Wednesday, October 14, 2015

Initiative System 4.0

Instead of rolling dice every turn, players will be given 4 cards: Sprint, Melee, Missile, and Spell. At the top of the order, each player will decide what they want to do and present the associated card.

If Arian wants to spend his turn sprinting (double movement action), he presents that card and the associated number determines when he acts. Below are everyone's initiative cards and the calculation that went into these numbers.

Initiative = Dex mod + Action - Armor
Dexterity is reaction time and general nimbleness.
Actions list types of actions to determine how long they will take to complete.
Armor can be a hindrance on performing actions quickly.

Action:
Spell +2
Missile +2
Sprint +(Speed divided by 10)
Melee +0

Armor:
Heavy Armor -2
Medium Armor -1
Light Armor -0

Arian (Dex +4)
Sprint: 8 (4+4)
Missile: 6 (4+2)
Rapier: 4
Firebolt: 6 (4+2)

ArorA (Dex +2)
Sprint: 5 (2+3)
Handaxes or Greataxe: 2
Chakram: 4 (2+2)

Bael (Dex +0):
Sprint: 2 (3-1)
Warhammer: -1
Crossbow: 1 (2-1)

Brant (Dex +2):
Sprint: 4 (2+3-1)
Longsword: 1 (2-1)
Crossbow: 3 (2+2-1)

Eluna (Dex +4):
Sprint: 7 (4+3)
Daggers: 4
Longbow: 6 (4+2)

Tiron (Dex +0):
Sprint: 3
Melee: 0
Spell: 2

Friday, September 25, 2015

Prologue of the scene "The Gruesome Lock"

The force of the arrow that punctures through Eluna throws her to the ground and her inert body slides across the floor. In an instant later a tall Orc steps through the doorway, dropping his bow and moving over to Eluna’s fallen body. Behind the tall Orc, Shadowstriker Goblins issue into the room and spread out along the wall. Following the Goblins, four powerfully built Orcs step into the room. Each Orc holds a bow and scan the room, eventually fixating on Tiron who stares down at them from his pillar perch.

Rajan, the tall Orc, places his foot on Eluna’s body and pulls the arrow out of her back. Her body shakes as the arrow, pulled the wrong way out, draws viscera out of the wound with it. Rajan then lifts her body and fixes a jagged blade to her exposed neck. Behind Rajan, a goblin corpse falls down the stairs. Blood gushes from the goblin’s open throat and a metal jar falls out of its hand. Out of the jar spills a discolored troll eye that scans the room frantically.

“You’ve been entertaining, killing scouting parties,” Rajan announces to the room. “At first, we did not …”

Tiron fires an Eldritch blast at Rajan. The air between them ignites with the streak of dark lightning. Rajan is knocked back as the bolt slams into his neck and shoulder. Eluna’s body drops to the floor.

The next few actions actions occur in a blur. With practiced, military precision, the four Orcs fire their bows at Tiron, ropes whistling behind each heavy arrow. Tiron ducks one arrow, two other’s miss, but one find’s its mark, punching through Tiron’s side. The Orc that fired this arrow immediately drops his bow and pulls on the rope, yanking Tiron from the pillar. Delirious from the poison on the arrow, Tiron is unable to brace himself for the fall and slams into the ground below.

The other three Orcs rush to grab Tiron’s near unconscious body and prop him up for Rajan. Four more armored Orcs run into the room behind Rajan, eager to put down any resistance. Tiron’s arms are restrained behind his back and a sack is forced over his head.

Rajan studies Tiron. Its clear Rajan understands magic and has dealt with mages before; he is looking for something.

“His hands,” Rajan commands.

The Orcs restraining him pull Tiron’s hands forward, careful to aim the weapons away from their leader. The ring on Tiron’s hand catches Rajan’s eye. In a flash, Rajan pulls a dagger from his hip and slices Tiron’s ring finger off. Rajan catches the ring before it hits the floor and fits it on a thin chain around his neck. He kicks the severed finger aside.

More armed Orcs enter the room until a count of fifteen Orcs and ten Shadowstalkers stand ready.


“Bring them. If they resist, kill them.”


Monday, September 21, 2015

"A Gruesome Lock"


Before you enter the room, dominated with tall pillars, you notice the pristine floors. The dungeon stairs leading to this room are black with the blood of victims dragged into this room a century ago. That discoloration ends at the threshold of this room. The stone floor of this room is an unblemished grey. Upon closer inspection of the floor, you find fine grooves, expertly carved into the floor. These grooves spiral around the room, like a labyrinth, and climb up the eight tall pillars.

The pillars rise at varying heights and surround a central circular shape fitted into the floor of the room; this reminds you of either a central stage where the pillars are onlookers or the circular stone in the center of the room is a cap of a sealed drain. From the entrance of the room, that central seal appears to have strange designs of its own carved into its surface.

The four pillars, rising up thirty feet, stand to the north east, south east, south west, and north west around the room’s central circle. Between them, to the east and west, stand two other pillars, also thirty feet high. The pillars to the north and south stand closest to the room’s center; these stand fifteen feet in height.


The walls of the room, which climb high and conclude in a dome, do not share the pristine color of the floor. Instead, caked into the walls, are layers of filth. Here and there, beneath the filth, the visage of a stone face, grimacing in rage, can be seen. Looking up and around the room, there must be an impressively massive relief carved into the walls and ceiling. Despite the centuries, a pungent stench of rotting death emits from the walls. 

Imagine these faces, more spread out, covering the walls. Those who make a "history check" may be able to tell the nationality of the faces.

Wednesday, September 16, 2015

Fortress Map


9.16.2015 Discussion: The Report Cards and Improvements

I'm good at what I do. So good, in fact, I need to make money off of my GMing techniques and concepts. The report cards were a great idea. I was able to speak with everyone, discuss where you are in gaming, and most importantly, see where the game is lacking overall. This report card idea is genius; if I start a vlog, it'll be a topic.

Improvements: Wording is so damn important. Rather than using the term "changes" or "shit I'm going to do because the game is going kinda shit", I used the positive term "Improvements" - and here they are.

1. More structured play

Borrowing from traditional board games, I'm implementing "turn sequences". This will make sure everyone gets a chance to play their character, rather than sit quietly. The game will still be very open, free-form, but there will be a structured basis.

There are three stages to a D&D game. Description, Action, and Discussion.

Description: I describe what the party sees.

The group enter a room; I describe the room: You're in a chilly stone room. The floor is bare, there is one window but only the doorway is the one through which you entered. In the center of the room is a stone statue of a demon pointing out the window. There is a red stone set in the center of the demon statue.

Action: I will go around the room, asking each party member what they want to do. Everyone is free to jump in during someone's "turn", asking me a question about what they experience or generally interact with other players - but be respectful and polite. I am going to each person; your turn will come.

Discussion: This is the open forum part. If Dave and Matt decide to investigate the library for 10 minutes, Mike might want to explore another room. This "breaks" the structure of the stages, forcing the structure to be flexible. Mike will enter another room, I'll describe it, he tells me his action, and I jump to the next person at the table.

Combat already has a set structure, based on initiative order. This new structure will mimic that. (Mike suggested this last game. Good idea.)

This will require ironing out. I appreciate your patience.

2. Team work.

This is on ya'll. Team work is currently lacking. Everyone is looking out for themselves most of the time. It's like ya'll are loners, still. An X-men composed entirely of Wolverines. I could have helped with this by introducing everyone in a more cooperative challenge initially; specifically, make everyone roll characters together one night and the next session be placed against a common, unifying threat. But by this point, everyone should be working together more.

Here's what you can do:
- Let players play their characters. REDUCE METAGAMING; if you're not in the room with a character, you can't tell them what to do.
- PAY ATTENTION. Even if it's not your turn, observe to what others are doing. This will draw you further into the game.
- You live or die as a group. You guys don't have a leader, so you don't have one person calling the shots. This means the kitchen is full of cooks (well, not Emily or Stacie, they need to speak up more). That's fine, but realize this means your characters have to COMPROMISE or bicker all night. Bickering all night is perfectly fine for me, it means I get more time to develop further challenges. But it sucks for you.
- When suggesting a plan of action, assess other's ideas, acknowledge them, and then suggest your own. Don't talk over each other. LISTEN TO OTHERS, DON'T WAIT TO TALK.

3. Mechanics



Describe attacks - As I mentioned before, remember to describe HOW you are attacking the opponent and WHERE. No need for lengthy descriptions, just cover how and where.

Below are a few new mechanics that might help with team work.

Simultaneous Strike
When a player shares the initiative of another player OR holds their attack to sync up with another player, the player that attacks second gains advantage. Note, this only works if players communicate AND attack simultaneously.

Distract - At any point during your combat turn, you can distract a target enemy in active combat. If you do, there's a chance the opponent will react; granting the character its fighting either advantage or potentially an attack of opportunity. For example, you could shout "The ceiling is falling". I will roll to see if the enemy believes you, (roll a d20 + cha vs. 10 + your cha + your proficiency points)

Re-position Opponent - In the description of your attack, you can add a free action of kicking the opponent in the direction of another player. If that other player is about to act, they roll with advantage.

Shared Defense - This is Straight Outta Pando. Two players become one seemingly unstoppable force. Big Bubba Orc is too much for Eluna or ArorA to defeat alone. Instead, based on initiative order, who ever acts BEFORE Big Bubba Orc *holds their turn* and interrupts BBO's attack with one of their own OR adds to the AC of BBO's target. This also gives the defending character advantage if they attack their attacker.
Specifically, ArorA has an init of 18, BBO of 15, and Eluna of 10. ArorA holds her attack and adds her attack bonus (+5) to Eluna's AC. This means, when BBO attacks, ArorA swings her sword to deflect the attack - granting Eluna advantage on her next attack.

Tuesday, September 15, 2015

Characters



Arian



A Scior from the country Jire. Scion are like the elves of Averan; they live long lives and are born with inherent magical abilities. A noble at birth, Arian sought to see the world rather than read about it, lounging on soft pillows on luxurious, perfumed terraces. Interested in the elegance of hand to hand combat, Arian became a quick study and took his lessons with him to Irum, where he would act as an official. There he took a job to retrieve a magical stone. This introduced him to Eluna, a cat-like creature of the “Rin” race, and Tiron, a demon of the “Reven” race.

Character Sheet


Tiron


A Reven warlock. The Reven are creatures from Ibin Faej. Little is openly known about their existence or how a creature from the after-life can walk among the living. Commonly, most Reven were once mortal but unaware of their past. As such, Tiron is unaware of his life before becoming a Reven. He carries a ring of unknown origin, which he believes was important in his mortal life. Tiron met Arian and Eluna, taking a mercenary job. Naturally distrustful, he was wary of Brandt, Bael, and others who represented the military. It has taken him time to grow comfortable with the group, but having saved their lives and been saved by them, he’s slowly accepting them as travelling companions.

Character Sheet
Spells







ArorA



Also a Reven, ArorA was once a barbarian. Due to her stature and rugged build, it is possible she was from Calrudon when she was alive. She briefly fought alongside Eluna before being hired by Brandt to help with a mission. Although her methods are unconventional, she is a loyal companion. Recently, she fell in battle, her spirit returning to Ibin Faej. As a result, an anti-magic aura hovers about her; both a blessing and a curse. Additionally, she’s become slightly more “mortal”, emotionally, since returning from the dead. Before death, she was cold, almost inhuman in her reactions. Now, she expresses actual sentiment. Feelings.
Like Tiron, ArorA knows little of her past. She has nightmares that may be connected, but she always wakes too bewildered to remember them.
(Excuse the picture, I couldn’t find the art Stacie supplied for ArorA. This is pretty bad ass though, imo.)

Character Sheet







Eluna




A creature called a “Rin”, hailing from Rolkad. Her race consist of many half-animal, half-human creatures. Their appearance varies dramatically; while Eluna appears to be a 5 foot tall cat-girl, others may be a 2 foot tall bipedal fox or a 7 foot tall were-bear.
Eluna is a thief, relying on her stealth and speed to attack and escape to safety. She recently acquired a magical cloak that allows her to move nearly undetected.

Character Sheet













Brant


Brant grew up near the mountainous southern region of Irum. Joining the ranks of the High Guard when Calrudon invaded, Brant climbed up the ranks. As Field Commander, Brandt fought in the key final battle, where King Ranser slew the Magis Order leader Ulorion.
The loud mouthed but jovial Bael fought beside Brant. They became quick friends. Bael offers up wisdom but needs looking after, as he is quick to temper and a loud mouth.


Character Sheet























Bael

Friday, September 11, 2015

How to be a better player

I might make a YouTube channel, at some point, for D&D and RPG videos. On there, this will be one of the topics I cover - inspired by ya'll. For the time being, read this over and take it to heart.

1. If it's not fun, it's your own fault.

I've DM'd for a long, long time, but I've played a lot too. I've played with seasoned DM's, hell the creators of D&D, and with brand new DMs. I can have fun no matter who is running it. If I want to better picture the world around my character, truly "see" the environment, I ask questions. Where am I? A dungeon, what are the walls made up of? The floor? Is there a carpet, potentially with something under it? What are the exits? It's because I've DM'd for so long, I know what goes into making a game and what's demanded of the DM; being this inquisitive will help the DM flesh out the world - BUT - be reasonable. There's a fine line between pestering too much and asking for the world to be developed.

If I want fun combat, I get creative with my attacks. I put a little detail into the description of my attack. If I want roleplaying, I'll chat with the other players or NPCs, get to know them. The DM's role is to throw together a world for me to assist in bringing to life. DM's rarely have to "drive" with me.

However, there is a point where I can monopolize the game. Hell, I've done it before and it sucks for other players. So, point 2.

2. Be a team player. This is incredibly important.

The game is not all about you. PAY ATTENTION. Pay attention to what the DM says and what other players are doing. Don't just wait for your turn to speak, become engaged in what's going on around you.

Don't pout if things don't go your way. If you just discovered this awesome secret door that leads to a mysterious set of stairs, stairs that are essentially dripping with the promise of adventure ... but the team wants to sweep through the floor your on before embarking below, compromise. If you're out voted, you'll just ruin your own fun by crossing your arms and pouting.