Back to the Basement

I have to admit that I’ve never actually played an RPG in a basement. I know that the classic stereotype of RPGs is a bunch of guys sitting around a table playing in a basement but I’ve never done it. However, if you take the notion of going back to the garage and combine with the classic stereotype, you get back to the basement. And, metaphorically at least, that’s what my RPG group is kind of doing. I started gaming with AD&D 1st edition but most of my GMing, back in the day, was done with the 2nd edition version and that’s what we’re playing now.

Originally, I was planning on running a mid-level mini-campaign with a series of modules that I’ve always wanted to run but never have had the chance. I was going to start with that last week but, as seems to happen way too often, those plans got scuttled. Half the players couldn’t make it last week. So, instead, Austin, Rachel, and RJ rolled up characters and we played the adventure “Honor Lost, Honor Regained” from Dungeon Magazine #48. I think everyone found it refreshing that they could roll up characters and finish an adventure with multiple encounters in just a few hours!

Even after that session, I was still planning on running that series of mid-level adventures. I worked up a way to have the other three players bring in their yet to be created characters and get everyone to the still undisclosed location of the set of adventures (which is going to remain undisclosed too). Then I had a week to think about it. And, of course, as I thought about it, I thought that it might be a better idea to start off at the beginning.

So I took Friday afternoon off of work (talk about a dedicated GM…actually, I was kind of fed up with work anyways), dug through my old AD&D stuff, and wracked my brain for what to do. I settled on the Forgotten Realms as the setting. It was the campaign setting in which much of my early GMing took place so might as well keep with the back to the basement theme, right? Plus, I’ve always used it as more of just a backdrop for a campaign that is much more character focused than a more campaign-centric type game (i.e., where the setting itself plays a very significant role in the campaign). I’m largely sticking with gray box version of Forgotten Realms though I may drag in some “newer” material as well. I’m not a stickler for canon so I feel like I’m free to mix and match as I want.

Okay, I’ve got the setting but where and how will kick it off? Well, for that I settled on Daggerford and the sort of sandboxy adventure, Under Illefarn. I read somewhere that it was the first module published for Forgotten Realms and I had never run it before so why not? It hasn’t been that well received in some circles but I read it and it really isn’t that bad. It gives a fairly good amount of detail, but not too much, on the town of Daggerford and the surrounding area as well as a some pretty straightforward “episodes” to run…albeit a bit cliche and/or even a little cheesy. Outside of that, there are a lot of little plothooks that can develop but I can’t say too much since my players read this…or at least I think they read this.

So, everyone was available for this week’s session and we rolled up characters. I gave them the option of rolling their Ability Scores one of three ways: 3d6 and re-roll any single die that comes up a 1 on each stat, 3d6 rolled seven times and pick the six scores desired, or 4d6 drop the low. They all had to come to a consensus on how to roll and settled on 4d6 drop the low. They also had to agree on whether or not they would roll in order or get to arrange the rolls. They agreed, with some initial dissent, to roll in order…much to my surprise actually.

I then told them that they were starting as 0-level characters with -500 XP (with everyone just coming of age…13 or 14 in human terms) and gave them the option of picking a Secondary Skill or rolling for one (we’re not using Non-Weapon Proficiencies this time around). They opted to roll. They then got some limited funds with which to purchase any equipment that they thought might be relevant to their profession or that their family might have given them. I’ll just say that some of the players got what this meant and others went the more munchkin route. 😉

The result is the following.

  • Davos (played by Todd): Str 12, Dex 15, Con 15, Int 16, Wis 10, Cha 11. Human. Davos is the only son of a trader (name to be determined) who works for one of the large trading houses of Waterdeep (also to be determined). Davos was up to some shady business on the side and when he told his father about this, his father took him to the barracks and told them to start his militia training early. Davos’ mother is deceased.
  • Dory (played by Bridgett): Str 14, Dex 15, Con 15, Int 11, Wis 16, Cha 6. Human. Dory is the rather shy daughter of one of Daggerford’s shepherds who has attracted the eye of her older brother’s best friend, Channing. Her father is also quite keen on such a matrimonial match as Channing’s family owns some rather large flocks.
  • Hannah (played by Rachel): Str 11, Dex 14, Con 11, Int 15, Wis 12, Cha 11. Human. The only child of John and Molly, Hannah has spent much of her childhood following her father into the wilds surrounding Daggerford. She and her father are close and, following in her father’s footsteps, Hannah has become a competent trapper and woodswoman.
  • Kethenor (played by Mark): Str 15, Dex 10, Con 9, Int 14, Wis 6, Cha 12. Elf. Kethenor’s father was killed when he was but an infant. His mother remarried a human boatwright (names to be determined) and Kethenor has a half-brother and he is not overly fond of the “half-breed” as he calls him. Kethenor’s relationship with his step-father is also rather strained.
  • Merrick (played by Austin): Str 16, Dex 14, Con 18, Int 17, Wis 10, Cha 15. Human. Merrick is the only son of one of the town’s tanners and leather workers. The boy has aspirations well beyond those of his father’s trade.
  • Tycyn (played by RJ): Str 16, Dex 14, Con 11, Int 8, Wis 15, Cha 13. Tycyn comes from a large family and has three brothers and three sisters. His father, Goodor, has always assumed that Tycyn, being the eldest, would take over his carpentry business but that does not appear to be the case. Tycyn has left home to pursue his own life. Although the parting words between he and his father were not the most friendly, Tycyn and his family remain on good terms.

I’ll save what actually happened in our first session of play for a later post. I’ll just say that it certainly didn’t go how I expected and definitely not how the writer of the module probably ever expected. In fact, one character is quite fortunate that he hasn’t been exiled or (more permanently) jailed for his actions during militia training. More to come later…

Hellfrost Session #20

We have kind of restarted our old Hellfrost campaign! As Todd would say, and I certainly share the sentiment, “Hooray!”

I say kind of because there are currently five players in the group. Two were not playing back when we were doing the main Hellfrost campaign and one (Todd) has decided that he doesn’t want to play his prior character (Taranis). I, on the other hand, don’t really want to just drop all of what we had done in the prior campaign. I really enjoyed the direction it was heading. So, we’re going to have a little bit of closure with where we were in out last session (Session #19), have a rather harsh winter, and have the campaign start up again with the spring. Rachel is going to keep playing Wulfwynn and RJ is going to keep playing Skuli but Austin, Bridgett, and Todd are all going to start with new characters. This means that Andwik (previously played by Cliff), Cuðbert (previously played by Jamie), Karaphos (previously played by Thomas), Nissa (previously played by Katherine), and Taranis (previously played by Todd) had to go…somehow.

But, before we get to that, I have a confession to make. I suck at running stand-alone modules. As anyone who has looked at this site recently knows, we were playing Pirates of the Crystalflow as something of a practice adventure. Spoiler Alert: There are, obviously, some spoilers for the adventure below the break.

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Hellfrost Sidetrek: Pirates of the Crystalflow Session #2

When we last left our heroes, they had encountered some “bandits” holed up in a tower along the Crystalflow River. The leader of the bandits had just conceded that the party could stay in the tower for the night (i.e., he surrendered) and Taranis had been gravely wounded from an arrow shot by the same leader and had plummeted to the ground from the tree he had climbed for a better vantage.

There are spoilers for The Pirates of the Crystalflow. Although, even though we are two sessions in already, we haven’t really gotten very far into the module at all. We have a definite tendency to “go off the rails” and get sidetracked with things. This entry is, again, from me. None of the players had volunteered to to do it…even for an extra benny. I guess I’ll just have to put the carrot away and pull out the stick.

My GM comments are, as always, in [italics and brackets].

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Hellfrost Sidetrek: Pirates of the Crystalflow Session #1

To give our new players a taste of Savage Worlds & Hellfrost and to help the rest of us get reacquainted with them after being away for a bit, I’ve decided to run the module, Pirates of the Crystalflow, from Wiggy and Triple Ace Games. Our regular Hellfrost campaign is set in the Freelands and was dropped in the middle of a combat in some sort of tomb/necromancer’s place. So this module isn’t really part of the campaign…just a chance to get some play in and get used to the system again. Hopefully it will help break folks of some D&Disms that I’ve found are sometimes problematic when picking up Savage Worlds after D&D type games.

Although it doesn’t really fit with our prior Hellfrost campaign that we’ll be picking up soon, I also decided that it would be helpful if those that had played in the Hellfrost campaign previously could play their old (and soon to be again) characters: Rachel is playing Wulfwynn, a Reaper of Eostre; RJ is playing Skuli, an Iron Guild Mercenary; and Todd is playing Taranis, an Eire Elementalist and member of the Lorekeepers. Austin and Bridgett are playing Andwick, a Hearthkeeper of Kenaz, and Drefan a Woodsman. Both of these are characters of players who aren’t playing with our group anymore.

So the Heroes of Dalsetter somehow ended up down in the Crystalflow Confederacy and without any funds. We all decided that this was somehow probably Skuli’s fault. So the PCs are both looking for some additional funds and, being heroes and all, the chance to be heroic. So I’m sure it is no surprise that, as the PCs were eating a meal that the last of their money had purchased in some unnamed inn in Scathmoor, they were approached by an individual interested in obtaining their assistance.

Spoiler Alert: Obviously, there are going to be spoilers for Pirates of the Crystalflow below the break…although most of this session was on the fly improv. This write up is from, well, me and my GM comments are in [italics and brackets] as usual.

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GM Analysis Paralysis…a Solution

So last post I mentioned that I was having a bit of GM Analysis Paralysis (GMAP). Basically, I was pretty much at a stand still for what to run and what to do with Pathfinder. We took the night off from rpgs, played Order of the Stick instead, and drank quite a few beers (well, we normally do that but this time we had a few more than normal). We also had a chance to chat for a bit about gaming and what we might do moving forward. Everyone was quite understanding at my relative ennui with our game and with Pathfinder. I talked about various systems that I’d like to try out and see if they might fit both me as a GM and them as players. These included: Castles & Crusades, Myth & Magic, AD&D (or OSRIC)…sense a pattern yet…and Savage Worlds.

We also talked a bit about what I felt would be the best fit for me as a GM. The following day, I posted a list of the things that I identified as what I was looking for. These included:

  • I want a system with a relatively easy, unified mechanic for resolving things when the dice need to come out.
  • I want a system that is easy to tweak and add house rules as we see fit (e.g., tweaking any sort of “Vancian” or cast and forget magic system).
  • I want a system that doesn’t require a high degree of “rules mastery” on either your part or mine in order to be played effectively.
  • I want a system with a simple character sheet and where the focus of the game is on what is happening at the table rather than what is written on the character sheet.
  • I want a system where monster stat blocks aren’t one or two pages long and still require that you have memorized or look up abilities that are only listed by their name.
  • I want a system where a core design philosophy and style is not on what a character can’t do but on letting characters try pretty much anything.
  • I want a system that is very easy for me to improvise and run on the fly without a lot, if any, prep ahead of time.
  • I want a system where it is easy to use material, specifically adventure material, from various editions of D&D since I’ve got a bunch.
  • I want a system that doesn’t place a heavy emphasis on detailed, tactical combat but recognizes that combat is just a tool to support the exploration, roleplaying, and other such elements of playing in a campaign.
  • I want a system where neither the players nor GM need to be looking up rules or other things in a rulebook on a regular basis.

Not too much to ask for, right?

Well, as I thought (and thought and thought and thought) about it during the day, I realized that I already had a game that I felt met all this for me and, perhaps with a slight amount of tweaking, would work for my players. Wait for it…wait for it…

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GM Analysis Paralysis

We’ve continued playing but with some larger periods of time between sessions than I prefer.

We finished up Entombed with the Pharaohs awhile back. Or, more precisely, Entombed with the Pharaohs finished off the players. One encounter resulted in a TPK even though the PCs were, if I recall correctly, pretty much rested up. Of course, having a creature that everyone, except the fighter, needs to roll a 20 to hit and can do nearly 150 points of damage in one round against a 6th level party is probably going to lead to a TPK. 😉

We started a new Pathfinder campaign three weeks ago but haven’t played since the first session. That’s not a good thing for me…I need to get into a campaign for it to really work and take off. This kind of gap almost always kills a campaign this early on.

Even worse, I’m pretty sure that Pathfinder just isn’t going to be for me. I’ve tried…I’ve really tried…to embrace Pathfinder but it has all the issues that I didn’t like in 3.5. To house rule it to make it a system I would want to run, even with the Beginner Box, is just going to be way too much work. Plus it’d probably be so far removed that it wouldn’t be recognizable as Pathfinder and the whole point of playing Pathfinder, to find new players if needed, would be lost.

I’m missing the relative simplicity and openness of Savage Worlds, for example, but I kind of want to stick with a D&D type game too. I miss the good old days of D&D too.

So here I am with our first session in three weeks just a few hours away, and I have no idea what I want to do…I’ve got GM Analysis Paralysis (GMAP)…ugh…good thing my players are a forgiving bunch…or, at least, they damn well better be! 😉

Entombed with the Pharaohs, Part 3

We had our third session playing the module Entombed with the Pharaohs (from Paizo) this past weekend. Below is a session write up from Rachel and, obviously, it contains lots of spoilers for the module. Sadly, this session was not quite as enjoyable as the prior two but this was not entirely the fault of the module but, rather I think, the game system. I’ll briefly elaborate below. As always, my GM comments in [brackets and bold italics].

Oh, and I learned a valuable GMing lesson in this session. Never make brownies and serve them nice and warm at the START of a gaming session. Some of the players were a little too giddy with a sugar high as we started playing. 😉

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Entombed with the Pharaohs

As part of our process to reacquaint ourselves with d20 and Pathfinder in particular, we took up a mid-level adventure…Entombed with the Pharaohs. Now, obviously, there are going to be some definite spoilers below the break but I do just want to say that this module, written by Michael Kortes, has exactly what I love to find in a pre-published adventure. Although there is something of an “end-goal” involved with the module, it didn’t feel like an overly linear adventure. Instead, Mr. Kortes provided various NPCs, scenes, and tools to reach that end-goal but with enough openness that I’m guessing different groups will find this module play out quite differently. Exactly how I like a module to be written.

Below is the journal from our first session. It was nearly a month ago so I might have a few details wrong. Oh, but first, the characters…

  • Nuala, a 6th level elf rogue played by Rachel.
  • Kyra, a 6th level human cleric played by Bridgett.
  • Ezren, a 6th level human wizard played by RJ.
  • Nasir, a 6th level human fighter played by Todd.
  • Scott, a 6th level Sorcerer played by Austin.

Now on to what happened in the first session…obviously there are spoilers below for Entombed with the Pharaohs.

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Pathfinder so far…

I, obviously, have not been keeping up with posting here but that doesn’t mean that we haven’t still been playing on a regular basis. Our Halloween one-shot kind of fell through as one of the players had to cancel near the last minute and it wasn’t really going to work well without a full compliment of players. So instead, we did what many had been doing…we busted out the Pathfinder Beginner Box and played the included introductory adventure. We had quite a bit of fun with it. I’m not saying that it’ll ever win awards for its depth and character development but it was a fun little dungeon crawl. Some of the rule changes, of course, changed how things played a bit. For example, the lack of attacks of opportunities meant that a certain big bad guy at the “end” of the adventure could move about quite a bit without any real repercussions. I think the cleric’s Channel Energy healing did almost as much healing for the bad guy as the good guys due to this.

Like many others, I contemplated expanding upon the introductory module (especially since the bad guy got away) but I decided not to. Instead, I figured we might as well jump in and start playing–more or less–full Pathfinder. I picked up the three “First Steps” modules for the Pathfinder Society Organized play, added another player (Austin), and away we went.

I was a bit disappointed with the series. Don’t get me wrong, we had fun, but it just seemed too artificial to me. I’m sure some of this is an artifact of the format of the adventures…each designed to be played in four hours as part of organized play. It just wasn’t quite what I wanted. My players often tend to not want to just go from encounter to encounter and, at times, that is what these felt like. We took nearly three sessions (of 4 to 5 hours each) to finish the first of the three. Some of that was because we are still pretty new to Pathfinder and some was due to my players’ inclination to “dawdle.” Some, though, were the modules themselves (e.g., the dealings with the Sapphire Sage in the first module really rubbed some of my players wrong due to its overly “gamist” and artificial feel).

We played through the first two modules and started the third but stopped before we got too far into it. It just seemed like there were so many holes, inconsistencies, and little things that I didn’t like by that point that we stopped before getting too far into it. I wanted to run these modules as close to written as possible since this was all intended to give us all a good introduction to the Pathfinder system but I just wasn’t going to be able to do it. Of course, it also helped that one of the PCs attempted to cast charm person on a rather well-guarded bigwig at the beginning of the module who was kind of important to the party even beginning their third mission. I’ll just say that a certain gnome bard is still serving as a charmed attendant of Master Torch in Absalom.

Regardless, I think the modules served their purpose for us…to start to get a better feel for Pathfinder. At least at the lower levels. I’m not ready to play high level Pathfinder yet and I know my players aren’t either but I do want to play a bit of a higher level next. Actually, I had read a lot about E6 (for 3.5) and the “sweet spot” it represents so sixth level seems like a good point to try at this point.

Everyone made a sixth level character (or grabbed a pre-gen) and we started Entombed with the Pharaohs. I’ll post more about our first session with it but it was quite fun.