Sunday, October 29, 2017

OSW: Flight from Dream Station Six

Image result for misty isles of eldThough I seldom post about it here, my homebrew, all-wizard RPG, "Olde School Wizardry" is coming up on session #115 this week.

I've found very few things more satisfying than managing a roleplaying campaign that has its own legs and momentum.

Following a few sessions spent with Chris Kutalik's amazing Misty Isles of the Eld by Hydra Cooperative, which integrated with disturbing ease into our existing campaign (basically all I did was move it to the moon), I sent my players the following teaser:

Luminous, lunar mist lends a persistent, chalky haze to the surface of the moon, but about every 700 hours the mists "fall," leaving the lunar surface clothed in frigid, naked darkness. 

Since the moonquake marking the release of Luna, the moon's captive elemental spirit, from the cruel clutches of Zifthhpf the Usurper, most sources of shelter near Monument Five, her stark, floating prison, have collapsed. 


Now as the icy shadows of lunar mistfall grip the moon's surface, the wizards must flee, or the moon will become their icy tomb!

Fortunately the wizards have found temporary shelter from the lethal cold within the tubeways and towers of Dream Station Six--a facility for broadcasting frustrating nocturnal signals to the surface of the world below (inspired by Paul Gorman's Faery Ring to Alpha Ari).
  
The Black Obelisk, a means for jumping between worlds, rests but a stone's throw from the Dream Station, and the wizards have deduced they can harness their own Quintessence to temporarily reactivate the elfin portal generator.  However, the psychosyllabic glyphs scribed upon the stone are both subtle and complex.  Programming the Obelisk properly is a tricky proposition and a miscalculation could strand explorers anywhere. 


Image result for giger xenomorphStation transmission logs, listing psychic "addresses," might help a great deal, but the wizards had better act quickly. An accident has allowed a nightmare to become corporeal, and it stalks the shadows of the station, able to frighten its victims to death! 

Saturday, September 30, 2017

Returning to Phandalin

Image result for 5th edition D&DThis summer, after a careful look around our Friendly Local Games Stores, I knew that I wanted to offer a 5th edition D&D game in our after school club.  Despite my own preference for older editions, I figured that once my students head off to high school and college, some familiarity with 5e will make it easy for them to jump into any pickup games they encounter.  Also, should some of them be bitten by the bug and decide to teach themselves the full game, 5e can be purchased retail in five different local shops and bookstores.






Though I've run something like 70 sessions of 5e before, some aspects of the system just don't stick with me and I've constantly got to review some bits to stay on track: 

  • spells prepared vs spell slots
  • short rest vs long rest
  • reaction vs bonus action
  • 5e spell descriptions vs their 40-year-old analogs
  • some conditions (e.g. "poisoned")
Image result for lost mines of phandelverTo that end I ran my older kid through Lost Mines of Phandelver at home to help me brush up some.  Her quartet of adventurers made swift progress, hitting a few side quests but mainly focusing on locating the Forge of Spells, rescuing various NPCs, and thwarting the Black Spider.  

In fact, perhaps because she cut her teeth on B/X D&D, she was adept at avoiding unnecessary combat and focusing on recon, speed, and stealth to achieve her objectives.  She wasn't willing to risk a confrontation with the adventure's final guardian and so, after a brief but polite conversation, she withdrew, leaving the Forge unplundered.

As the school year kicked into gear, this gave me an idea: except for a bugbear boss, rogue wizard "Iarno the Glasstaff," and the Black Spider, all of the named villains made it through to the end of the adventure unscathed.  Instead of rewinding and starting Lost Mines over again, why not just pick up with my new group of players from where we left off?

I started session one with the group, a company of free swords hired by the Lords' Alliance and Sildar Hallwinter (the new townmaster of Phandalin), acting to support the two surviving Rockseeker brothers.  

Having at long last discovered its location, the pair of dwarves had all but beggared themselves in order to purchase a charter to reopen Phandelver Mine.  This meant that they had scarce resources left to hire laborers, provisions, and equipment.  

But wait!  

The Redbrand gang had left a considerable stock of supplies in their hideout when they were chased out of the ruins of Tressander Manor ... somebody just needed to trek up there and haul them out.  

And rumors that the manor was haunted?  Bah.  Probably just cooked up by the Redbrands to keep the townies away.

Image result for ghoul


Drop a furtive ghoul into the northern hallways (gnawing at the bones of slain brigands) and  and voila!  Instant memorable, creepy, first encounter.  
It became even more memorable when, once the ghoul had brought down the party's cleric and was dragging him off by the ankles, another emerged from the cistern behind them!

One PC fled, two went down, death checks were passed, and thanks to the presence of two rogues in the party (rogues seem to be the new fighters), both ghouls were vanquished.


Image result for nothicSession Two: after his arrest, rebel wizard Iarno Glasstaff had spilled the beans to avoid the gibbet.  Among the information he shared was the fact that he had built a lab under the old manor ... in fact, his books and papers were still there as far as he knew.  

Harid, the party's wizard, might profit by getting his hands on some of those books and notes.  Iarno had said something about a creature he called "mad eye," ... but that was probably just to keep profiteers from looting his lab.

The group tangled with the Nothic, and defeated it (just barely), making a third plunge under the manor's ruins to find Iarno's lab.  His old familiar (re-skinned as something much more along the lines of Brown Jenkin) made things interesting, but they got back out with a bit of swag.

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Overall I'm feeling good about the plan to simply continue the storyline ... following some threads out and fleshing out others (e.g. orc raiders planning revenge for the defeat of their chief's son or necromancer finds something of interest in the ruins of Old Owl Well).

Because of the novice experience level of my players and the increased mechanical complexity of 5e, however, I'm finding that the pace of the game is much, much slower than what I had anticipated, however.  With 5-6 players at the table, I'm really only getting a couple of encounters in for each 90+ minute chunk of play.

Will that pace hold their interest for the longer term?

Will it hold mine?

Saturday, September 23, 2017

The Return of Games Club

Tuesday afternoon in the school library about 35 students, grades 6-11, gathered to play silly games.

Along with Settlers of Catan, Castle Panic, Munchkin, Small World and other favorites, two tables hosted RPGs: my older daughter's perennial B/X offering (Keep on the Borderlands) and a 5e game at my table (Lost Mines of Phandelver).

Surprisingly, though she's been at this for years, she experienced a setback during the next couple of hours.

At her table she hosted two new players and two vets.  Familiar with the attention spans of her audience, she chose (wisely) to keep character creation quick and tight (3d6 in order), and rather than 3d6 x 10 gold for starting money she offered the players a couple picks from a stack of index cards, each listing some interesting gear (e.g. "climbing spikes and a coil of rope" or "a shortbow and 12 arrows--one explosive" or "a spearman retainer").  


Image result for keep on the borderlandsLikewise, rather than have them roam the outer bailey of the keep until they decided to try and rob the place, she started the action right at the mouth of the cave-studded canyon.  After mucking about in the Shunned Caves for a bit, her crew rolled into the minotaur cave and the typical craziness ensued.  

Though she dangled the option of retreat, the badly tattered party went toe to toe with the bullman and, to her surprise, prevailed, finding their way out through the bugbear caves ... at which point her most vocal veteran player declared that he was bored with caves and wanted to game "in the woods or something where I can go wherever I want or go to town and mix up different stuff to make potions like we did that one time."  

Repairing to the keep, the group soon declared that the location was also "boring" and left, looking for a big city where they could buy more specialized gear.

Now on the face of it, this may sound like the perfect segue to hex-crawling, wilderness adventures (which is, after all, the "X" part of B/X play), but she assures me that this is NOT what the player actually had in mind.  Rather, having gamed with this gent for over two years, she believes that he's thinking about a highly structured, plot-driven adventure, similar to a short DCC scenario she adapted and ran for him and some friends once (which happened to be set in a frozen forest).

Here's the rub: she's spent the last couple weeks of summer break preparing Keep on the Borderlands, with plans to tie it into Curse of Xanathon and the Dwellers of the Forbidden City and, with a fresh load of advanced classes this year, doesn't necessarily have the time to scrap it all and plan something else.

What to do?

Continue offering the game she is prepared to run and let the "market" of the 30+ players in club come and go to find their own gaming "sweet spot" or should she try to tailor what she's prepared to her current mix of players?

There are certainly pros and cons to each approach.

Image result for entitlementAt the moment, she is leaning toward a collaborative approach in which she talks to her players more about what they would like the game to be and tries to emphasize some elements (being awesome, making potions, getting quests, dumping quests without consequences) and minimize others (mapping, exploration for its own sake, dungeons).

She may even re-skin the Caves of Chaos as an archipelago, replacing tunnels with forest trails and rooms with clearings and settlements ... we'll see ... 

There's a tension between the type of game she would like to run and the (shifting) interests of her players.  For now, she's chosen to prioritize the relationships and helping please others above trying to emulate a certain aesthetic.  I can respect that.  I'm interested to see if her young players can as well.