leaving.

The general idea is creating a theme for the players to interact with in some way. People are not going to want to hear about a fun festival; they want to see it. Also as stated, some players do not like to spend time in towns even if there is a festival occurring. That is the reason why you should not spend too much time outlining the backstory of a celebration. Highlighting certain key features is all you will need to set a scene, "You all arrive at the village and see bushels of wheat layered on numerous carts. In the center of the town peasants string lanterns up on cheap hemp rope. A cleric is standing in the center of town placing purple and yellow paint on their face with an expensive robe and scythe placed to the side. Children run around a maypole and the tavern is hurriedly rolling extra barrels out to tap."

If the party wants to ask people locals about the festival they can. The locals might not even know why they celebrate a festival, it is just tradition. Try asking people at random why we celebrate St. Patrick's day. Very few know the history, but many enjoy the celebration all the same.

That is all for this week, thanks for reading.

Work Cited
Mearls, Mike, James Crawford, et. al. Dungeon Master's Guide. U.S.A.: Wizard's of the Coast. LLC, December 2014. Print.

Sunday, November 26, 2017

Nothing new this week

Thanksgiving occurred this week, so I have not put any work into this blog. I did start up a post on festivals and how to implement them into a game setting though. Most of my time has been dealing with a few life issues, and making a Christmas present for a friend. I'm nowhere near close to finishing said present despite all the time off I've had from college this week, yet it has made phenomenal progress. I will have the current form posted below for those curious. Essentially the friend likes two things a lot, Pusheen and Dragon Age Inquisition. I will not be able to contact them during Christmas time, so the art will be given to them on their birthday [1st December].

Reference Image:

Current Status of my Present:
Only outlines, sky, and rock faces are completed.

Saturday, November 18, 2017

Asteria Rising: Update 9

Work has at last commenced on tables. For those of you confused, Asteria Rising is prototype science-fiction (sci-fi) table-top-role-playing game I'm making. It initially started as a sci-fi homemade campaign for some of my players. I decided to mark done some of our household rules, the things we do and don't do in regards to the official Dungeons and Dragons (D&D) rules.

A major theme was to better encourage exploration and fear of the wilderness, things that rarely happened with my players but were all highlights when it happened. As such, I have been meaning to create a series of tables to help randomly generate environment, non player characters (NPCs), alien creatures, et cetera.

I will admit, not very much has been accomplished with the tables. They need to begin a small prototyping phase. By that I mean, "rolling dice on them to make things." It is the only way to ensure the tables will be intuitive and comprehensive enough for my needs, and any other game master's needs. So far there are two tables.
The first focuses loosely on a 1d6 die roll to determine a general classification of the animal. This one will most likely change, possibly being expanded upon. The second table, is about the creature's disposition toward the party. Docile would be willing to come close to the party, and would not attack them. Think like livestock or pets, they will attacked if provoked but they will be comfortable around the party.

Neutral is more wary like a deer, bird, or squirrel. It will be cautious of the party, perhaps flee from it, but generally not take the first attack. Hostile can be best thought as territorial creatures, such as a wild boar or bear. This disposition means a creature will fight the party whether they intend to fight the creature or not. Predatory is a creature that tracks the party down like a pack of wolves or pride of lions. These creatures are the most dangerous as the party will have to kill or go leagues out of their way to avoid.

I'll have to add tables for size, features, attacks, and so on. Next I'll need to decide what on the tables are meant to go toward stats for the creatures [mechanical weight] and what tables only affect the narrative [Role-play experience]. There is no Challenge Rating (CR) like in D&D, but I might have to come up with a rough guidelines for building creatures and encounters that aren't too dangerous for a party of players. I know I wouldn't want to accidently kill all my players.

Tables focusing on environment will be fairly simple. There will be overarching features such as biomes (desert, mountain, et cetera), then probably more unique features (strange rock circle, magnetized, et cetera). Tables about NPCs will mirror the tables for the same thing in the Dungeon Master's Guide for D&D. That will give rolls for personality, features, skills, mannerisms, et cetera.

My hope is that the next update post will have more on the various tables, or I'll be able to give a preview of the three player classes I've been working on.

Until then, have a great day.

Friday, November 10, 2017

Writing Process: Part 4 - Revision

Revision is crucial when creating content. Player's will not run into the need to revise beyond perhaps changing the direction for their character. A game master (G.M.) will, for they need to come up with a general outline for their campaign. The amount of writing done will depend on a G.M.'s particular amount and form of preparatory work. As such, I will go over the general act of revising.

Revision means to alter or change. In terms of writing, revision refers to large changes to the overall piece. Fixing a few spelling errors or removing a sentence is more in-line with editing rather than revision. To change the content or to alter multiple paragraphs in a piece would be revision.

It is a loose definition; therefore, in Dungeons & Dragons (D&D) revision could be used when the G.M. needs to alter an encounter at the end of a session because the players reached an area of the dungeon they were not supposed to. Revision could also be the players consistently getting off track and going to deal with another task, so the G.M. decides to begin tying that content in with the overall story or simply join the players in abandoning the original story.

An example would be with my first campaign. The players were initially meant to be hired goons for a noble, but they continually decided to focus on building a cult to the cleric's god. As such, I tied their attempts to create a cult into the story by having the more established religions of the area attempt to hinder the players. I revised the campaign to include what they wanted to do.

Within the same campaign, the players kept doing murder-hobo (just mindless killing) acts. I changed their alignment (morality in game) and put them on a new story line where they would become villains. In this instance, I revised the campaign by doing a massive change of the story.

Let's consider revision for my first post in this serialWriting Process: Part 1 - Rambling. The post was sharedsee Writing Process: Part 2 - Sharingfor the comments made on it. Based off the comments it needs to be considered how the piece is improperly organized, which makes sense from it being a freewrite. What will help in organizing will be the exclusion of  some of the questions posed.

Two big topics I discussed were, "what does immersion mean in D&D," and, "making a webcomic to go with this site." These are both topics worth exploring; however, they are too different to include in a single post. For this part of the revision, one has to be picked and the other excluded.

I will pick the question, "What does immersion mean in D&D?" Exploring that topic sounds far more interesting to me. The big issue people run into with this aspect of the writing process is how it restarts the process. Once the revision occurs, a new draft is made that must be shared and examined for potential revision again. The first part of the writing process [brainstorming] can occur during revision too as you will need to come up with new ideas for the piece; it is mainly for large revisions.

It is for this reason the act is termed the Writing Process, for it requires numerous recurring steps to make a final product.

Saturday, November 4, 2017

Salutations

Salutations blog readers. I decided on a far more relaxed post this week. I have been thinking about making this blog focuses on games in general or even other topics rather than just Dungeons and Dragons (D&D). It would not be a hard transition considering Asteria Rising went from being a D&D homebrew into its own table-top game. I am not sure what I would add though.  A big part of this want to talk about more than only D&D really comes from a desire to be flexible. You will know my decision once it is made; I am simply keeping everyone up to date.

My academic career has hit a snag. The hours I needed to graduate with my Bachelor of Arts in Professional and Technical Writing were miscalculated. For those unfamiliar with American university, each class has credit hours that are used as to determine the workload of a course. Credit hours are also used to by the university to calculate a student's progress toward their degree. I need 120 hours. I thought I would be done this semester, yet the hours were miscalculated and I will need 8 more credit hours. In American university you also pay tuition, so I've been busy gathering up money to afford 8 credit hours [roughly another $4,000 of tuition at my school]. That is why my last post and this one do not have as much effort put into them.

In less frustrating news, I have been trying to start up a new campaign with some people. Trying is the apt term as they are rather busy. So far, the collection is a friend from work who has never played D&D and her boyfriend who has never played 5th edition D&D. It would be an interesting experience to both teach someone new to the game and watch a more experienced player transfer skills over from the last edition.

Once we finally meet, I will add any lore the campaign generates to the Homebrewed page on the blog. The current idea is to have them be part of a adventure guild or monster hunter group. Something to give them more connection to the world and people in it. I will know for certain once we have our Session 0 [meeting where ideas for the campaign are generated]. I am anxious to get back into the Game Master (GM) seat. I enjoy that position far more than the player seat.

See you next week.

Sunday, October 29, 2017

Writing Process: Part 3 - Drafting/Writing

It might seem strange that this stage comes after sharing. The reason is sharing can be done with either brainstorming or drafting. What makes writing a process is the fact its steps are repeatable. You come up with an idea, draft it, you share it, you redraft, share again, and maybe even scrap everything then start from scratch. I freewrite for my brainstorming [first step] because it gets a draft out there right away, but everyone has their own methods. Some people make outlines and others visual aids to get a sense of what to write first.

Drafting in Dungeons and Dragons (D&D) is important because it gets content laid out on a page. The freewrite [Writing Process: Part 1 - Rambling] is sort of a draft. Writing is a process, yet it is not a linear process. Brainstorming always comes first as the ideas need to be generated. After that comes either the drafting or sharing part of the process. Most of the time I draft my work after brainstorming, yet with D&D I like to talk to people about the ideas my brain stormed first too.

Step 3 of the writing process is simply to have the work written. If you are like me and freewrite for your brainstorming, it is best to implement any comments people made on your work. This effectively creates a second draft. Yes, the writing process will require multiple drafts, but that's a good thing. The more work one puts into their writing the more refined it will be.


*Note to audience: I would have given an example of this serial's first part having been updated but I'm busy with classes. Next update in this serial will be more robust.


Have a great week everyone.

Saturday, October 21, 2017

Peddler

To break up the Writing Process serial, I'm posting about a fun encounter I created. I've yet to test it with actual people, yet the concept is interesting. My first play group has been struggling to meet up and get back to our campaign in the Deadlands—map is provided below.

Deadlands requires 4 letter size (8"x11") papers to show.
The encounter is intended to happen in the Haunted temple—located at the most northern point of map. There they [the party] are to reclaim the temple. Doing so will increase the power of their patron Charon the God of Death. In a short 5 page document I made for the party to keep track of new information they learned, I made a throw away superstition of an evil peddler who stalked the roads [final page].


What their characters learned between sessions.

For the haunted temple encounter, I gave form to that lore superstition. In my game, the god of death is a betrayed god of Life/Resurrection; the betrayal made him a death god. I had decided to make the Foul Peddler the Slavon [living member of the Deadlands] trickster god. I had no intention of telling my players that fact, but it helped give a foundation to build the encounter.

Essentially the Foul Peddler is an Avatar of the trickster god Gazember. I made it an avatar incase the party attacks him. God's can't be beaten, not by 7–8 level characters; and avatar is another matter. The avatar would be powerful but much weaker, a puppet the god makes and inhabits. This way Gazember can perform his usual tricks and interactions in the world while not needing a champion or other disciples. Such a loophole seemed appropriate for a trickster god to use, as I don't have the various gods of Akura [the world my players are in] interact directly.

The encounter itself is capable of performing in an social or combat interaction. Being a trickster, the peddler likes games. Being a god, the peddler doesn't care how dangerous said games are. The card game is simple, the peddler's deck is like normal D&D's Deck of Many Things, just not as powerful. For those of you who don't know, the deck of many things is an item where the player draws from a prop deck/rolls on a table for a card. Some cards will give great benefits like a free wish [a spell that alters reality] others are negative like losing all your items, property, and gold. The Peddler's deck is a less severe version, but still annoying.

Now, the game isn't to pull from the deck. The game is to sacrifice something of value "[Soul of a Loved One]" is just an example. By sacrificing, the party member can transfer the card over to another party member. This mechanic is meant to turn party members against each other, or sacrifice to give a party member one of the positive cards.

Once the party is done transferring cards between each other, the one with the most amount of cards gets to transfer all negative effects to another member without needing to sacrifice something. It is another mechanic meant to turn the party against itself. A party member who was betrayed by another by receiving numerous cards now has a free means to retaliate. If they don't retaliate, then they are dropped to the beginning experience points of whatever level they are.

The final offer is that if a player doesn't like the outcome they can avoid the cards' effects by doing a small favor. The favor is intended to be that they carry a small card, which I made a prop for, that has runes meant to summon the trickster's avatar into another plane. The party won't know its true effects, but the trickster god knows the party will eventually need to enter the Feywild [D&D fairy realm dimension]. My secret lore on the god's avatar is that it can only be created in one plane of existence, the card creates said avatar. Summoning Gazember into the Feywild would of course upset the fairy folk greatly too.

The above was the social interaction. The combat encounter, as my players are just as likely to get mad and attack the peddler, is unique. First the avatar would use darkness to obscure the battlefield and then use its Divine Eyes trait, which is a reskinned form of the Warlock class' Devil's Eye eldritch invocation. The peddler also has several abilities that can be used outside normal round combat to create a sense of randomness and confusion amongst the party.

Most importantly is how I intend the peddler to act sporadically: constantly shifting across the battlefield, moving up walls, casting darkness spells, doing small cuts to the players, reviving the players if they are near death, and the like. The whole premise is that the players are there to amuse the Foul Peddler. If the players are beaten, he'll offer them the aforementioned small favor. If the peddler is beaten, he'll decay into dust and rags. All of value left behind would be a small prop card, which can never be lost or thrown away. Essentially the players would end up doing the small favor anyway.


Encounter itself


Hopefully you enjoyed the post. Feel free to borrow ideas from this encounter to enhance your own.

Have a good week.

Saturday, October 14, 2017

Writing Process: Part 2 - Sharing

My current job is to tutor people in writing at the college undergraduate level. What I've found is that the act of sharing one's work is often ignored. Within the college environment this is partly due to procrastination but more importantly is how one's writing is very personal. In general people don't like to share their writing because, "it's bad, I'm not very good, writing is hard, just edit it for me, I'm scared I'll be made fun of, why bother," et cetera. Look, writing is a process. Think hard on this idea, was there ever a skill you picked up and able to do professionally? Consider it seriously.

When you have a group project at work, in class, at home, or generally anywhere else, how well does running in without thinking work? Better analogy, how well does running face first into an unknown dungeon work? Is it more effective to casually stroll in or have the stealthier characters scout and check for traps? Is it best to create an area to rest or to only search once everyone is out of spell slots? Where you amazing at the game from the start or did it take practice to get better?

As a player creating a backstory or a Game Master (G.M.) creating a sessions it is important to sit down and consider how and with who you can share your work. The purpose of sharing what you have done whether it is a late draft or ideas in a brainstorming session is to gain a second opinion. New perspectives can be crucial in catching or incorporating things into your work.

In regards to G.M.s making a session, find an online forum or chat room where other Dungeons & Dragons (D&D) players congregate to trade information. Better yet, such as with a session zero, discuss with your players what they would generally want or ideas you have that you are playing around with in your head. Player's working on a backstory simply need to do the same with the G.M., so it can better be incorporated into the campaign.

As an example of the second stage of the Writing Process [Sharing] I sent my post on free writing to my university's Online Writing Lab (O.W.L.). The person who reviewed it had no knowledge of D&D, yet their comments are still very useful.


The main thing to understand about these comments is how they give direction for the piece. The first major comment made is about grammar/ sentence structure. Considering how the blog post is meant to be shown in the written word, grammar errors should be fixed.

Notice how the second comment is talking about translations not transitions as the sentence stated. Not all comments need to be taken into consideration, and sometimes a comment is wrong. The third comment queried about table-top-games. This question may or may not be considered. I could state more specifically D&D or any other list of like games, or add "most, general, all" in front of table-top-games to indicate I don't mean any specific ones. The comments are a means of bouncing ideas off another person, where those ideas land depends on you.

My favorite comment was of course the final one where the commenter honestly mentioned they were confused from not knowing what those pronouns I was tossing out were. I think their comments about being confused are even more important because of the confusion. My blog was initially set for G.M.s; however, it should be readable to people not accustomed to D&D. Not every nuance should be explained in great detail for every post, yet there should be some elaboration for people new to this sea of fantasy to anchor themselves.



Friday, October 6, 2017

Nothing New. . . YET!

Nothing new this week unfortunately. Reasons being, first I've been busy with midterms in college, yes you learned more about me just there. Second, is my boss at the place I tutor wanted me to create a short PowerPoint presentation over Title IX, which is a sexual harassment policy and protocol within all federally funded universities.

I have some of the second part of my Writing Process serial done, which will go more into how that step in the writing process can assist both players and game masters. If I'm diligent, more work will be done on Asteria Rising as well. If I'm extra diligent, perhaps a new Villains pdf will be made for posting. Time can only tell, in the mean time enjoy the adorable cover slide I've made for my presentation.


Sunday, October 1, 2017

Ice Ravine

I went into Paint.Net and experimented with map design. The background image [table] was taken from an image search, but everything else was made in paint. The idea was of an Ice Ravine map where the board was coming to life and rising up from the table. Not really much more I have to say on this beyond it taking quite a bit of time. The image could be useful for Roll20 or FantasyGrounds.

Saturday, September 23, 2017

On a Roll: A Quills & Pixels Submission

My university has a few publications run by students/faculty. One of them is called Quills & Pixels; furthermore, one of my friends was asking me to make something for it. The parameters is that the piece needed to be nonfiction [not made up]. My reply to that was, "NONESENSE!" In response I wrote about me and my usual group's first combat encounter: mixing imagination, story telling, and reality.

After I submitted it I did realize one mistake, I misremembered the name and class of one of the characters as the one they played a couple sessions later, but oh well. There are probably a couple typos too because the publication has a graduate class tied to it where the students review submissions and do editing work, so I wasn't as cautious as usual. It's a quick 1268 word piece. Do enjoy it.

On a Roll
            Once upon a cliché in media res opening we recognize our heroes traversing down a dusty road with towering shrubberies on either side. A clattering of plastic on wood echoes and they ready themselves to fight. A goblin—ugly and grotesque with green bark-textured skin and vacant red eyes—falls out from behind a boulder and lands face first into the road in front of the ox driven cart announcing, “I am hiding now,” in a monotone voice.

            “BWHAHAHAhahaha. . .” Everyone at the table responds. Jim, a rotund but burly ex-bouncer, questions while rubbing the bridge of his nose in a snicker, “This is what ambushed us?”

I the game master—general referee and narrator for this table-top game—struggle to keep a straight face. “Look he rolled a critical fail on his stealth check,” even though goblins in Dungeons and Dragons have a +7 added to their stealth roll results, a natural one [dice landed on one] is still supposed to play out as the worst possible scenario. I slip into an improvised shrill voice of another goblin attacker, “Look I know he’s weird but Gary’s my cousin so be a little more P.C. about it, okay?

My brother George, who is playing a human cleric chimes in, “okay so my initiative rolls puts me first.”

“What do you plan to do brother?”

“I’m gonna pop open a wineskin and just chill in the back of the cart,” he motions to the other three players: Jennifer, the Female Human Barbarian; Jim, the Male Human Fighter; Dena, the Female Halfling Rogue. “They got this.”

“Heh, then Dena it’s your turn.”

She wipes some of her well-groomed curls out of her face and begins shaking her lone twenty-sided dice in her hands as if she is about to do a craps shoot at a casino. “Okay, where am I?”

I lean over my notes to a well-aged piece of paper with a road, cart, and trees crudely drawn on it. I point to a hastily scribbled S on it, “There.”

“Alright, Sharp is going to use burning hands,” her dice goes clattering across the table.

As the clanking of wood and plastic echoes the battlefield, Sharp, the spry halfling, stands atop the cart and places her hands in front of herself. She makes a strange series of somatic gestures, involving her middle fingers. She recites a quick yet powerful incantation, “FUCK OFF!” A horrendous conflagration of flame streaks out of her palms into the faces of two goblins. Then everything freezes in place.

“What am I supposed to roll now?” I ask bewildered, flipping through the Player’s Hand Book pdf on my computer.

Dena is peering through her spell list, “Uhhh. . . no, uhmm. Okay, so ‘Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.”

“Thanks,” I reply then my brow furrows, “what am I trying to beat then?”

“I think my spell damage or something. . . 14.”

            Back on the battlefield the scene continues with the same artificial echoing as before, the characters don’t ever seem to notice it. The two goblins cry out in pain from the magical flames. Their green skins become a viscous black slim as the flesh underneath chars. One of the goblins behind a tree cries out, “Tom, Harry!” He draws his short-bow back and looses a black arrow at Sharp, striking her in the shoulder.

            “What a dick,” Dena comments while subtracting four from Sharp’s overall health.

            Widening his eyes in a disturbed glee Jim states, “My turn!” He rolls his 1d20—a single twenty-sided dice—to see if he hits Gary the Goblin. “Does nine hit him?”

            I double check the statistics for goblins. Seeing their armor class (A.C.) is eleven, I state, “No.” I begin to gesticulate a swinging two-handed sword. “Bruce rears up his mighty blade, and. . .

            . . . the brave hero barely misses the goblin as it was trying to stand back up. Gary the Goblin had tripped and collapsed face first into the dirt again proclaiming loudly, “I am stealthed!”

            Bruce Nightvale rears his head back, “Bwahaha, come on.” Gary begins to gather himself back up again but faces the opposite direction.

            The barbarian of the party, Olga the Dainty, jumps out of the cart and throws a javelin at Gary. The dense yet well hewn oaken stick wizzes through Gary’s obnoxiously large golden ear loop.  The goblin places his hands over his eyes, “I am stealthed!”

The scene freezes once more and Jennifer exclaims, “Dang it, we’re just a fanning the goblins at this point.”

The scene continue as Father Marks, the cleric, stands up from his resting spot and recites an incantation known as inflict wounds. A nearby goblin is struck by acrid purple lightning. The goblin cries out as a series of small yet ever growing wounds spread across its body until the poor creature collapses on the ground in a heap of flesh. Father Marks then goes back to resting in the shade of the cart.

Sharp spins around from atop the cart and looses an arrow in revenge at the goblin who hit her. The creature clutches an arrow sticking out its side. As black blood oozed through its gnarled fingers, a javelin from Olga impales its throat. Bruce Nightvale misses Gary the Goblin again.

“Gary continues to walk around the battle just shouting how he is in stealth and hiding,” I tell them as a new round of combat begins.

“Is he not going to fight back?” Dena asks.

“No, it’s funnier this way. Gary is too dumb to die.” I point to my brother, “He’s the only one left so it’s back to you.”

He gets up to get a glass of sweet tea from the kitchen, “Nah, I’m good.”

Dena’s dice rolls across the table, “What, I missed too.”

“Gary stands oblivious to the threat but peers over at his cousin’s corpse. ’It is quite breezy today, hey Chuck are you sleeping on the job? Silly chuck,’ Hehehe. . . I like how this is going.”

Dice roll across the table but fall off, “If it’s a twenty I’m keeping it,” Jennifer reaches down and grabs it. “Nope,” then shakes the 1d20 in her hand and drops it onto the table, “Eight, crap. Maybe if we fan enough he’ll freeze to death.”

Bruce’s 1d20 clatters across the table. Glancing to the dice Dena confirms, “Twelve.”

“Okay, that hits him,” I reply.

He slaps his hand on the table, “Finally!” Jim goes into character with a menacing laugh, “hEhEhEEee. . .”

“Well what happens Jim?” I query to my friend.

Bruce Nightvale pulls out a javelin and impales the fucker and stomps its head into the dirt for good measure.” His dice for damage roll across the table, “I did nine damage.”

Leaning over I ‘X’ out Gary the Goblin on my crude battle map. “Alright y’all have won your first combat encounter in Dungeons and Dragons.”

“Wewt,” George states with mild interest, “What’s the loot?”

I go through a list of what items Goblins are stated to carry as my players go about dividing it up and figuring out where to store the items. The experience points, basically score points tracking character power progression, are calculated in total then divided amongst the party also. We continue to roll on with the adventure, “Okay, now on for the next bit. . . Roll your perception or investigation. . .”


Fin

Saturday, September 16, 2017

Writing Process: Part 1 - Rambling

Ever wonder how to start making notes or ideas for a campaign? I mean, I have mentioned it before but this post is just more casual. Really I would say this advice I have is for more than just being a game master or player, but any form of writing. It is called free writing. What does that mean?

Ignoring the more boring academic meaning, in practice free writing is an act of brainstorming that involves vomiting words onto a page without really stopping much to think on them. In fact this whole post is a free write. It will be sloppy, error ridden, disastrous, and have sudden changes in topic.

Why? Am I lazy, yes; am I trying to teach something, yes; am I just throwing ideas out there, yes. Look, I really don't give a shit about how many people see this Blog simply because I have no advertisements up yet to generate money, so I can just ramble. The 1800+ views I do have is certainly nice though, and I hope someone out there had an enjoyable read of my amateur blog work.

Speaking of bad transitions, have you ever just wondered why you are drawn to table-top games? There are probably an uncountable number of known and unknown variables at play, but a major reason. Is it simply to socialize, to express creativity, to try something new, to take part in a story, or other? I have found myself considering certain aspects of table-tops, and I have honed in on this aspect of agency, which is just having options.

I know from courses I've taken on game design and usability that agency is very important. People like options, being forced to do something upsets us in games. Why is that though, is it derived from evolutionary aspect of survival somehow, is it from environmental conditioning to have options, is it just us not liking to be told no? A good part of it could be tied with the idea people like immersion in game, yet immersion in a game is different from immersion in a book.

In a book you have no agency, no options, no nothing, except arguably whether or not to turn the page. In a game, players are the character. It dosen't' matter if they are simply a "You" word in a text based game, a vertical bar in a Pong, a character in a point and click adventure, or even a character in an RPG [table-top or otherwise]. By simply being the character, the player takes on immense amounts of immersion for they now have a role to play in the story. That simply could be why so many people dislike cutscenes or anything that "breaks" immersion, because the immersion in a game is tied to agency. While in other media, audience agency isn't necessary.

Well I'm bored with that speculation. Let's look into some other ideas bubbling in my head. First is that I've really wondered if I could just take older experiences from the game or even play through Ruination of Bran and have either a webcomic, though my artistic skills suck, or short story excerpts of play sessions. I know the best thing to do with it would simply be to have it be very fictional with some meta jokes. The more interesting thing to do would be to have both players and fictional characters involved in the story.

It would be very difficult as one would need the players themselves to stand out and also their characters or sloth out and have there be no real role play in terms of personality between the players and their characters. The webcomic idea is simply because I'm curious if I could manage that. My favorite artistic style is realism, make everything realistic looking because that shows immense skill. My skill is not like that, so I would most likely appear an Order of the Stick mimicker.

In either case the stories wouldn't have weekly updates, maybe monthly, simply due to my own time constraints. The best way to go aobut it is to make several posts set up ahead of time, and then do what you can to keep yourself ahead, with an initial backlog of two months of posts. I don't know, just thinking out loud because it's a freewrite.

Anyway we'll see in a week or more what the next stage of the writing process is. Yes there will be more of this, but far less rambling because brainstorming is over!

Sunday, September 10, 2017

Asteria Rising: Update 8

I've spent a lot of time working on a new roll system for Asteria Rising. "Why a new one?" Well audience member I made up to answer a question. . . Initially I did start off with just making a D&D homebrew campaign, then I began changing rules here and there. My last update talked about a major overhaul of some features but didn't elaborate on them. I'm spoiling for you all the dice roll system as it currently stands in Alpha version 0.13.

I decided I wanted to incorporate aspects from another table-top-role-playing game, King Arthur Pendragon by Greg Stafford. All the reviews of his game and my own watching of YouTube channels playing his game indicate a very robust system for combat and maintaining character. One problem for D&D has always been people staying in character. Hey, it is not easy especially when you need to talk to people outside and inside of character throughout a session.

Going off those aforementioned YouTube channels, I reversed engineered my favorite components of the fighting system and character personality system. The issue is that those don't work when spliced with D&D. To fix it, I decided to mark down players going through rounds of combat in the videos to determine loosely what occurred on a mechanical scale. I know I'm not on par with what Greg Stafford uses, nor do I want to be. Asteria Rising can burrow and be inspired from other sources, but it shouldn't be a copy in all but aesthetics. Now with the context in place, feel free to view the below excerpt [with formatting for the blog] from my Asteria Rising Game.


Dice Rolls

Ateria Rising uses dice in order to determine the outcome of player actions. Dice rolls affect character creation, combat, social interactions, and so forth. The roll system focuses on players increasing their skill levels in order to reduce their chance of failure when performing actions.
An example is that a character may have Modern Firearm of 15; as the image below shows, the skill level indicates that the character can have a successful roll between 2 and 15. Rolling any more or less than that results in a failure.
This method also means that low skills, such as 2. Will results in the only success being a critical success at 2. If that skill became a 3, then 2 would be a success at 3 a critical success. Ways to increase skill levels are covered more thoroughly in the Skill section.
While normally rolling above your skill level will result in failure there are two exceptions to the rule. First, if your character has 1 or 0 in a skill then you must roll a 20 in order to have the effect count as a success. Rolling a 1 with a skill of 1 is still a critical failure. The rule is so characters maintain a chance of success with every skill, even those that they have little aptitude with.
Second, if your skill level is above 20, usually caused by a modifier or condition of some kind, then the success chance is still 2–20. However, the critical success chance changes, as the above image suggests. Count the excess over twenty back and everything over that number is a critical success.

E.G. your character has gained an advantage in a situation and has a skill level of 24. Their critical success rate now ranges from 16 [20 subtracted from 4] to 20. This exception exists so players aren’t punished for getting a bonus to their skills in a situation [fight, social interaction, et cetera] at higher skill levels
End of Excerpt for Alpha0.13

Now I try to keep everything concise and clear in the rule book, as you can tell from above, but I wanted to give more reasoning for why I'm using this system. One is that I decided to incorporate a system for skill increasement, which means characters can progress through their own agency rather than just a table. That idea worked better with the new roll system rather than the D&D system.

The roll system also removes the need to calculate modifiers. At the end of the day Asteria Rising is meant to be played with my friends, and most of them don't like having to calculate modifiers in character creation. It also reduces number crunching in combat to an extent. Rather than continually adding pluses and minuses, a character rolls their weapon skill to see if they hit. Success, they hit, AC absorbs damage. To be fair that system for hits and damage isn't an upgrade from D&D's, merely a sidegrade [on par].

The new system also opens up further avenues for me to expand on how armor and weapons relate to each other, creating a tactical necessity for certain items. If the item section is ever finished confidently I will post that section as well. I did need to modify quite a bit of previous existing mechanics, and the monsters I created still need a stat overhaul. So, the change did not come without a price. I still feel confident in this change because the system simply makes more sense to what I want to do; therefore, even if I'm wrong that confidence will allow me to get the job done quicker.

Remember, the system is new and in alpha still. I will most likely need to modify it, but the above are the core rules to the rolls. In news, I will also be launching another page, and it will contain links to the various Asteria Rising updates. Some of my preexsisting pages will also go under review to be scrapped or combined with another to conserve space. Also, if I ever get off my bum [it means butt/ass/rear/rectal pillow], I will make a new background for the site. So far, the issue is that the image itself needs to be 1800x1600 pixels yet still only 300 kilobytes. I'll figure something out, eventually.

Have an amazing day.

Tuesday, August 29, 2017

Ruination of Bran version 2 Up!

The module I've been doing development diaries over is submitted onto the Dungeon Master's Guild site. It is a free 75 page pdf. Hopefully the adventure is engaging after all the time I put into it. I want plenty of comments made on it so that I know what to fix in the next 6-12 months whenever I start making Version 3. Version 3 I intend to be paid rather than free as it should be better tested and refined than the old.


Saturday, August 26, 2017

Musique Magnifique

Music may not be for every table, but it can be used to help set atmosphere. I'm gonna sit down with this post and go over what I have found that could be of use for helping immerse players through audio.

People can only know about the world around them through sensing it: sight, touch, smell, taste, and sound. With our digital age a myriad of sounds can be found and compiled to help with immersion. Adding more immersive elements is helpful to role-playing whether it is the historical reenactor, Society of Creative Anachronism (S.C.A.) member, Live Action Role Players (L.A.R.P.), or Dungeons & Dragons player wearing a blanket like a cloak. Sound is a cheap means of immersing people.

Atmosphere and Ambience

Now one can buy audio clips from site such as Amazon. In fact here is one for Medieval Battle Camps. If you want to create your own mix of sounds I suggest sites like Ambient-Mixer or Tabletop Audio where one can customize the audio files to their liking before buying them. Or.  . . have a couple tabs open where the sounds are playing, and unmute the specific mixer boards when appropriate for mood setting in the session.

Another cheap way is to look for the sounds on YouTube, such as the medieval siege collection by Ject Production below. Another idea is to look up A.S.M.R. videos either on YouTube or Vidme. A.S.M.R. by its nature places an intense value on ambient sounds. YouTube is an older site, so it will have a greater number of videos to choose from. Vidme though has a more intuitive layout and a specific tag for A.S.M.R. videos that would make searching easier.
Other actions one can take are to ignore ambient sounds and simply use music. My preference is instrumental music for it doesn't have your words and the musical lyrics mixing. Instrumental music's general lack of lyrics makes it require more emphasis on pitch, tone, speed, and other mechanics to create the mood. Also, not all music you find will be unusable for ambience. Imagine the below video from one YouTube channel, 15 Decades, being used either inside a church or in a social interaction before/ after a battle.
That isn't to say more general scene setting music can't be provided. Consider your players walking into a graveyard to the sound of "Ghost of Brandenburg," a piece meant to evoke an eeriness. One can simply have the song play in full, only its beginning, or start it at any other part in the video; it is an orchestral piece so there are several tempo [speed], volume, and key [collection of pitches] changes throughout.
On a final note there are some tips for not just the above videos but also for the below. Have several windows/ tabs open ahead of time. Nothing will break immersion like an advertisement starting up. Make sure the videos are running at their lowest quality, no one will be watching the video screens so take advantage of the increased buffer speed from lower image pixilation. The sound quality will remain the same throughout. Finally do what suits your group, have a metal guitar solo if that will get your players invested; it's your game.

COMBAT

One of the best places to use music is in combat. Songs here need not be directly related to the encounter; they need to build tension and evoke agitation. When I say agitation I mean movement, so a fast paced song with loud bombastic sounds would be a good fit. It grabs the players' attention and makes them be drawn into the fight. You should consider music as a tool in those situation because without music players are waiting and waiting for someone to finish their rolls.
"This is the Nylands och Tavastehus Calavlry March from Caliguoa or Hollowfaith's Drum and Fife mod for Empire: Total War!" (SpecialOST). I had to track this song down a fair bit, but it is a very eerie and threatening tune. It's hard for me to not imagine something dangerous approaching at the sound of those raspy pipes.
As can be heard in the above video, the battle music doesn't strictly need to be this tension building thing throughout. Music can simply be a means of filling the silence between drumming dice across a table. I personally like the Basil Poledouris piece that was used in "Conan the Barbarian "[1982], for its sound track gives this mystical and epic scope. Being used for a movie based off a sword and sorcery book series just gives an extra degree of appropriateness in my mind. Feel free to use any particularly powerful piece from a favorite movie.
Or perhaps you know a band with a particularly useful song, like the above Nightwish song I found by happenstance. It has a decent tempo and would work for my table with keeping the players somewhat immersed with what is going on at the table. Not in a manner of being strictly lined with the combat, but something to signify that they should keep paying attention. My players often have side conversations, which derail all of us---I'm still working on my G.M. skills to wrangle them all in again.

I cannot reinforce enough that one must use what they and their players would like. My advice is still to have a preference on instrumental pieces. Also, if you are having difficulty in finding music our sounds to use, simply type into YouTube (or some other streaming service) "battle music" or "battle sounds." There are actually a number of videos out there that already have a series of pieces and excerpts combined into a whole. Longer videos for audio purposes can be useful as combat in Dungeons and Dragons can take a long time. A shorter video is still useful for being easier to navigate to certain points if you have to micromanage the music to an extent.

That's all for this week.


Works Cited


15 Decades. Roman Catholic Chant - Crusades. YouTube: 15 Decades. May 29, 2013. Web Video. Accessed <https://www.youtube.com/watch?v=KY2KzjVNoKY>

Janoy Cresva. Nightwish - Last of the Wilds. YouTube: Janoy Cresva. August 15, 2010. Web Video. Accessed <https://www.youtube.com/watch?v=0oLqP6AsI7o>

JECT PRODUCTION+. MEDIEVAL BRUTAL SIEGE BATTLE SOUND EFFECT HD. YouTube: JECT PRODUCTION+. August 2, 2015. Web Video. Accessed <https://www.youtube.com/watch?v=zIKxZ2ZsH70>

Paganini Jovi. Basil Poledouris - Riddle Of Steel / Riders Of Doom. YouTube: Paganini Jovi. January 25, 2008. Web Video. Accessed <https://www.youtube.com/watch?v=onGWF8mz1Zw>

Richard Meyer. Ghost of Brandeburg - Richard Meyer. YouTube: Classical HD. July 30, 2016. Web Video. Accessed <https://www.youtube.com/watch?v=EeenHWxcEFQ>

SpecialOST. Empire: Total War D&F OST (2009) Nylands och Tavastehus [SWE]. Youtube: SpecialOST. January 2, 2015. Web Video. Accessed <https://www.youtube.com/watch?v=wEQcXRnzxVI>

Sunday, August 20, 2017

Atypical Characters: Piradin

Ahoy! Imagine a paladin, the typical gothic white knight of romances. Now throw that image out to let this jerk enter the stage. The character below is a Chaotic Evil paladin meant to act as an oathbreaker. This character is actually a provided one in my Ruination of Bran v2 module I've been working on.

I rolled for this character's stats and got some rather mediocre results. Rather than mitigating those 8 and 9 ability score results, I put the highest result [17] into charisma and added the +2 charisma that high-elves get to charisma. The high charisma makes the character's spells more effective and their ability to do rolls in social interactions far better. With a -1 in dexterity and strength, the previous idea of this paladin focusing on using spells or charisma is reinforced.
The pirate backstory came about on a whim. For Ruination of Bran I wanted each provided character to be its own race, backstory, and class. I found that pirate is a modified form of the sailor background. For an oathbreaker paladin, being a blood thirsty pirate seemed appropriate.

As side trivia Qualen Bata comes from my, yet to be accepted by a publisher, fantasy novel. Qualen is a war god for the elves who is the bastard son of the Goddess of Knowledge and the God of Death. Bata is also what I have the Elves say when cussing, it just means bastard. Digression over, back to the usual.

This character is meant to be played as a intimidating fellow. While they aren't particularly strong in combat, their proclivity toward violence makes the character more intimidating. Now the character isn't stupid, e.g. walking into a tavern and killing everyone. The character simply has no qualms about killing other beings [evil] and prefers to do things on their own terms [chaotic]. The character can work well with a party and follow a quest objective.

Actually working with a party not built up of evil characters might work best for this paladin pirate. After all, if the party had neutral, good, and lawful characters, then the oathbreaker can trust them not to betray him. A party filled with chaotic evil characters probably wouldn't have a lot of trust amongst the members.



*Disclaimer. I came up with this idea on my own, four days later I found Dawnforgedcast's video on making a Pirate Paladin. You're welcome to watch his video as it's interesting as well.