Monday, September 24, 2012

Adventure Notebook: Cult of the Keepers

This week's offering involves a cult that worships ... well, just about whatever works for you will work for them, as long as they can be obsessed with the written word.

If you need help coming up with descriptions for a dozen generic traps, see my blogs on trap triggers and trap effects for plenty of ideas.



Tuesday, September 18, 2012

Rise of the Miniature

Phil Viverito's "Siege of Alesia"
at Cold Wars 2010
It’s a piece of RPG legend that D&D arose from wargaming. Although that’s true, it’s a case of something not really meaning what people think it means. A more accurate statement would be that D&D arose not from wargames but from wargamers. After all, the magical spark at the core of D&D is that it wasn’t just another wargame; it was a little of this and a little of that rearranged into something startlingly new and different.

But the inventors and early adopters of D&D were steeped in wargaming ideas, and they left a strong imprint on the game. Typically, this influence gets simplified to the most recognizable of the wargamers’ tools—miniatures—yet miniature figures are probably the least of the ways in which wargaming influenced RPGs. Early editions of D&D stated clearly that the game didn’t need miniatures at all. That was an important declaration, because rules for miniature wargames are what TSR published in the early 1970s. Anyone who bought a rulebook from TSR expected it to be for and about miniatures; hence the need to be up front about what people were buying.

It’s curious, then, that the use of miniatures in D&D and its offshoots reached an apex here in the 21st Century. After being almost entirely written out of the game in 2nd Edition, minis came back with a fury in 3E and 4E. Some people love that 3-D emphasis and some hate it, with pretty much the same fervor displayed in religion and politics.

It’s fair to ask, then, what purpose miniatures really serve in D&D. Are RPGs made better or worse by little plastic or metal heroes and villains?

(Read the rest at Kobold Quarterly ...)

Monday, September 17, 2012

Adventure Notebook: The Gnoll King's Treasury

Even the king of the gnolls needs a safe cave in which to hide his treasure. Nothing, of course, is safe from adventurers who are bent on riches or glory.

Since Next Innovator raised the subject of the location's puzzle in a comment, it probably deserves a few words of expansion. Because of the space limits inherent in Adventure Notebook, the puzzle is more brief than it ought to be. These constraints made it impossible to provide clues to how the puzzle should be solved. If it's played strictly as written, players will either guess right or guess wrong and that's that. A guessing game is not a puzzle. In play, I would embellish these bare bones with hints and feedback based on what the characters are doing. None of that feedback is written down, it's just something that I do, and I encourage other DMs to do the same. Insert whatever type of clues and feedback your players will respond to. You know what catches their eyes and sparks their neurons better than I do, anyway. These Adventure Notebooks are predicated on that type of improvisation.



Friday, September 14, 2012

Mounts

When is the last time one of your characters bothered to own a horse in a D&D game? How long has it been since anyone soared over the mountains on the back of a roc or traversed the underworld on a lizard or giant worm? Has anyone ever even seen a chariot?

Considering the importance of horses, wheels, and beasts of burden in ancient and medieval cultures of the real world, horses and other mounts seem to get short shrift in fantasy games.

(Read the rest at Kobold Quarterly ...)

Monday, September 10, 2012

Adventure Notebook -- Not Today

No Adventure Notebook this week. Family is visiting from out of state, leaving no time for dungeon design. There will be a new installment next week as usual.

Steve

Tuesday, September 4, 2012

Their First Expedition

Everybody starts somewhere.

A person’s first experience with tabletop roleplaying will stay with him or her forever. That’s equally true whether it was good or bad. If the player didn’t like it, that player will never come back. If the player enjoyed the experience, the RPG club gains a new member and that person picks up a hobby that could last the rest of his or her life.

So let’s say you’ve roped a group of colleagues or school chums into trying Catacombs & Catoblepases. Making a good first impression is vital. What’s your plan?

Cast your mind back to your first experience with funny-shaped dice. Can you remember the thrill you felt kicking open your first secret door, cleaving your first goblin skull, surviving your first brush with 1 hit point, and counting and recounting those first tarnished silver pieces lifted from a bloodstained purse? Or was the best part slipping unnoticed past the patrolling manticore, negotiating with the gargoyles, and outsmarting the medusa? Maybe it was standing at the edge of the cliff and looking down on the lost city of ruined spires and soaring bridges that no civilized man or woman had seen for a thousand years.

(Read the rest at Kobold Quarterly ...)

Monday, September 3, 2012

Adventure Notebook: The Tomb of Stars

This week's installment of "Adventure Notebook" takes your heroes to a mysterious tomb that has attracted the attention of ... something bad. For more information than that, you'll need to grab the adventure and read it yourself. I'm rather fond of this one. I think it's my favorite so far.