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Greywulf's Games of the Year 2009

Where would the end of the year be without the end of the year review posts? Nothing says New Year more than a look at what has been. Without further ado I give you Greywulf’s Games of the Year 2009!

Looking back, 2009 has been a wanton harlot of a year, promising much role-playing variety but delivering little. Yet at the same time it’s been a terrific year for gaming with sessions covering everything from Scooby Doo to The End of the World itself. My little group has visited planets (and blown the carp out of them), travelled the multiverse and camped atop a Barrow Mound in Northern Cardolan.

What we’ve not done though is seen much variety in our gaming systems. I had hoped to have some Alpha Omega sessions under my belt by now, and harboured a secret desire to mashup Traveller and Call of Cthulhu one more time. I wanted more Dogs in the Vineyard, more Primetime Adventures and more…. well, just more. but it sadly wasn’t meant to be. But hey, that’s what new years are for, right?

With that in mind, here’s the winners:

Honourable Mention: 3:16 Carnage Amongst the Stars
Last year’s Game of the Year has earned a pride of place at our game table time and again. It’s quick to prep and blindingly hilarious to play. Take a bunch of friends, lots of alcohol and blow shit up. What’s not to love? As the game develops it evolves with the horror of your character’s actions and increasing questioning of humanity’s place in the cosmos taking over.

Last year I said it was the perfect game system and it still is… almost. 3:16’s only weakness is that it doesn’t stand up well to solitaire (one GM/one player) play. This is one game which demands a bunch o’folks around the table!

Bronze: Savage Worlds
AKA The Little Game System Which Could. The intertubes are already chock full of praise for Savage Worlds so you don’t need me to say how good it is – you should already know by now. This is a great system for Doodle Campaigns where you want to turn your campaign idea into playability with the least effort possible. Character Generation is flexible though demands a lighter touch than hardcore D&D gamers might expect. By default a starting Novice character is far weaker than with 4e 1st level counterpart meaning it’s perfect for that gritty low-level urban sprawl fantasy you’ve been aching to play. Or a modern-era campaign. Or swashbuckling in 17th century France. Or anything else, for that matter. Savage Worlds is generic, in the best meaning of the word.

Silver: Mutants & Masterminds
Anything Savage Worlds can do, Mutants & Masterminds can do better. This is my go-to system for anything outside the D&D norm. Underneath the wonderful superhero battle armour there’s a superb generic system pulsing like a beating heart. This is the game from which 4e D&D has stolen all it’s best innovations only to copy them badly. I’m looking at you, Minions and Action Point rules. With the watertight Power Level rules M&M can scale and handle anything from the lowliest TV cop drama up to cosmic-level threats of Unimagined Awe. The default Power Level (10) is prime for superheroin’ goodness with the heroes roughly equal in power to Spider-Man or the Fantastic Four. Drop it to PL6 and our heroes could match your typical 4e D&D characters or be street-level beginning superheroes.

I’ve yet to find anything which M&M cannot do right out of the single Core Book but it’s also one brilliantly supported system with genre books covering all the Ages of comicdom and beyond. This year saw the release of Warriors & Warlocks, a full-on fantasy supplement for M&M which is inspirational reading for anyone who wants to game with armour and sword. Better than D&D? Oh yes.

Gold: Dungeons & Dragons Fourth Edition
Yet it’s the daddy of them all which gets Gold. Yes, M&M is a technically superior system. Yes, Savage Worlds is more flexible. Yes, 3:16 is more explosive. But nothing captures your hearts and imagination like Dungeons & Dragons. The Fourth Edition rules are rock solid and deliver the goods, in spades. Combat has gained a whole new dimension with the Powers system – it’s tactically challenging, tense and exciting. Outside combat this is the same D&D we know and love with the added awesome of Skill Challenges adding another layer onto the game. Anything you could do in previous editions of D&D you can still do, and the designers have done a fine job of adding more without taking a darned thing away.

Where 4e really shine though is it’s hackability. This is a system which cries out to be toyed with. Monster building and customization is trivially easy once more. That’s a huge relief after the painful voodoo of Third Edition. Monsters are monsters again and adding Classes to monsters no longer involves putting aside a couple of hours in a darkened room with a stiff drink. Want a bigger than normal orc or a weakened Dragon? You can do the math right at the table, during play.

Building a whole new class isn’t for the faint hearted but creating a new Race is simple enough and adding new skills is as simple as… well, just adding them. Where 4e stands out is in Encounter building. Given a pool of XP (enough to create an easy, medium or hard challenge) you can fill it in so many ways with combinations of monsters jumping off the page. With monsters being given roles it’s easy enough to match the critters to your tactical needs. Want the heroes to battle big monsters up close while being harried by arrow-fire from above? Drop a couple of Brutes on the table, and add Artillery. Pick your monsters according to XP and taste, and you’re done. Want a load of monsters under the command of a leader? Use one Controller and a load of Minions. Encounter building was one of the most difficult aspects of Third Edition, and in 4e it’s one of the best and most enjoyable parts of the game – for this Lazy GM, at least.

I could go on about just how great the Monster Manuals are, about the individual Classes, Treasure allocation and more, but I’ll save those for future posts. There is a whole new year of blogging to fill up too, after all.

Till next time, and good gaming!

Krootchiks for Mutants and Masterminds!

Ahhh Kruthiks. I love them in 4e D&D where they’re the new posterchild for wrongness. This is a game where demons, devils, dragons and slimy tentacled beasties are par for the course, but Kruthiks as just plain…. well, wrong: they’re Alien. And I mean that in the classic sci-fi horror movie meaning of the word.

Look at the facts, ma’am. Kruthiks are strange creatures which combine reptilian and insectoid elements in a way that doesn’t quite resemble either. They’re clearly not related to any other species on this planet, have acidic blood which they use to good effect, and – most crucially – evolve. Kruthiks start as comparatively weak Hatchlings, their strengths and abilities changing as they grow from one form to another. The only thing missing is the egg/facehugger stage, which personally I’d just set as a 1hp plot device with a single +6 vs. Reflex face leap attack and leave it at that.

Here’s Kruthiks…. I mean, Krootchiks (lawyers are scary. They have acidic blood you know) for Mutants & Masterminds so you can throw these critters into your Superhero/Warriors & Warlocks/gritty crime drama/anything-else-you-care-to-mention game. I’ve tried to keep the baseline stats roughly the same level as their Fourth Edition counterparts, moderately adjusted to better fit M&M’s way of working.

supermanvsaliens2
Hands up if you’d kill for a Superman vs. Aliens movie. What if the Aliens had Acidic Kryptonite Blood? Yep. Thought so.

Krootchik Hatchling and Young

Statwise the only real difference between the 4e Hatchling and Young entries is their squishiness. Hatchlings are Minions, Young aren’t. In M&M terms that converts to “no difference at all” – the GM just decides whether this critter is destined to fall with a single failed Toughness save or fight on, as dramatically appropriate. Remember that in M&M you don’t get XP for killing things (or XP at all for that matter), so anything can be Minionized if the action demands a quick and dirty battle, or your uber-villain needs loyal troops.

When it’s time to get up close and personal, Hatchlings and Young rely on their claws to do serious damage, while they lash out in frenzied bite attacks if anyone comes near. Building an Aura attack in M&M is fun and the result is downright nasty. If you’re in range, make a Toughness save or you’re bitten. Simple as that :D

It’s their other abilities which make these (and all other) Krootchiks particularly scary foes. They’re fast and can even move at full speed along walls and ceilings – and with the ability to burrow (acidic claws have their uses!), they can come from damned near anywhere to get you. If you’re in an enclosed space that’s 6 potential surfaces through which an attack can come. So….. don’t be in an enclosed space!

These are set at Power Level 4 meaning a group of soldiers, space marines or ninjas (Ninjas vs. Aliens! Oh yeh!!!) might just be able to take some of them out. Maybe.

Krootchik Hatchling/Young, PL4 50pp
Str 14, Dex 16, Con 13, Int 4, Wis 10, Cha 6
Tough +5, Fort +3, Ref +5, Will +2
Attack +3 (Melee +4), Defense +3, Init +3

Claws (Strike 4, DC19)
Aura of gnashing teeth (Strike 2, DC 17, Duration:Sustained, Aura)
Protection 4, Burrowing 2 (2mph), Speed 1 (10mph), Super-Movement 2 (Wall Crawling 2), Super-Senses 4 (Low-Light Vision, Tremorsense)

Climb +8, Notice +1
Attack Focus (Melee) 1

Krootchik Adult

Bigger, meaner and with fully developed acidic spikes (ie the tail, if you’re going for the true Alien look) we have the Adult. One of these could go toe-to-toe with a street-level superhero and give him a pretty good fight (Daredevil vs. Alien, perhaps?) while a whole bunch of ‘em would give any PL10 group pause for thought. These critters are stronger, faster and just plain meaner. I’ve given them the Survival skill to reflect their cunning and sense of self-preservation which the Young seem to lack.

Krootchik Adult, PL6 90pp
Str 17, Dex 18, Con 17, Int 4, Wis 12, Cha 8
Tough +8, Fort +5, Ref +6, Will +3
Attack +6 (Melee +8), Defense +4, Init +8

Claws (Strike 4, DC19)
Aura of gnashing teeth (Strike 2, DC 17, Duration:Sustained, Aura)
Acidic Spikes (Blast 3, DC 18, Alt Save:Fort, Poison, 30′)
Protection 5, Burrowing 3 (5mph), Speed 1 (10mph), Super-Movement 2 (Wall Crawling 2), Super-Senses 4 (Low-Light Vision, Tremorsense)

Climb +12, Notice +4, Survival +5
Attack Focus (Melee) 2, Improved Initiative 1

Krootchik Hive Mother

And here’s Big Momma! She’s physically imposing, spits poisonous acid and has claws which can cut steel without breaking stride. But that’s not her worst trait. Any other Krootchiks close to her become much more dangerous to be around as they fight to protect their mother; they gain a +2 to their damage DC with their melee attacks. In D&D terms that might not sound a lot, but this is Mutants & Masterminds where that’s the difference between being hit by a sword and being hit by a shotgun. That’s gonna hurt!

At Power Level 8, the Hive Mother on her own isn’t much of a challenge against a fully fledged PL10 superhero – but she’s rarely alone. Drop a load of Adults and an entire freakin’ horde of Hatchling Minions into the mix and you’re looking at an Alien/Supers battle royale, baby!

Krootchik Hive Mother, PL8 130pp
Str 20, Dex 18, Con 20, Int 4, Wis 12, Cha 10
Tough +12, Fort +12, Ref +10, Will +7
Attack +6 (Melee +8), Defense +4, Init +8

Claws (Strike 8, DC23)
Acid Blast (Blast 5, DC 20, Alt Save:Fort, Poison, 50′)
Mother’s Frenzy (Boost 2, Single Trait: Melee Damage, Others Only, Extended Reach 2 (10′), Aura:Permanent, Duration 2)
Growth 4 (Permanent, Large), Protection 7, Burrowing 3 (5mph), Super-Movement 2 (Wall Crawling 2), Super-Senses 4 (Low-Light Vision, Tremorsense)

Climb +12, Notice +6, Survival +9
Attack Focus (Melee) 2, Improved Initiative 1

As this is Mutants & Masterminds – the ultimate generic rule system – there’s no need to use these just in your superheroic games. For that classic movie feel drop Krootchik egg into your player’s battered Far Trader starship and let them confront facehugger, Hatchling, Young and finally Adult in the close confines of a flying tin box. Give them Hero Points as the critter escapes only to return bigger, meaner and more cunning than before, and have the final battle real close to an airlock. Job done.

Want something a little more sword & sorcery? How about pitching Barbarian hordes against Alien hordes when an egg-encrusted meteor falls from the sky. Can the players unite the Seven Clans of Vh’orr to confront this new threat? What if one of the Krootchik Adults somehow gained intelligence? Picture an Alien Ranger with paired serrated longswords……….

supermanvsaliens3
If there’s one thing cooler than a Superman vs. Aliens movie, it’s the idea of an Alien/Superman hybrid appearing before the closing credits……..

d20 Modern RPG Week Day Two

“So what’s so great about d20 Modern, Grey?” Well, I’m glad you asked. And y’know what? I’m going to tell you.

Character-focused character generation
In d20 Modern, your character isn’t a Fighter, Rogue or Cleric. He’s a Smart Cop, a Tough Soldier or a Charismatic Preacher. Or, for that matter, a Smart Soldier, Charismatic Cop or Tough Preacher. Or he’s Smart and Tough. Or Quick and Strong. Or any combination of six different adjectives to whatever degree you choose as your level rises. Add pretty much any occupation you can think of as icing on the cake, and you’re ready to play.

I’ve said this before; d20 Modern chargen lets you say who your character is, as compared to D&D where you generate what he does. That’s a pretty fundamental difference between the two approaches to building your virtual buddy.

In d20 Modern you can tell your players to each generate a Soldier, and know you’re going to get a pretty diverse group. I’ve done this several times with different occupations including soldiers, police, journalists and even blue collar workers, to good effect. We had the Tough sergeant, Smart radio operator, Strong (but dumb) marine from Iowa and Fast ex-con. All took the Military occupation, but each one was as different as can be.

It doesn’t stop there though. Each adjective-based class has a number of talent trees which emphasize your particular character’s style of play. Your Charismatic Celebrity could charm the ladies, or your Charismatic Conman can fast-talk his way out of any situation. Both share the same basic class, but use their assets to different effect. As the character develops you’re free to multi-class freely between any of the other base classes or continue in your current one and further expand your talents.

Familiar ground
At it’s core d20 Modern is Third Edition D&D. There’s the same rules, the same resolution system, the same saving throws, hit points, AC (here called Defense) and monster statblocks. There are a few wrinkles – for example, the Defense Bonus increases with class level – but nothing any gaming group wouldn’t take on board within a single session.

This is a huge strength of the system. It’s accessible to existing D&D gamers, a notoriously conservative group when it comes to trying out new games. Try to get a group of D&D players to play GURPS or (heaven forbid) Rolemaster and you might as well be trying to herd flying cats. Whilst blindfolded.

But say “Hey, wanna play d20 Modern? It’s just like D&D!” and they’ll shrug and say “Sure!”. Just make sure you’ve packed plenty of pre-generated characters.

D&D supplements are d20 Modern supplements
A happy by-product of the system’s D&D compatibility is that all of those D&D goodies on your bookshelf are fully usable right out of the box with d20 Modern. If your books came in boxes, of course.

King of this particular hill (enough with the metaphors already!) are your Monster Manuals and other sundry bestiaries. Name any other modern-era role-playing game that has immediate access to literally thousands of monsters, critters and other nefarious folks.

I’ve run games equipped with the d20 Modern rulebook and a copy of the 3rd Edition Fiend Folio. Oh, and a word to the wise – the Book of Vile Darkness makes for an excellent d20 Modern supplement. Bwahahahahaha, etc.

…. Familiar, but new territory
It’s D&D, but it’s not. This is the modern age complete with cellphones, cars and shotguns. It’s entirely up to you just how D&D you want your game to be meaning d20 Modern can be used to run anything from gritty cop dramas (ewwww…. gritty cops) to epic Shadowrun style Elves-in-New-York games. Or anything in between.

I’ve found that d20 Modern plays at it’s best when the fantasy elements are kept to a minimum. A crime drama where the villain (or better yet, victim) is a werewolf is a Good Thing. But one where everyone on the street is a werewolf, demon, elflord or golem is less fun. Of course, YMMV in this. The point is that d20 Modern is an uber-toolkit where you’re in control of the volume dial. Set it to zero, or set it to 23. The choice is yours.

OGL! OGL! OGL!
I seem to inflict some kind of curse with these RPG Weeks. First there was Dragon Warriors where we linked to the Underdogs site and that died. Then there was Classic Marvel. Ouch. Thanks to the miracle that is the Open Gaming License, d20 Modern can never die (despite Wizards of the Coast’s best attempts to the contrary) so I feel on pretty safe ground this time around.

The power of the Open Gaming License can’t be over-estimated. It is awesomeness personified in a collection of Terms & Conditions that are as good as they are fair. The fact that WoTC has abandoned it is, without a doubt, the stupidest most stupid stupid thing that they have done. And let’s face it, they’ve done some pretty stupid things over the past 18 months (*cough* taking Dragon magazine off the print rack *cough*). But this is the stupidest.

d20 Modern is, thankfully, covered under the OGL and that means there were no shortage of superb, brilliant and wonderful supplements created by games companies and fans alike including Stan!’s own Players Companions and the entire Blood &….. range of supplements. The birth of 4e D&D meant that Wizards stomped over folks’ rights to sell stuff for Third Edition D&D and this put third party d20 Modern supplements right into the greyest of grey areas.

Thankfully most folks chose to ignore it, and d20 Modern third party support is as alive and well and radiant as ever. Booyah!

The TV is your plotline generator
Like Supernatural, Ghost Whisperer, CSI, Buffy, Law & Order, The Shield or The Mentalist? If so, there’s your d20 Modern Idea Generator, right there. Or grab the latest news headlines, give it a suitably cinematic/pulpy/fantastic twist, and that’s your prep done for your next d20 Modern game.

Game in the world of Today, and the whole internet is your resource centre. Google Maps is your battlemat (if you’re wont to use such things) and Google itself is one freakingly huge game supplement. Want to start an adventure in the Starbucks closest to the White House? You can. Want floorplans of a nuclear bunker? Check. Train times to Zurich? Yups. All of this information (and more!) is at your beck and call and ripe for your Modern-age game.

If you want to run a game in your hometown with characters modelled after the players themselves, you can do that too. Sure, it’s cheesy. But let’s face it – what gamer group hasn’t done this at least once?

Role-playing, not combat
Take all of the combat specific rules out of 4e D&D and you’ll end up with a 32 page booklet, and 16 of those will be artwork. Take all of the combat specific rules out of d20 Modern and you’ll still end up with a pretty hefty tome.

This is a game that expects folks will do much more than just fight. The skill system gets an awful lot of coverage as does car chases, FX (magic, psionics and other weirdness), allegiances and social interactions. We’re introduced to the mysterious Department-7, an organization that can be whatever you want it to be. The overall goal is to give the players a feeling that they’re a part of something bigger than they can comprehend.

In other words, d20 Modern is a complete package. What’s not to love?

Next time: “So, how does d20 Modern compare to other games, Grey?” Well, I’m glad you asked…..

If you want to take a look at d20 Modern yourself the majority of the system is freely available under the OGL. Here’s a  HTML version of the rules (mirror of the zipfile). Enjoy.

Review: Warriors & Warlocks

Ok, I lied about Tunnels & Masterminds. Except I’m holding in my virtual hands something that is, in many ways, just that very thing: an unholy mixture of Mutants & Masterminds and a kickass awesome fantasy role-playing game. Ladies and Gentlemen, I give you Warriors & Warlocks.

wnw

Let’s start with just the facts, ma’am. It’s 145 pages long, costs $16.95 and available right now as a pdf from all the usual places you get pdfs from. It’ll be available in Real Dead Tree format in a few weeks time from all the places you get get dead trees from too. You need a copy of Mutants & Masterminds to play. The pdf version of that is just twenty bucks meaning the whole package is half the price of the D&D Core Rules bundle. Does that mean it’s half the value? Oh Gods no.

Look, this is hard for me. It’s really, really difficult to write about Mutants & Masterminds without sounding like some raving fanboi who wants you all to stop what you’re doing RIGHT NOW, rush out, buy it and play M&M instead of those other, inferior, games you’re currently playing. So I’ll try to remain calm. Cool, even. If this comes across that I’m in anyway unenthused about the product, or it’s underwhelming, trust me. I’m raving on the inside, ok?

Warriors & Warlocks deals with the fantasy genre as seen through the eyes of comicbooks. It’s role-playing in the world of Conan the Cimmerian, Red Sonja, Elric, Beowulf, Slaine and even Prince Valiant. If it’s made the transition from black and white text to four-colour panels you’ll find it here. This puts it at a slight tangent to 4e D&D. Whereas Wizard’s baby has morphed from being “a fantasy role-playing game” into “the D&D role-playing game” where Dungeons & Dragons is a whole sub-genre unto itself, W&W is the real deal. It’s literate D&D. It’s a role-playing game that clearly loves, supports and pays homage to the great authors of the fantasy genre instead of trying to shove them under the carpet and forge ahead down an Intellectual Property fuelled road.

Damn, it’s even got Conan on the cover. What more do you want?

This is a very rule-lite supplement – in fact it’s more of a genre book in that it goes into detail about the history and common tropes of the setting while providing pre-stated heroes and villains along the way. More on those in a mo’. If you were expecting a book full of rules that turn Mutants & Masterminds into a fantasy rpg you’re going to be disappointed. I’ve said it many times already: M&M is a stunningly good generic system that merely pretends to be a superhero rpg (like Clark Kent in reverse, kinda). It doesn’t need ‘more rules’ to be able to handle any setting you throw at it. In that regard, W&W is somewhat reminiscent of the old GURPS supplements of yore.

It does add two new skills – Gambling and Navigation – to the mix, and suggests new uses for the existing ones. There’s also a lot of new Feats too which better reflect the tropes and fighting styles found in fantasy. My own favourite is Oathbound. This gives a +1 to Aid Another when helping folks who share your allegiance, and a +1 attack bonus against opponents who oppose your allegiance. Flavourful, and usable in and out of combat. I love it!

Ok. I’m teasing you. You want to know about character generation, right? Oh boy.

W&W suggests three possible starting points for the game. There’s Power Level 6, 8, or 10. PL6 is what it calls “Heroic”, though that’s not to be confused with 4e D&D’s Heroic Tier. This is starting point if you want to run a low-level, street-level campaign where gritty realism is the order of the day. I’d say it’s roughly comparable to low level 3rd Edition D&D. PL8 is “Cinematic”. This is firmly 4e D&D power level, and ideal if you want to game in a style akin to action movies. Finally, there’s PL10 (the superhero norm in M&M), “Epic”. Our heroes are demigods and archmages who wander the worlds righting wrongs on a massive scale. Think of it as 4e D&D’s later levels and you won’t be far wrong.

I’d expected the chapter on character generation to provide a few pointers in the right direction, offer up a grab-bag of Archetypes and set you on your merry way. Which it does, but it also provides much, much more. One of M&M’s (many) strengths is that character creation can be as flexible as you want it. At the one end of the scale you could just take a pre-built Archetype, scribble your name on the top of the sheet and start playing immediately. Or you could take the Archetype and use it as a base, juggling a few points around to fine tune the concept. Right at the other end of the scale you have a completely blank sheet and freedom to do whatever you want (and the GM allows). Unlike D&D where it’s a pregen OR blank sheet, M&M is a sliding scale.

Let’s say you’re generating a character for Warriors & Warlocks for a Power Level 6 game. you’ve got 90 points to spend, and fancy playing a Scout of some kind. W&W provides a whole range of templates that are essentially pre-built packages with the points cost worked out. You could take one (or more) of them, tweak it a little and still have lots of points to spend fine-tuning your character. Or you could ignore the templates completely and create your own unique, one-of-a-kind character. Or your own race. Or organisation. Or anything.

Here’s the Racial Templates:

  • Beastkin (Aquatic, Avian, Feline, Lupine, Reptilian, Ursine)
  • Dhampir
  • Dwarves
  • Elves
  • Gnomes
  • Goblins
  • Halflings
  • Bestial
  • Celestial
  • Divine
  • Elemental
  • Fey
  • Infernal
  • Living Construct
  • Shapeshifters
  • Wilder
  • True Shapeshifter

As you can see, there’s a cheeky nod to 4e D&D in that list with the Celestial, Infernal, Fey, Wilder and Living Construct templates :D Some of the templates are designed to be mixed-and-matched to create half-breeds. There’s no reason why you couldn’t create a Fey Elf (*cough* Eladrin *cough*), Infernal Gnome or (my own personal favourite) a Celestial Living Construct. Take Bestial on it’s own and you’ve got your Half-Orc, or add it to another racial template for extra fun (Bestial Ursine Beastkin, anyone?). As everything it’s points-based it doesn’t matter whether all of the races balance with each other as the cost comes from your fixed pot of points. Take an expensive race (the Living Construct weighs in at 33 points) and you’ll just have fewer points for other things. That’s a fair price to pay.

I’ll stop there. Review, Part Deux, coming soon!

BUY THIS BOOK!

Mutants and Masterminds Week Day 1: Backstory

We’ve had RPG Weeks for Dragon Warriors, the Marvel RPG and the D&D Rules Cyclopedia, but not one for my most loved system of them all – Green Ronin’s Mutants & Masterminds. This week we’re going to correct that oversight with 7 whole days of pure 100% superheroey goodness. Hold on tight!

What we’re going to do is build a complete superhero campaign setting from start to finish in just seven days. I’m going to show you how the Mutants & Masterminds rules fit in to create a solid gaming platform that’s under complete GM control every step of the way. And it’s going to be big: we’re going to be using the entire multiverse!

I’ve covered a whole ton of ground about Mutants & Masterminds already, so rather than repeat myself here’s a handy-dandy list of previous M&M blogposts to get you started.

Tutorial

Opinion

D&D Conversion

Fantasy Archetypes

Heroes

Villains

Till next time!

Sexy shoeless gods of war (Dwarven Edition)

I’ve just run through a playtest of the first encounter from the D&D Starter Kit. The goal was to see whether the kit really does contain everything needed to play a full session from start to finish – and, more importantly, whether it’s fun. I’m happy to report a resounding yes on both counts.

The setup is simple: three Goblin Warriors in the middle of an 8×8 room, with 2 Goblin Blackblades hiding in the shadows at opposite corners of the room. This isn’t cut-down D&D in any way, mind – the Goblin statblocks are as per those in the Monster Manual, word-for-word. Which is nice.

The build quality of both the provided Dungeon Tiles and pog counters are Wizards’ usual excellent high standard. Rather than use the provided pogs for the characters we replaced them with ones from the latest D&D Miniatures Starter Set (a pretty good match for the Dwarf Fighter, Human Cleric and Halfling Rogue) and used old Half-Orc and Evoker figures for the Dragonborn and Eladrin. As an aside, comparing the quality of an early Dwarven Fighter with the latest one shows just how much they’ve improved over time!

Here’s a shot of the setup part-way through the game:

001

The Wizard and Dragonborn Paladin are hunkered beside the Human Cleric with the Halfling Rogue keeping back and lobbing daggers before she closes in next round to flank Goblin 3 and take him down. The Goblin Blackblade 4 has been marked by the Paladin who keeps attacking then Shifting back. Dumb Goblin that he is, he keeps taking out his frustration on the Cleric, incurring Radiant damage each round – a tactic that finally kills him. He expires with a moan of “I’ll get you next life, Paladin…..!”

Meantime, the Dwarf is on the table yelling “I’m the king o’ the world!”. He’s got Goblin 4 marked and doesn’t give a damn that he’s flanked; he’s a frickin’ tank and nothing is going to shift him off that table. This is the first time I’ve seen a Dwarven Fighter in play and the combination of high Hit Points, bucketloads of Healing Surges and Second Wind as a Minor Action is a winning combination for bringing on the hurt. Oh yeh! He alternates between Cleave and Reaping Strike throughout, finally taking Blackblade 1 with a critical Brute Strike for 39 damage. Bye bye, head. And shoulders. And chest.

While the Paladin and Cleric are double-teaming the Eladrin Wizard is busy blasting from afar. As he rolled the highest initiative he moved forward then cast Sleep at the card-playing Goblins. Two dropped (but made their save the following round) but it left all the Goblin Warriors Slowed for the duration of the combat (damn those botched Save rolls!). That didn’t matter much until just one Goblin Warrior was left and he tried to escape. Slowly. Waste of a good Sleep spell, really. Ah well.

It did highlight the only omission we found in the Starter Kit rules though – the effects of Sleep aren’t covered so we just ruled that it counts as Unconscious. All of the other rules needed are present in full. I like.

In the hands of experienced players, even a simple setup like this affords plenty of role-playing opportunities. We had the Dwarf dancing on the table while swinging his Maul (and me threatening that it’s going to break any minute). There’s the Goblin Blackblade who developed a rapid hatred of the Paladin and the cautious Rogue who hung back, risking Javelins being lobbed from the other Blackblade before she finally plucked up courage to enter the fray. It’s all there, and made for an excellent hours’ play. Altogether the Encounter took around 8 combat rounds but most of the time was spent “in character” with the mechanical effects of the game taking up comparatively little time. That’s been my experience with 4e D&D overall – to dismiss it as nothing more than a glorified combat engine is to under-estimate it. It’s just as role-playing focussed as any other edition of D&D, but there’s an additional layer of tactical complexity to the game that makes it (dare I say it?) better than what’s gone before.

I stand by what I said in the Review; there should have been more newbie-friendly role-playing opportunities in the sample Adventure. Even a simple NPC to rescue and talk to would have helped to put across the idea that D&D isn’t all about pushing minis and rolling dice. For experienced gamers that’s not a problem, but for the target market, more emphasis would have been a Good Thing.

Overall though, I like the Starter Kit a lot. It’s great value. Heck, I’d recommend that folks get this and a copy of the PHB (to make up for the lack of Character Generation rules in the Starter Kit) ahead of the DMG and MM. Counters, dungeon tiles, dice and low-level monsters, all ready to play. What’s not to love?

RPG Week: D&D Rules Cyclopedia Day Seven

Another RPG Week draws to a close here at Greywulf Towers. In previous Weeks we’ve looked at the marvel that is Dragon Warriors, The marvel that is…. uhhhh… the Marvel RPG, and this week it was the turn of the D&D Rules Cyclopedia. We’ve looked at it’s character generation, cosmology, combat mechanics and mass combat system. And we’ve barely even scratched the surface. Heck, we’ve barely even scratched the air above the surface. We’ve barely even scratched at all.

In this final post I was going to show you some of the things I’ve not covered such as the Weapon Mastery rules, the Monsters, the encounter rules, Castle building and dominion economics. I could show you all this, and more.

But, in the best Top Gear (an excellent comedy series here in the UK that masquerades as a motoring show) tradition, I’m not going to bore you with hard facts. It’ll spoil your own personal voyage of discovery with this utterly brilliant system.

Instead, and at the risk of invoking the spirit of Jeremy Clarkson too much, I’m going to end with a car analogy.

The D&D Rules Cyclopedia is like this 1969 Corvette.

1969corvette

Whereas 4e D&D is this 2009 model

2009corvette

Now, you might well argue that the newer model is the better car. It’s the result of decades of design theory. It’s probably more efficient, and comes with more cool Powers…. I mean, gizmos than you can shake a shift stick at. In arguably every way, you could claim that this model is superior.

And you’d be wrong.

For all the technology, engineering and advancements in the newer model, it’s the old one that appeals to the inner child. Its the one your heart wants to drive. Sure, it might leak a little and show it’s age. You might have to hold parts of it together with duck tape, and change gear *just so*, but it’s got something that the newer model lacks.

It’s got soul.

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Departing Dystopia

DAZ Studio, no postwork. Click to enlarge.

DAZ Studio, no postwork. Click to enlarge.

Here’s a quick render for an upcoming DAZ Studio tutorial, but I liked it so much I thought it deserved a little airtime all of it’s own. Yes you too can render this entire scene yourself – for free! But more on that, another time.

I’m contemplating hosting another RPG Week, just like the ones I ran for Dragon Warriors and Marvel RPG, but this time all about the venerable and much loved D&D Rules Cyclopedia. At the same time, I’m conscious that I’ve raved like the rabid fanboi that I am about it a lot (probably too much) already, so this might get boring for you, dear reader. Time to hit my extensive RPG bookshelves. Runequest is beckoning. Hmmmmmmm.

You decide. D&D Rules Cyclopedia, or Runequest. Which deserves to be the next RPG Week?

Also, I’ve a post outlined for this week’s Blog Carnival, the subject of which is Transitions and Transformations. It’s all about the paths to Immortality and the evolution of D&D Godhead. Or something. Anyhow, that’ll be up…… soon!

Finally, I’m working on creating a super special Dragon-themed 2009 Calendar as a gift to the good folks around the RPG Bloggers Network. It’ll be free for anyone to download, print, use as your desktop wallpaper, throw darts at, or anything else you want to do with 12 images of dragons doing dragony things. Again, it’s coming soon.

Till later!

Sunless Citadel 4e Part Two

Continuing my Sunless Citadel conversion, it’s time to take all those lovely monsters and drop them into the encounters. I start off with something simple – the Wandering Monster Table. I’m a big fan of wandrin’ monsters as I feel they add just that little more life into an adventure and (if handled properly) give a feeling that the monsters really do wander around rather than just sit in rooms all day waiting for tasty adventurers to show up.

With a party of 5 we’re looking for 500XP or thereabouts; the lower the XP, the easier the challenge. That’s a heck of a lot easier than Third Edition where building an encounter involved a DM look-up table, differential calculus and sawing off your left leg.

OK, I lied about the differential calculus.

As these are wandering critters I’m going to hover around the 400XP mark. The PCs should come away feeling they’ve spilled some blood, but not lost too much of their own in the process. I end up with:

d20
1 2 Kobold Slingers, 4 Minions, 1 Dire Rat, 400XP
2 1 Rat Swarm, 4 Giant Rats, 2 Dire Rats, 425XP
3 8 Goblin Cutters, 2 Goblin Blackblades, 400XP
4 3 Hobgoblin Grunts, 2 Goblin Sharpshooters, 364XP
5 2 Skeletons, 2 Decrepit Skeletons, 350XP
6 4 Twig Blights, 400XP
7-20 No encounter

My first impression is “Holy carp that’s twice the number of monsters per encounter!” closely followed by “So what?”. I intentionally don’t put many Kobold Slingers in the mix because I’ve already learned to my cost that my players attack those first and steal their stuff. Playing GM to a party that’s loaded down with Stinkpots, Firepots and Gluepots is funny for a while though – especially when they use the Firepots as bowling balls against Minions :D .

On to the encounters themselves. Here’s my as-written list, keyed to the Sunless Citadel encounter numbers. At this stage I’m working purely by-the-book, replacing what’s in each room with their 4e equals, adjusted for XP and funness (is that a word?). This dungeon suddenly gets a heck of a lot more crowded with 3 Kobolds being replaced with 8 or more at the drop of a hat.

On the second pass through I’ll consolidate a lot of these as 4e encounter design doesn’t work around the idea that 1 room = 1 encounter. Instead, an encounter can involve one region of a dungeon that’s made up of several rooms, all working and attacking together. That’s much, much cooler in play and there’s none of that “the room next door ignores the battle” syndrome common to old editions of D&D. For example, I’m likely to pull Rooms 16, 18, 19, and 23 into one encounter involving critters coming from all directions to battle the adventurers. The room numbers merely denote their starting locations; I’ll reduce the number of monsters in this one “encounter” accordingly.

I still don’t know what to do with that Water Mephit though. :sigh:.

1. 2 Rat Swarms, 4 Giant Rats, 2 Dire Rats, 525XP
3. Pitdoor Trap, 1 Dire Rat, 200XP
5. Needle Trap, 3 Skeletons, 550XP
6. 3 Dire Rats, 300XP
8. Arrow Trap, 150XP
10. Jot, Imp Lurker, 150XP
12. Dragonpriest Troll, 200XP
14. Water Mephit ???
15. MEEPO!  Kobold Skirmisher, 100XP
16. Arrow Trap, 2 Kobold Skirmishers, 2 Kobold Dragonshields, 600XP
18. 3 Goblin Cutters, 75XP
19. 3 Kobold Minions, 3 Kobold Dragonshields, 450XP
20. 2 Kobold Dragonshields, 2 Kobold Slingers, 450XP
21. 2 Kobold Dragonshields, 8 Kobold Minions, Kobold Wyrmpriest, 600XP
23. 2 Kobold Dragonshields, 2 Kobold Slingers, 450XP
24. Pit Trap,100XP
27. Scythe Trap, 3 Skeletons, 4 Decrepit Skeletons, 675XP
28. 3 Dire Rats, 4 Giant Rats, 500XP
29. Naihuine Trap, 250XP
30. 1 Dire Rat, 12 Giant Rats, 1 Rat Swarm, 500XP
32. 4 Goblin Sharpshooters, 500XP
33. 2 Goblin Sharpshooters, 4 Goblin Cutters, 1 Goblin Blackblade, 450XP
34, NPCs
35. Pit Trap,100XP
36. 8 Goblin Cutters, 2 Goblin Blackblades, 1 Goblin Warrior, 500XP
37. Calcryx, 750XP
40. 4 Hobgoblin Grunts, 4 Goblin Cutters, 4 Goblin Warriors, 652XP
41. Poison Needle Trap, 1 Twig Blight, 1 Goblin Hexer, 3 Hobgoblin Grunts, 1 Goblin Underboss, 1,014XP
42. 2 Twig Blights, 2 Skeletons, 400XP
43. 1 Bugbear, 2 Dire Wolves, 600XP
45. 1 Kruthik Adult, 3 Kruthik Young, 8 Kruthik Hatchlings, 767XP
47. 2 Goblin Sharpshooters, 4 Goblin Cutters, 1 Goblin Blackblade, 450XP
48. 2 Bugbear Warriors, 400XP
49. 2 Kruthik Young, 3 Skeletons, 4 Goblin Cutters, 750XP
50. 1 Deathlock Wight, 2 Skeletons, 2 Decrepit Skeletons, 475XP
54. 1 Goblin Hexer, 2 Goblin Warriors, 3 Goblin Cutters, 2 Twig Blights, 625XP
55. 7 Twig Blights, 700XP
56. Belak & Allies, 3 Twig Blights, 975XP

I picked up the idea of replacing the Thoqqua with Kruthiks, and love Room 49 in particular. The image of 4 Goblins and 2 Skeletons cowed into feeding a couple of Kruthik Young is terrific; I’d expect the Goblins to turn on their Kruthik handlers at the first opportunity meaning the players gain unexpected (if temporary) allies. I’m going to play the Kruthik straight out of Alien with Room 45 covered in slime, a small nest of eggs (a few of which are starting to open!) and the Kruthik Adult mean as heck. Call it foreshadowing for the Kruthik invasion I’m planning :D .

The toughest battle look like it’s going to be Room 41 weighing in at a whopping 1,014XP. As the adventurers should be second (or even third) level by this point, and it’s only against 6 monsters (of which 3 are minions), I’ll keep it as-is. It’s a climactic breakpoint for the adventure, after all.

That’s a total of 16,906XP just for the room encounters alone. Put another way, it’s  3381.2XP each for a party of 5. Add in the wandering monsters, assume they get the Quest Reward XP and anything gained for role-playing and they’ll be 4th level at the end. Yep. That’s fair. What I like is that I could just total up the XP right there on the page to see what level the PCs should be at the end. Compare that to 3e’s tortuous EL/CR mechanic.

I did mention sawing off my left leg, didn’t I?

I’ll review and consolidate the encounters later. Next up: Treasure Parcels!

In all this took around 40 minutes to pull together, which is a little longer than I expected. I was tired, mind you.

Total time so far: 55 minutes.

Dragon Warriors Week Day Seven

……AAaaaaaaaand here we are at the end of Dragon Warriors Week. We’ve looked at how it handles combat and  what made this wonderful, dinky role-playing game so unique. We’ve looked at it’s monsters, it’s magic, it’s maps and it’s puzzles - and we’ve barely scratched the surface of the game.

I’m going to leave you on this last day of Dragon Warriors Week with a list of just some of the things I’ve not covered. Any one of them is a terrific reason to download the game and take it for a spin. Go on. You know you want to.

  • Assassins as a base class, complete with player usable Poison rules. Oh yes. They’re the Dragon Warriors uber-class, and work best in solo one-on-one sessions. Y’know – that thing that’s….. uhhh….. difficult in 4e.
  • Eighteen complete adventures. Yes, 18, and most are playable in a single session. That’s at least one ready-to-run game session (if you play once a week) for over four months.
  • Elementalists – including Darkness Elementalists
  • Steath and Perception rules that work, just like in 4e D&D. 23 years ahead of time.
  • Warlocks. Also 23 years ahead of time. Assassins + Darkness Elementalist + Warlocks = Dragon Warriors isn’t afraid of evil (or at least morally unconscious) characters
  • The Grey Hood, Blue Men, Black Riders and White Ladies!
  • Bloodrage!
  • Kraken worship!
  • Nightmare Huts! Pirates! Wreckers! Curses! Diseases!
  • Fang Warriors straight out of Jason and the Argonauts!
  • Spider Magic!
  • THE Temple of Balor! Not just “A” temple, but “THE” Temple!
  • The Isle of Albion!
  • Crime and punishment rules including percentage chances to bribe a judge.
  • Jousting rules!
  • ……and much, much more.

Have you geekgasmed yet? I have.

Dragon Warriors is a classic role-playing game released in 1985 as 6 trade paperback books. It is now available for free download. Happy Dragon Warriors Week!