Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

Sunday, September 7, 2014

D&D 5th Edition and Infrequent DMing

I've run my first game of D&D 5th edition just now. I woke up before the sun did and went in with little prep.
Luckily, the results were good.

So impressions from the DM side about the mechanics that were taken into account, given no combat occurred and barely more than 1 spell used:
  1. The minimization of applicable bonuses and calculation thereof is wondrous. Because there are no branching and overly complex stats, calling a roll for anything has become easy and pleasant.
  2. The game still relies a lot on combat, as far as characterizing the characters. There are RP spells and RP character options, but they are a bit too few.
  3. I'm probably skipping a lot of rules by winging it, since the game felt barren of rolls, but it was fun and interesting. I suspect I might need to give the book a more thorough read.
  4. There are not enough monsters to really run a campaign with right now.
However, I'm also brought to another point: I feel like I'm a fair enough, but below average, DM/GM. Partly, the fault lies in how infrequent I get to do so, but I hope to remedy that. In another part, I think I need to get used to getting usable prep done for games, since by how much I'm winging it, I sucking out potential awesome from the game.

While we're here, let me tell you how it went. Playing were +Alex Perucchini and +Other Tim. +Anthony Fournier was slated to play but didn't show up last minute.

The mission the party got was to find out why the heck these local, nice kobolds were acting up and raiding farmsteads for food and goods, taking livestock and anything else they can conceivably lay their hands on.
They headed out, Alex a Paladin and Tim a Warlock, to the den of the kobolds. The guards outside were forthcoming and called for those in charge once they saw adventurers and feared for their lives. Out came a pair of Dragon Priests, who agreed to discuss the recent events within the den.
The party was taken to the priests' chambers, where the aforementioned refused to disclose details, and eventually the priests led the party to their draconic patron, a massive green dragon. The priests did not actually come with the party, so they did not hear the dragon debunk their story and request that the adventurers resolve this. The party got back, entangled the priests and got out of them that they are paying off a hobgoblin racket. Back to the dragon and then instructed to get this all resolved and kill the hobgoblins.
The party got back to see a small riot happening around the priests in the main chamber of the den and through character abilities found out the location of where the priests were keeping the money they were collecting. Since it was hidden, the party surmised that there wasn't actually a hobgoblin threat. With the recovered money, they paid off the town and gave half the remainder to the kobolds to live off.
0 combats, lots of roleplaying and one very big dragon.

+James Young - in case you were wondering what had happened.

Sunday, August 17, 2014

Playing over Hangouts

After scheduling conflicts had been resolved, I've joined +Other Tim's Numenera game, being played over Hangouts. It's been around a year and a half since the last time I played, I think, and the game had been +Chris McDowall's Into the Odd.
I had fun. I really, genuinely had fun. Numenera is a pretty great game and Tim is a good GM. He really gets in character with NPCs and can really push a particular image or sensation into your mind, in that good way.
I'm playing a glaive that really quite show-offy. He's a decent fighter and a decent person.
Highlights included vivid descriptions of some creepy things, a fight with two mutants which I crushed with skill and really shifting the plot by killing what could've been an important NPC. She was creepy and spoke in my head.
So I'm looking forward to the next session, both since it was a fun, specific group and it's nice, in general, to get back to playing rather than just GMing.

Also, following some short discussion, we're planning to have a one shot of D&D 5e and I'm set for DMing it. Huzzah!

Friday, August 8, 2014

Late D&D 5e impression, schools of magic and play experiences in other countries

So this post is coming in really really late.

D&D 5e Impressions
So, sure, I've seen the Basic rules like a long while ago - about a month. Before I went to London, anyway. So I'm late to the impressions party. But still.
My biggest impression is thus, seeing as I didn't _really_ play before 3.x: this new edition is a fabulous thing. It's back to roleplaying goodness after how 4e had been more of a miniatures tactical simulation with RPG elements, rather than an RPG with major combat elements.
Now to be more precise - I like how...
  • ...classes are less boring, compared to 3.x, most notably spellcasters, which stopped having just the one schtick of spellcasting.
  • ...character sheets are less packed and offer better visibility to different aspects of a character. Also that they aren't the one that won that one contest.
  • ...that they removed a lot of modifiers, making things simpler and DCs adhere to a stricter scale.
  • ...how wizards have been given a middle ground that feels fair about spell prep.
I'm sure there are more things I have to say about the game, but this is the gist of it. I was excited by virtue of reentering the roleplaying hobby to play D&D 3.x, but 5e has me genuinely excited about the game.


Schools of Magic
So I'm still working on my RPG, Stuff of Legend, and recently really looked into how I want magic to work in my game and setting. After one iteration which didn't prove solid enough, I've stolen the magic schools of D&D 3.x and mixed them up a bit to get a better spread.
There are a total of 8 magic schools, divided into 3 tiers:
  • At the lowest tier are the essentially standard magic: illusion, conjuration, abjuration and evocation. These are scary in their own right, but they are predictable and direct.
  • Above them are more versatile and potentially dangerous schools: divination and transmutation. One can supply information about many things, the chief of which being the Enumeration spell. They are scary because the supply power that's harder to fight against.
  • At the top are the most dangerous ones, capable of the most harm: vitamancy and cerebremancy. The prior has the power to snuff out life indiscriminately with a flick of the wrist. The latter allows the wizard to read minds and cause massive brain damage with as much effort as vitamancer expend into killing. These are so considerably hard to defend against that they are the most scary and most regulated.
Players may choose the lowest or middle tiers when they create spellcasting characters. The schools are intended to speak for themselves, in regards to expected effects and I think I've done a good job.


Gaming in other countries
About a month ago I've been to London, for my sister's graduation from City University London (house of Gryffindor). Before I flew in, I sought out activities with people from the internet that I'm familiar with. James Young answered that call with an invite to their weekly game night he was GMing. The experience was fab.
To start with, it was my first time playing outside of my physical comfort zone - somewhere public that isn't directly tied to RPGs. Cons don't count, for that matter, is what I mean.
I had a beer sometime in the middle, which also counts for points.
My character, which started with the name Arlen but ended up with the name Frog*, lived through the session (well, there was no combat, although other characters had nearly died) and even contributed a bunch by defeating a ghost at Jenga.
We gamed for 3.5 hours, but they were a total blast. All players got as much spotlight as they were seeking and everyone was pretty much really grand.


Sorry that the posts aren't coming in very often, but I'm struggling to leave my social comfort zone of being a lurker. So here, have a late post about things.

*There are two good reasons for this switch in names: 1) the only remaining miniature to represent a character was a plastic frog, and 2) Frog had 4 charisma, which makes the name, at least as a nickname, sound pretty fair I think.