Let’s Stat at the Beginning, Part 2

20221029_142353Sometimes you plan to come back to something right away, only for life to decide, “Haha! Nope!” Sorry to be away so long folks, but I am back! If you are just joining us (welcome!) I am posting some ideas around a developmental edit of D&D 5e, as if I had been engaged to give feedback to a client. Last time I posted we talked about the six stats, a bit about why they exist and how they are used, and discussed whether they were truly useful as is. Today in Part 2 we’re going to look at some alternatives to the stats as they currently exist. I’m pushing ahead without a recap so please read Part 1 before proceeding.

As this is also meant to model how I would work with a client in search of developmental editing for their game, let me talk about two important things from the start: talking with my client and ensuring I give my client options. Talking with my client ahead of doing any work will help me understand what they want for their game and identify anything which might prove to be a “pain point”, something they really want left intact or are unsure of changing. Since WotC has made some changes in the past but has also tried to maintain a legacy feel to their game for older players, I’m going to pretend my imaginary client has the same concerns. Since the ability scores have remained in place through all editions of D&D including the three-ish editions WotC published, I’m guessing any major changes to these might prove to be a pain point.

Which brings me to options. It is easy to decide on a single idea and bank on convincing the client of how cool it is. And you should always put forward the cool idea, no question. But I think it’s important to suggest options for my client. I never want them to feel like I’m trying to write their game for them, and going hard on one idea can come across that way. I would rather give them 2-3 options on any major change I suggest, and then discuss those to get a more specific sense of what they want.

In this case, I’m giving three options, what I would consider a mild, moderate, and extreme change to how stats work. Having defined boundaries, my hope is the client and I can find a place within those bounds which works for them. Let’s start with:

Mild – As I mentioned back in Part 1, I had previously written articles discussing changes to D&D’s stats (here’s the link relevant to this idea). So my mild suggestion is, keep stat generation as it currently stands, but lose the bonus mechanic and use a simple “roll under” mechanic. This will make the stats relevant again as they actually get used during gameplay, as well as eliminating a great deal of math for both players and DMs. In the linked article I mention eliminating skills and saving throws as well, and while I still think that’s the way to go with this option, we’ll discuss those details further in future posts.

While I consider this the mildest change I’m suggesting, it will still have an effect on overall gameplay. The character with an 18 ability score is going to succeed on anything related to it more often than not. Which isn’t an issue, really, characters should succeed at what they are good at. Conversely, any “dump stats” are going bite that character a bit harder, but the successes are going to feel amazing when they happen. I consider this an overall pro, along with eliminating some math from gameplay. For me, one of the cons of this change is that it keeps the bioessentialist ability score names in place, but if it’s adopted that’s a discussion I can have with the client then.

Moderate – This suggestion is related to another idea I wrote about previously, and while it isn’t a larger change mechanically, it does stray into “this doesn’t look like D&D anymore!” territory. Basically, since the stats as rolled don’t ever get used again, ditch the stats and just record the modifiers. Generating those modifiers can be done using random generation or point buy, much as the ability scores are generated now. Going forward, anytime something gives you a positive or negative modifier to a stat, you increase the modifier instead. So instead of having an 18 Strength, you have a +4 Strength; instead of an 8 Charisma, you have a -1 Charisma, and so on. When you level, instead of increasing the nonexistent ability score, you increase the stat. Same for any other modifier which would normally hit the ability.

Over time your character gets incrementally stronger, more so than a character under current rules. Previously it required a 2-point bump to an ability to equal a +1 bonus from that ability, now it’s one for one. However, unlike the Mild suggestion this effect comes in over time, as opposed to characters starting more powerful off the jump. A potential pro is that this represents the least change to actual gameplay, as rolling your d20 and adding modifiers is still the basis. And there is still some simplification for the player, as you are removing a potentially distracting set of numbers from the character sheet. This may be seen as a con, though, if the client is determined to hold on to ability scores as a way to keep older players. This also shares the same bioessentialist con as the Mild suggestion, and will require a similar discussion.

Extreme – The Three Pillars of the D&D game are Exploration, Social Interaction, and Combat. In Part 1 we discussed how the existing ability scores slant heavily to support Combat, while only supporting the other two Pillars situationally or not at all. If these three aspects are integral to the core of D&D, why not make them the ability scores? This suggestion is going to have the biggest ripple effect on the rest of the game from a legacy design standpoint. With this “simple” change, things like Classes, Skills, Feats, and so on will have to change or be replaced. But I think it solves a number of issues already pointed out, and allows the client to incorporate some aspects of the previous suggestions.

Things I see as positives:

  • It offers the chance to play a broader range of character concepts from the start, as abilities are no longer tied to reductive physical characteristics
  • This eliminates the bioessentialist ability scores, focusing instead on the core gameplay experience.
  • Three ability scores are easier to track than six, regardless of what specific mechanics are put in place to use them.
  • From character creation, the player has a better understanding of what the game is about and is able to choose their approach to it.

Potential negatives:

  • As stated, this change is going to ripple through the rest of the game and require other equally big changes. The client may not have the time or resources to do this, though hopefully if they’ve engaged me for developmental editing this won’t be the case.
  • This change and the other ones required will substantially alter how the game looks and plays, and this may not  appeal to the large (but ever shrinking, let’s be brutally honest) number of legacy players. It’s possible the company might alienate a percentage of its existing market with sweeping changes like this. While it’s tempting to look at it strictly from the perspective of design and art, a game publisher is a business and you can’t ignore those considerations. If the client is definitely interested in a change, however, they might decide the risk is worth it.

There you have it, three suggestions on how to move forward with changes to D&D’s ability scores. These are obviously just the bare bones and this all would require further discussions with the client. But they give a framework for those discussions and the client reaction to them gives me an idea of where my client might be prepared to go with future changes. What if the client goes “nope” to all three? Then I ask if there are aspects of the suggestions they liked and absolutely hated and use that to calibrate my next series of suggestions, assuming they still want me working on things.

For the purposes of moving forward on future articles I need to have my imaginary client choose one of these. Since the client exists in my head and I think extremes are the most fun: my client has decided that, with a truly interesting game they will more than make up the loss of legacy players with new players, and they are willing to put their resources to a true overhaul. Extreme option it is!

With that direction from my client, we can explore how the mechanics of our three new ability scores might work, and how their changes will ripple through the rest of the game. Stay tuned next week for Part 3 of Let’s Stat at the Beginning. And if you have anything you want to ask or discuss, find me on Twitter or drop a comment below.

Retooling the Draconic Ampersand

Dorklord_Canada_Logo_Wht_BG_Lo-Res.jpg-01I have been playing roleplaying games for most of my life. It’s been my passion and my inspiration since I was ten years old, dreaming of dragons and the deeps of space. Unsurprisingly, I have played a LOT of Dungeons & Dragons in that time. It was my first TTRPG, for a while my only TTRPG. It has sat in the tabletop space, its gravitational force at times waning but never absent. I have at times loved the game and hated the game, and sometimes those times were the same session of D&D. I’ve played it, I’ve DMed it, I’ve organized game days and cons around it. I’ve used it to draw folks into the hobby and I’ve seen it become the vehicle which drove some people out.

“It’s Complicated” doesn’t begin to touch how I feel about Dungeons & Dragons.

One thing that has come up in discussions around D&D’s unsquared corners and oddly built steps, though, is the common refrain from many of the game’s stalwarts whenever someone brings up an issue with the game rules.

“Well, if you don’t like it you can house rule it!”

Now, I’m not opposed to house ruling in principle. In fact it’s been part of the hobby since there was a hobby. I don’t even think I was six months into playing Basic D&D before I was suggesting ways we could do what I considered cool new things in the game. Of course, back then we house ruled not so much to change rules as add to them; the environment was not as supplement rich as it is these days, so we often had to build out aspects of the games we were playing ahead of any “official” expansions, if they ever came. So we love a good house rule around these parts.

I do think there is a discussion worth having about whether I should have to house rule a game for which I paid fifty dollars a book, but that lies outside the scope of this post. Consider a pin firmly stuck in it, we will return in a future article.

So no, I don’t oppose the idea of house ruling per se. But I was giving this a good think the other day and it niggled at me that so much of the house ruling going on is piecemeal in nature. And I mean, of course it would be. It’s happening at individual tables, as differing mixes of player and DM come up with their personal blend called “D&D”. I’ve even done it myself, both at the table and in one-off articles on bits and pieces I would change in the rules.

So all of this is to say, I got to thinking what if. What if someone (spoilers, dear reader, that someone will be me) treated D&D 5e like a broken down classic car. You haul it into your garage and look it over. All the parts are there and more or less functional, and in its current state it is certainly fun to drive. But what if someone…okay, fine, I…took it and instead of fixing a tire here or and a door there, I overhauled it from top to bottom? Just dove in, pulled it all apart, and rebuilt it from the ground up. What would that look like?

“But Brent,” I hear you say, “Why wouldn’t you just write your own fantasy TTRPG? Then you could make it however you want.” And you’re not wrong. But in my heart I know this about myself. I am maybe a second tier writer, and on really good days I have flashes of first tier writing. But I am a first rate editor. There is nothing I love more than digging into a big old pile of words and figuring out how to make them better than they were before. Basically I want to take the D&D books, starting with the PHB, and treat them as something I have been asked to developmentally edit.

Because lets face it, there are so many parts of D&D 5e that exist solely as artifacts to keep older players happy with the game. Let’s take an example I talked about in an article on The Rat Hole years ago: Ability Scores. As I opined then, they serve no purpose in and of themselves. You generate them when making your character, the ability score tells you the bonus you get in that ability, and then you never use the ability score you generated ever again. Sure, the game tells you to raise your ability scores at certain levels, magic items can raise them, etc. So then you blow the dust off this unused bit of crockery, quickly calculate your new bonus (ie, the thing you actually use during play), and toss the ability score back in the cupboard until you need it again.

So why have them in the game? Because so many old gamers would get grumpy if you took them away, it “wouldn’t be D&D anymore!”

I’m proposing to go ahead with this little project under the belief that: a) keeping old gamers from getting grumpy should never be part of a healthy design philosophy, and b) it not being D&D anymore might not be the worst thing.

Keeping the classic car analogy going, this is something I’m going to tinker with in my spare time. Of course I’m going to talk about it here and likely over at The Rat Hole as well. And when I have something in a readable form, I’ll post up a design doc so folks can watch as I add, remove, and flat out redesign all the parts to this classic.

I know other folks have looked at D&D and made their version of a “fantasy heartbreaker” inspired or in spite of it. Maybe this will come to nothing in the end. But from where I’m sitting now it looks and sounds like fun, so I’m going to give it a go. Stick around to see how it all works out.

Done Waiting

Like many of you, I read Orion’s statement about their being let go from Wizards of the Coast and their treatment while they were employed there. And I feel what many of you feel: anger, disappointment, sadness…a mix of feelings that, for me at least, add up to rage. And that’s what I had intended to do when I got up this morning. The previous version of this post was full of rage, lashing out at WotC and Hasbro, their management, at the co-workers who remained complicit in silence. But I deleted that post and started this one.

Because I have worked through rage, to contempt. And that is all Wizards of the Coast deserves from me, and all of us, today and going forward. I could run through a laundry list of reasons why. I feel like I covered enough of them in my previous post so instead I’m going to focus on one thing that stood out for me.

WotC’s most recent statement included the following bullet point:

“We’re proactively seeking new, diverse talent to join our staff and our pool of freelance writers and artists. We’ve brought in contributors who reflect the beautiful diversity of the D&D community to work on books coming out in 2021. We’re going to invest even more in this approach and add a broad range of new voices to join the chorus of D&D storytelling.”

And the thing that immediately occurred to me when I read Orion’s post yesterday was, they knew. When WotC made their statement, when they squirted out these beautiful sounding words, WotC already knew what had been done to Orion and the treatment they endured, and not only did they do nothing, they already knew they weren’t going to renew Orion’s contract.

They lied to us. They looked us in the fucking eye, told us everything was going to be okay, and carried on as usual.

meet it is I set it down

That one may smile, and smile, and be a villain…”

There is a tactic an abuser will use if it looks like they might get outed as an abuser. They will go to their previous victims, check in, and apologize. It isn’t sincere, the abuser isn’t trying to fix anything with this. They are doing damage control, so when the story of their abuse comes out they can claim they were already working on the problem.

The statement made by Wizards of the Coast in mid-June is the corporate version of that. They made it, not out of contrition, but to control the narrative. So that any stories that came out (and there have been many, Orion’s is sadly just the latest) would be mitigated. “No, our bad, but look, we’re getting help!” Like so many other abusers in out hobby and the industry, WotC has been outed. And not once, it must be said. People I respect have been telling us for years that we are in an abusive relationship with WotC, that they won’t change. Speaking for myself, and as recently as my last post, I held out hope that WotC could change, that they wanted to change. I was wrong.

I started playing Dungeons & Dragons on January 21, 1980. It has been a source of joy and creativity for me for forty years. I have found friends I wouldn’t have otherwise because of D&D. I have written innumerable words about and for the game. I have been this game’s champion.

Until today, July 4, 2020.

Wizards of the Coast is another abuser exposed in our hobby. It may be in them to redeem themselves, but frankly I no longer care. Given the size of WotC’s presence it may sound ridiculous, but for the good of the hobby they cannot be allowed to take up space here anymore. I’m sorry I wasn’t fully on board with that before, and I apologize to anyone I hurt by my continued tacit or overt support of D&D and WotC.

Disentangling our hobby from WotC will not be easy. There are any number of freelancers who, because of the market share D&D holds, rely on creating D&D content to pay the bills. This includes not just the DMs Guild, but also your FLGS, folx who make gaming accessories, and streamers. Yes there is an uptick in non-D&D games streaming, but the D&D tag on Twitch remains the most used and watched of the TTRPG tags. So while I hope each of these groups and creators will take a good, hard look at what is going on and make their own decision, I don’t expect there will be a huge switch overnight and I don’t fault anyone for that. Talk to me a year from now, though…

As for me? In my now deleted rage post I had a towering list of ultimatums and demands, promises I was going to make. But all of that boils down to one thing. I will no longer support Wizards of the Coast, or any game they produce. I am winding up any current obligations I have that might touch on the D&D space, and then I am done with it. I will not write another word about D&D, here, at The Rat Hole, or anywhere else. In order to cause the least harm to any creators who still rely on DMs Guild, I will continue to accept editing work for DM’s Guild projects, but will ask that I be paid in a royalty share to be assigned to Extra Life instead; if that can’t happen I will donate my word rate to Extra Life myself. Existing projects for which I currently receive royalties cannot be changed, but I will tally my quarterly earnings from those and also donate that amount to Extra Life. In any case I will not personally profit off of any D&D products, and I look forward to taking on editing work for products in other systems. A few current writing projects will be pivoted to system neutrality or other TTRPGs.

And as I have said before, you’re going to see me talking a lot more about other creators on here. Picture our hobby like an enormous aquarium. Yes, D&D is a whale floating smack in the middle, big and impressive looking. It’s the first thing anyone sees when they first arrive. But it doesn’t actually do much except occasionally inhale and spit out other fish. If you pull your attention off the whale you will see it surrounded by a vibrant, colourful, exciting world of other creatures. Our hobby has so much more to offer than a whale that is taking up space better used by other fish*. It’s time for the whale to go. 

Because even if they fixed everything tomorrow, it wouldn’t be contrition or remorse. It would be fear. Fear of losing their place of power in our hobby. Fear of losing us. Because that’s what WotC hopes you and I won’t notice in all this: they need us, more than we have ever needed them.

*Just to head off the comments, yes, I know a whale isn’t a fish. You know what I meant so just don’t.

Playing with William

Yesterday I had the opportunity to play in a streamed game and it was a lot of fun!

But today’s post is not about the game, but my character. More specifically, my character’s name, William Lindsay. In answer to a question from one of the many TTRPG related quizzes going around on Twitter, I remember mentioning that I tended to name characters in any modern game I play William Lindsay, after my maternal grandfather, William Edward Lindsay. I said it was my way of honouring the man, but I never really touched on why it was important to me.

First a bit of biography. My grandfather was born in Scotland but came to Canada when the family emigrated to a farm outside Tofield, Alberta. He grew up and went to school, and was something of a polyglot (an understatement; he could read/write/speak English, Scots Gaelic, Latin, Greek, French, Ukrainian, and German, and I heard him speak Russian and Mandarin besides) and bookworm, keeping up on his studies while keeping up on the chores expected of him on the farm.  When the Second World War broke out, he volunteered and because of his farmboy background was assigned as an airman with the RCAF and sent to England to drive supply trucks between airfields. And he would have done that until the end of the war, except someone discovered he could speak fluent German, and they needed German speakers to serve on bombers. He was rushed through flight and wireless training, promoted to Warrant Officer, and spent the rest of the war crouched over the wireless set in bombers. I can’t be certain how many missions he flew, but he once mentioned going up more than eighty times, and I have no reason to doubt him. Most importantly, he came back from his last mission, was mustered out of the RCAF, and returned to Tofield to be a farmer again.

I didn’t learn any of this until later, not that it would have mattered. Grandpa Lindsay was the person almost single handedly responsible for feeding my deep love of books, particularly science fiction and fantasy, and nothing would have made me love him more than that gift.

So that’s part of why I name my modern characters after him, but it isn’t the whole story. I have written before about how I came to TTRPGs, that I started playing D&D in January 1980. Obviously I fell instantly in love with the game! A way for me to play as the characters from my favourite books? Hell yes! And I knew that I wanted to share the game with my grandfather, that he was going to love it as much as I did. As excited as I was to play D&D, I was counting down the days to school’s end, when we would visit the farm for the summer and I could play D&D with my grandfather.

In April of 1980 William Edward Lindsay suffered a debilitating stroke, paralyzing half his body, depriving him of so much of his memories, and leaving him without the ability to speak. While therapy would eventually get a fraction of that back for him, a number of minor strokes throughout the rest of his life would mean he never fully recovered from the first one.

I still tried. But I was eleven. I didn’t understand what had happened to the man who had taught me to ride a horse, who had taught me to love Frodo and Samwise and Merry and Pippin, who I still picture as Gandalf whenever I read The Hobbit and The Lord of the Rings. I didn’t know him anymore, and he couldn’t tell me what was going on.

We never did play D&D together, and I carry the sorrow of that with me to this day.

And that’s why. I never got a chance to play any of these games I love, that I know he would have loved, with Grandfather Lindsay. But every chance I get I name my character after him, so I can carry a little piece of him along with me in the hobby. And if there is an afterlife, maybe he knows that somewhere, and smiles.

So if we ever game together, know there is a good chance my grandfather is gaming with us as well. He’s a great guy, I think you’ll like him.

Some Thoughts on $300 Dice

In celebration of D&D’s 45th anniversary, Wizards of the Coast released a beautiful set of metal dice, featuring a sapphire set in one of the d20. There are some other things that come along with the set; a nice display box, some stats for a Sapphire Dragon, and so on. And there is Clever Marketing™ all over this. They are only releasing 1,974 sets, for instance, in honour of D&D first being published in 1974. The sapphire is not only the 45th anniversary stone, but the 5th anniversary stone, so it also celebrates the anniversary of 5E. I’m not going to link to it, but if you search you can scroll through a whole page of hype before getting to the price at the bottom. Yes, this celebratory set of dice sells for a cool $299.95USD.

Let me be clear right from the start, I have no quibble with WotC partnering with Level Up Dice to create an expensive set of dice for their anniversary. Sometimes game companies are going to create expensive collectibles for our hobby, and that isn’t inherently bad. There are folks who will buy a set of these and enjoy their purchase for years to come. And to forestall any, “You’re just butt hurt because you can’t afford them!” comments, I can afford them. I work a well-paying, full-time job. While dropping $300 on a set of dice wouldn’t be insignificant, I could afford to do it. I’m just not going to.

My issue is that this seems to be the only thing WotC is doing to celebrate either of these milestones. In fact, if I type “celebrate 45 years of D&D” into my search engine, the first two pages of results all relate to the sale of this dice set. I have to get to page three before I see anything else, mostly op-eds regarding, you guessed it, the sale of these dice. But what I don’t see is any word from WotC about celebrating these anniversaries with anyone except the 1,974 people who purchase this set.

As of March of this year, there are an estimated 13.7 million folx playing D&D worldwide. Because large numbers are large, if I subtract 1,974 from 13.7 million, I’m pretty much left with 13.7 million. So WotC Marketing decided the best way to celebrate the anniversaries of both D&D and 5E was to sell an expensive item to a statistically insignificant portion of the millions of players who have made their game popular. To put this into further perspective, dividing 13.7 million by 1,974 means that one in 6,940 of us get to celebrate with WotC. The other 6,939 get to look at the pretty dice (assuming we can close enough to a set) and think warm thoughts, I guess?

What bugs me about this is twofold. First, at a time when the hobby as a whole is working to be ever more inclusive, WotC Marketing decides on a “celebration” driven by FOMO and elitism. Everything about the way they have marketed these dice, from their limited numbers to the “own a piece of history” rhetoric to the price point, makes it seems like WotC only wants to celebrate with the elite, and only after they have forked over their $300 for the party. If you aren’t one of those 1,974 people who can afford a ticket? Well gosh, hope you keep playing! Now here’s a warm slap on the ass, get back in there, champ!

The second thing that bugs me is that I know WotC is actually capable of celebrating an anniversary better than this. I was running in-store games during the 30th anniversary celebration (or 35th? Okay, the old memory is tricky). For that anniversary we received a box of stuff to help us run a special game day. It contained dice, figures, and special anniversary mechanical pencils to hand out to players and DMs, with enough for us to support up to six tables of D&D. The dice weren’t super special, and the mechanical pencil was white plastic with the D&D logo and “30th Anniversary” stamped on the side. I still have it, actually; when it ran out of lead I put it on my shelf so it wouldn’t get beat up in my dice bag anymore.  But the point is, about forty of us got together in a game store one Saturday and celebrated the anniversary of D&D in the best way possible: by playing the game. And it didn’t cost anyone there a dime.

Now, it is possible that WotC Marketing has some sort of community celebration planned, something that will reach out to the majority of the 13.7 million players supporting their game. But if so, all their marketing around this dice set has blocked word of it getting out. It’s also possible that WotC Marketing may pull something together last minute, as a reaction to the somewhat mixed response the dice have received. But that’s all it will be, a reaction, an offering designed to appease rather than celebrate.

As I said before, I won’t be buying a set of these. I hold nothing against anyone who does, because frankly, it’s a beautiful product and Level Up Dice should be proud of the design. For me, though, this dice set isn’t a celebration, however desperately WotC Marketing might frame it as such. Clever marketing around an anniversary? Sure. A celebration? To me, that suggests wanting everyone involved in your success to take part, and this is not that. It’s not even a signpost showing the way to the road that takes you to that.

Instead, I am going to take the $300 I could have spent on these dice and go shopping on Itch.io and DriveThruRPG, picking up some excellent games and supplements from marginalized creators in our hobby. I won’t do that all at once, but I’ll finish up by the end of January. I’ll post here with my purchases so you can see some of the amazing stuff to be found. To me, that seems a better way to use $300 to celebrate my hobby.

Feel free to leave a comment below or track me down on Twitter (@DorklordCanada), I’m happy to hear your thoughts. And if you would like to get yourself or someone you know an adorable Hedgicorn for their 5E game, you can do that on DM’s Guild. All proceeds go to support Extra Life, so not only do you get something fun for your table, but you help out sick kids around the Holidays.

The Hedgicorn

I love coming up with weird, quirky things for my D&D campaign. As one of my groups is entering a pocket of the Faewylde, I wanted to create something special for them to encounter. I love faerie, because done properly they hide a frightening power behind a cute facade. So I thought to myself, how could I make something as adorable as the hedgehog a formidable encounter for my group?

Enter the hedgicorn! All the majestic power of the unicorn, crammed into a tiny hedgehog package. Protector of the small folk of the fae, guardian of lost children, indomitable alone and well nigh unstoppable when gathered in common purpose with other hedgicorns. I loved the idea so much I had my buddy Jeff Martin do up some art for it, pictured. Jeff is a fantastic artist, and I think he captured my weird little creation perfectly.

Not only is this the first creature I have created for any TTRPG that I have commissioned art for, but this now marks my first creation published on DMs Guild. It seemed appropriate, as this is the start of my Extra Life campaign for 2019, that this fierce guardian of lost children should benefit children in the real world. So in perpetuity, you can purchase The Hedgicorn on the DMs Guild for just $1.99US, with all proceeds going to benefit Extra Life.

I hope the hedgicorn will find a place at your table. It has made for an interesting beastie in my campaign, and I would love for some wizard or druid to adopt one as a familiar or animal companion.

If you do use it in your campaign, please let me know how it goes. Any feedback will be incorporated into updated versions, as tweek and adjust it through my own usage.

From the Campaign: Tome Guardian

Even though I’m not entirely finished with this creature, I thought I’d share something I pulled together for my home D&D campaign. My party is going to be exploring many places which have not been seen for almost five hundred years or more, and this is one of the creatures they may encounter in their journeys. It isn’t finished, of course. Not only have my players not encountered it, and therefore I don’t want to be posting all of its abilities here, but I also envision this as the “base model”, with adjustments and changes depending on the race which created it and the specific site it was created to guard. But this is enough to be going on with, and I’ll adjust it as it comes into contact with the characters.

Feel free to use it in your own campaign if you are so inclined, as is or modified to fit your needs. If you do modify it, maybe share that with me so I can see to what purposes you put it.

*     *     *

Tome Guardian
Medium construct, unaligned

Armor Class 18 (natural armor)

Hit Points 55 (5d10 + 25)

Speed 30 ft.

STR DEX CON INT WIS CHA
18  (+4) 14  (+2) 20  (+5) 14  (+2) 10  (+0) 1 (-5)

Saving Throws Int +2, Wis +0

Skills Skill +0, Skill +0

Senses Darkvision 120 ft., passive Perception 10

Damage Resistances bludgeoning, piercing, and slashing

Damage Immunities Force, poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Languages Understands Common and Draconic but can’t speak

Challenge
5 (1800 XP)

Force Absorption. Whenever the tome guardian is subjected to force damage, it takes no damage and instead regains a number of hit points equal to the force damage dealt.

Immutable Form. The tome guardian is immune to any spell or effect that would alter its form.

Magic Resistance. The tome guardian has advantage on saving throws against spells and other magical effects.

Magic Weapons. The tome guardian’s weapon attacks are magical.

Spellcasting.  Tome Guardian is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 10; +2 bonus with spell attacks). The Tome Guardian has the following spells prepared from the cleric’s and wizard’s spell list:

  • create water
  • prestidigitation

ACTIONS

Multiattack. The tome guardian makes two melee attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) bludgeoning damage.

Force Wave (Recharge 5 or 6). The tome guardian sends a wave of force energy from its outstretched hand in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 16 (4d6) force damage on a failed save, or half as much damage on a successful one.

 

REACTIONS
Reaction. 4 (1d8) bludgeoning damage.

Built to guard libraries and other locations storing knowledge or artifacts, tome guardians are able protectors of both the location and the objects within. Imbued with minor abilities which allow them to care for the books and artifacts they guard, tome guardians also act as research assistants, as they are programmed with a catalogue of the items under their care. Tome guardians are unfailingly polite until one seeks to endanger a book or artifact they are charged to protect. They then go on the offensive quickly and decisively.

RPGaDay August 29

You can game anywhere on earth, where would you choose?

cropped-cropped-brent-chibi-96.jpgI’ve had to break the answers to this question down by type of game, because of course the RPG makes a difference.

Fantasy (D&D, Pathfinder) – I’d pick any of the dozens of still standing castles throughout Scotland or Wales. I’d prefer something on the coast, in a room with a great view out over the ocean. Transform that room to double as a fantasy-medieval tavern, because every great adventure starts in the tavern! Big wooden tables, torchlight, fire roaring away in the hearth! And the beautiful Scottish or Welsh countryside and seaside to complete the feel.

Call of Cthulhu – If we’re going for classic 1930’s CoC, then I want to set-up camp next to the pyramids in Egypt in a style as authentic to a Dirty Thirties archaeological dig as possible. Or, since I know Egypt is rightfully protective of their heritage sites, I’d want a run-down old house somewhere in New England, preferably overlooking the ocean. Of course it would need to be in a sleepy, seemingly quiet New England village, so I could stash clues all over and make the Investigators have to poke around and, you know, investigate.

Shadowrun – Tokyo, in a glass-walled boardroom overlooking the centre of the city. Some might say it should be Seattle, but I think Tokyo already embodies what many imagine as a typical Shadowrun city. This would also work for Feng Shui, of course, although we could also reset to Hong Kong.

Post-Apocalyptic – I’m thinking games like Gamma World and the like. I’d want to pick one of the large-scale abandoned places, like an abandoned amusement park, or the massive airplane graveyard outside Tucson.

Now, it can be difficult to travel to all these places, not to mention getting your gaming group there as well. So I’ve also though about what I’d do with a chunk of property to turn it into a super-cool gaming location. But I think this might fall under a future RPGaDay category so I’ll leave it for now.

I’ve definitely left some games off this list, so what would be your choice of game/dream location? Let me know in the comments.

RPGaDay Catch Up!

PFS Dice CroppedYou’d think, after doing RPGaDay for a couple of years that I’d remember it was coming up. You would be wrong. So here is my standard update post, bringing us from August 1 to today. Daily posts will begin tomorrow, as is my wont.

August 1: Real dice, dice app, diceless, how do you prefer to ‘roll’?

Dice. Always and forever, dice. I can’t help it, I love them so much! I can appreciate diceless systems, and I can even enjoy playing them from time to time. And I do understand the usefulness of a dice app for convenience; Roll 20 would be a much more drawn out process without their in-app dice macros. So I’m not against either of those options.

But given the chance, I want to roll actual dice. I love the tactile feel of them in my hand. I love the tension as I rattle a handful of dice, hoping for the right numbers to come up. I love collecting the perfect sets of dice for each of my characters. Dice are too much a part of the game for me to ever give them up.

August 2: Best game session since August 2015?

I’d have to say my best overall session since last year was the first session of my 5e D&D game. It was a perfect confluence of the things I love about gaming; introducing new players to the game, bringing a new game world to life, navigating a new game, and building a new group of players. It was my first time back to the D&D game in over a decade, and I’d forgotten how much I loved the game. And 5e is a great edition to come back on.

A very close second? A recent session of Pathfinder in which the group fought a shadow-infested triceratops skeleton. It was so much fun to run, and the players were having a blast the entire time. Plus, any time you can have a triceratops skeleton smash open an enormous fish tank right in the middle of the battleground? Do it, you won’t be sorry.

August 3: Character moment you are proudest of?

This is a hard one to answer. I’m currently GMing two Pathfinder campaigns and DMing two D&D 5e campaigns, so my play time is limited to non-existent. But my buddy Scott has been in town while on holiday recently, and I got to play a swashbuckler character in a PFS scenario he wrote. Merrick has been a lot of fun, and my favourite moment with him so far was the inadvertent insulting of the aged matron of a Tian Xia family. How was I to know she wouldn’t appreciate my bawdy story? It killed down at the teahouse.

August 4: Most impressive things another’s character did?

No one thing, but it is an absolute delight to watch my friend Anita play her gnome sorcerer Twig in my Council of Thieves campaign. Anita plays a perfect gnome character, inquisitive with little regard for her own safety. The interplay between Twig and the character Kring (half-orc barbarian), her friend and self-appointed minder, is one of the best things about the each session. When two players can mesh their characters in such a way that it enhances the experience each session, it’s truly a gift as a GM. And relatively recently we’ve added in a Halfling rogue which has become Twig’s partner in crime. Fuel to an already robust fire…

August 5: What story does your group tell about your character?

As per my answer on August 3, I don’t get to play a lot. So I don’t think I’ve played a character enough recently to allow my group to develop stories about my characters. Things should change this fall, and I’ll be back to playing more. We’ll see what stories will come.

August 6: Most amazing thing a game group did for their community?

For the last couple of years a group of my friends have formed a team for Extra Life. Team Knifeshoes has raised thousands of dollars for children’s hospitals, and it’s one of the best things I get to be a part of every year. I’m looking forward to it again this year, and I have some special tabletop events ready to go which I hope I’ll be able to pull off. They also have a Tabletop Appreciation Weekend running September 16-18, so see what’s shaking for that.

August 7: What aspect of RPGs has had the biggest effect on you?

The social aspect of RPGs has had the biggest effect. I’m an introvert, so left to my own devices I will happily spend all my time alone in my room reading, or playing video games, or watching stuff on YouTube and Netflix. Having a fun excuse to get together with friends and play pretend? Yep, I’ll take it. And as a GM I get to indulge my introversion by sitting alone and dreaming up encounters and game worlds for my players. Really, it’s the best hobby I could have stumbled into (way to go, ten-year-old me!).

August 8: Hardcover, softcover, digital? What is your preference?

My preference is always for the physical book, whether it’s hard or soft cover. But as a busy GM on the go, especially one who has made several trips to Gen Con and PaizoCon over the last several years, I have also embraced the digital age. Currently, most of the Pathfinder books I own are in digital format, though I’m shifting the needle on that. Most of what I own for all my other games, though, are books on shelves. I enjoy cracking open a gaming book to look things up, and I like walking in to my game room and seeing the books lined up on the shelves. My library is only going to get bigger. [insert evil laugh]

August 9: Beyond the game, what’s involved in an ideal session?

It’s hard to describe what makes a session ideal for me, outside of the actual gameplay. I can describe it best as ‘easiness’. When my friends and I are just together, and none of us is having to work terribly hard at having or creating a good time, that’s easiness. I’m lucky enough to have several groups which achieve that on a regular basis, and so I’ve managed to get to a place where I’m excited about each session because of that. Play shouldn’t be work, and if it is that might be the time to find another group.

That’s it, tune in tomorrow for regular RPGaDay updates through August.

 

Encounter Locations – Part 2

Last time we talked about what inspires encounter location design, and how to start the cropped-cropped-brent-chibi-96.jpgprocess. Inspiration for an encounter location can really come from anywhere, so when you have an idea make sure to record it. You may not get to it right away, but it’s great to have a list of ideas on hand. If you’ve ever been faced with needing to run something for your players on the fly, you’ll find such a list invaluable.

But that’s not you right now. Right now you have your brilliant encounter locale idea, and you want to flesh it out. So let’s look at next steps. These steps don’t have to be followed in any particular order. And in fact, you will likely find yourself tweaking and adjusting each area as you go, based on something you come up with in another step. That’s good. Nothing is set in stone until the players get there, and even then it’s less stone and more a really solid but malleable clay.

The Environment

Think about the details of the setting’s environment. How is it going to impact the characters? Is interacting in the environment difficult, or is the locale outright hostile to people? Many of these details will have a mechanical impact on the characters, either damaging, debilitating, or in some cases even enhancing them. For instance, if your locale is an underground magma flow you may have to look up your game’s rules for high-temperature environments.

Not everything in your setting will have, or needs to have, a mechanical effect. Sometimes it’s just as useful for the setting to evoke a particular feeling or mood. I’ve definitely tailored my abandoned crossroads station around a particular mood, dread. The area around the crossroads is very open and bare, so the man-made features, like the gallows and the tower, stand out. But while those might be the most noticeable things from a distance, there are also features revealed as the characters draw closer. If you look at the map from the previous article you’ll see what appears to be an empty field in the northern corner of the crossroads. That field is anything but empty, but the players won’t know that until their characters get closer. Then it will become apparent that the empty, grassy field is packed with a series of small mounds, not unlike unmarked graves. None of them look like they’ve been disturbed (for now). But imagine describing this field of mounds, the wind rustling through the grass (almost sounds like whispering…), and across the field, ropes dancing in the wind, stands a gallows. Yep, can’t wait for my group to go there.

What Lives There?

Once you’ve filled out some of the details of your location’s environment, it’s time to think about what might live there. Looking at the magma cavern example again, fire elementals and fire giants would be really obvious ones (nothing wrong with obvious, by the way, as long as your players have fun). But there could also be creatures that just enjoy being warm, that have taken advantage of the magma flow to take up residence in side caverns close by. Duergar (or even just a group of regular dwarves) could have set up shop, taking advantage of the flow to aid in smithing or ore processing. Maybe the local goblins use the location for ceremonies, and the rare occasions they want to cook meat quickly.

Also take a moment to consider whether what lives in your location might have predators. I don’t know what might hunt fire elementals regularly, but if there was something, they’d likely be keeping an eye on local magma flows. If dwarves are using the location maybe orcs want to take it from them; the characters could arrive in the middle of such an attack. Conflict is always exciting, so think of ways such conflict might exist at your location.

Conversely, who is allied with the creatures in your encounter? If Duergar have set up shop at the magma flow, can drow seeking trade be far behind? Any number of subterranean races could trade with the grey dwarves in this situation, and it might be the perfect way to introduce your players to some creature they might not encounter without weeks of underground travel. Or if goblins are using the location for ceremonies, maybe there is a fire elemental smart enough to pretend to be a god, demanding tribute from the goblins in return for favours.

The more layers of creatures you can add to the environment, the more “lived-in” it will feel. That doesn’t mean you have to force something to be there if it doesn’t fit. And sometimes the environment is so hostile that your creature pool is limited. But do give some thought to the creatures you place in your locale beyond their stats and treasure.

Speaking of Treasure…

You’ve created a location interesting enough for the players to send their characters to investigate. You’ve given them cool creatures and challenges to overcome when they arrive. Now what do they get out of it? Sure, sometimes killing monsters is its own reward, but is doesn’t buy you a round back at the inn.

The most obvious sources of treasure are, of course, the creatures you’ve placed there. Duergar or dwarves will have items they’ve created, as well as the raw materials for making those items. Heck, the smithy itself is treasure, when looked at from a certain point of view. The goblins will have whatever they’ve been giving to their fire elemental god, as well as whatever they’ve been holding back from their fire elemental god. If creatures have lived in the location long enough, they’ll have likely collected a number of interesting and potentially valuable items.

Maybe your group of adventurers weren’t the first to find and explore the location, they’re just the first to do it casualty-free. Bodies of previous explorers are a time-honoured way to get loot into the hands of the next generation of adventurers (especially if that loot is cursed, or has a mind of its own). Who knows, somewhere down the line your player’s characters might continue that tradition.

This is a good time to think about what might have been in the location before the current creatures. Maybe there are items hidden away by the previous inhabitants, as yet undiscovered. May the current inhabitants have only just recently discovered hidden items or treasures, and the adventurers arrive just in time to take them away. Maybe the hidden item is why the characters journeyed there in the first place, only to find your creatures in the way. Hilarity ensues.

Is the location itself a treasure? Does, the burbling fountain in the corner, once part of an ancient temple, bestow some type of benefit if drank from? Is the magma actually the molten form of a very rare metal, and can it be harvested? If you spend the night in the haunted mansion, do you actually get to make a wish like the local rumours say? Never be afraid to make your location, or even just a part of it, something wonderful and precious. Then make the players work to earn the benefit.

That’s it for this post. Next time we’ll look in a bit more detail at how I’ve combined some of these elements in my abandoned crossroads station. And I may even have a nicer map to show you! Until then, feel free to leave a comment below and share your encounter thoughts and ideas.