Internet Scam Alert: Most “Kickstarter” Projects Just Useless Crap (via @theOnion)

Sadly, at times, this is the truth. Kickstarter has a tendency to remove risk from the process of business, and that encourages people to do projects half-assed.

In the end, I suspect Kickstarter will implode. After getting burned enough times, people will contribute only to projects put forth by well-established companies. This might turn out to be just as tragic. First, I’d like to see Kickstarter be used as a way for the new guy with no funds to be given his shot. Unfortunately, there’s no way to distinguish those guys from the people who just don’t want to spend their own money and aren’t really in need of that break, so that’s a pipe dream. Second, it’s unethical for large, well-established companies to take start-up capital from people who aren’t given an ownership interest in the company, and it’s just as unethical for small, well-established companies to do the same unless the backers are given very good value for their contributions. (I won’t call them investments unless an ownership interest is attached.) Unless Kickstarter starts enforcing these rules, this is also a pipe dream.

Kickstarter should start scrutinizing which projects it allows. Until they start, I won’t give them another look.

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Fantasy Flight Games Beta for Star Wars: Edge of the Empire

Last Friday, Fantasy Flight Games announced the availability of the beta test document for their new role-playing game, Star Wars: Edge of the Empire. It costs $29.95. Paying to play-test someone’s else materials isn’t my thing — in fact, I find it insulting to ask considering it’s more appropriate that I get paid to do so* — but if you’re willing to do so, go for it. It’s always good to see that what the player base wants is factored into what’s being delivered, and any game published by Fantasy Flight Games is a good candidate for your gaming group.

*Please note that I know it’s not practical for companies to pay the general public to play-test their games. I’m simply saying that play-testing is work, so either handle public play-tests as WotC is doing it (i.e., free PDFs) or keep the play-testing in house.

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Three Thoughts from Last Week’s Game

I’m currently running my 4th edition D&D conversion of the classic AD&D adventure G3: Hall of the Fire Giant King. My players have run through G1: Steading of the Hill Giant Chief and G2: Glacial Rift of the Frost Giant Jarl, and assuming everyone’s interested, G3 will lead to conversions of the D1-2-3 and Q1 modules as well. The conversions have been performed using  my Dungeon Crawl system, which makes high paragon and epic level play much faster, but most importantly, the system allows for a more realistic approach to dungeon crawls, wilderness treks, or other DM stories that make the 15-minute adventuring day seem ridiculous in both 3rd edition D&D and 4th edition D&D (and probably others).

There were three things that came up in that game that I thought were worth noting here.

Surprise!

Here’s the set up: The PCs are opening a door. The door makes noise. There’s no way to stealthily enter without the NPCs being aware of their presence. However, there’s no reason for the NPCs to be on guard. They’re busy working in the armory, so the door opening won’t necessarily be alarming. They might not even look over, meaning the PCs could still get the drop on them (i.e., gain surprise).

Under those facts, whether the PCs gain surprise is really a matter of luck, which is always handled with a die roll. So, I reached back into my (fuzzy) memory and recalled that surprise in AD&D was handled with the roll of a d6. I told the players that I wanted a d6 roll, and on a 1 or a 2, they’d gain surprise. Knowing my tendency to roll low, they asked me to roll the d6, so I said, “Fine, but you gain surprise on a 5 or 6, then.” They said they’d accept that, because they knew my rolling curse wasn’t a matter of always rolling low, but rather always rolling poorly. I rolled a 5. The PCs gained surprise.

My memory was indeed flawed. AD&D surprise was determined by rolling opposed d6s. From the DMG,

Surprise is determined by rolling a six-sided die for each party concerned, modifying the result by using the most favorable member of the party concerned, i.e., a ranger, surprised only on a roll of 1, will represent the whole of a group of other character types. Note, however, the effect of dexterity as detailed below. The same holds for mixed types of monsters. Of surprise is indicated for both parties concerned, the party which has lesser surprise subtracts its result from the result of the greater to find the number of segments the latter are inactive. Nonetheless, it is possible for both parties to be surprised equally — with surprise having no effect.

Surprise is usually expressed as a 2 in 6 chance for all parties concerned . . . . Each 1 of surprise equals 1 segment (6 seconds) of time lost to the surprised party, and during the lost time the surprising party can freely act to escape or attack or whatever . . . .

There’s more, including a table, but that’s the gist of it. Refer to the AD&D DMG for more.

DM Screen

At DDXP a couple of years ago, I was in an official WotC seminar. DDXP is great because the seminars are small but give you access directly to WotC personnel. (Whether this will change now that WotC has pulled out of the Ft. Wayne convention in January remains to be seen.) I mentioned to Chris Perkins that, despite the 4e DM screen being printed in landscape orientation, it’s still too tall. I like having certain information at my finger tips, but even an 8-1/2″ tall screen blocks too much of the battle map. If I can’t see what’s going on, I’d rather ditch the screen and just rely on a player to look up a rule if necessary. The one thing I can’t live without (for 4e D&D) is the DC chart, but as I provided in one of my Protection from Chaos articles, Protection from Chaos, Part IX: For My Conversion of an Adventure, What May I Publish?, I include that in the footer of my adventures.

Bloodied? How Boring

I’ve always used different words to describe a character as bloodied. (For non-4e D&D players, this refers to a character who’s been reduced to half their normal hit points.) For example, mechanical constructs don’t have blood, so it doesn’t make sense to call them “bloodied.” Instead, I call them oily reflecting that oil, not blood, is spewing from their bodies upon taking a certain amount of damage. Not all constructs, however, are “mechanical.” A stone golem is nothing by stone animated by a spirit of some sort, so stone golems get “gravelly.” Here are some of my favorites (YMMV):

Flame creatures steamy (as if doused with water to put out the flames)
Ice creatures watery, wet
Incorporeal creatures (e.g., ghosts) misty
Insects, demons, and devils ichory
Oozes, water creatures low viscosity

As you should always do, I’m just making the game my own. In my case, that means making the game a smart-ass.

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May the Schwartz Be with You Spaceballs

Yesterday, I received an email from Dictionary.com announcing the word of the day to be, “lodestar.” Much to my chagrin, the definition given was:

1. Something that serves as a guide or on which the attention is fixed.
2. A star that shows the way.
3. Polaris.

You see, I had actually misread the word, and I instantly thought of this instead, which is far more interesting.

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How Not to Conduct a News Interview: Jenga Humiliation

Have you ever wanted to crawl into a hole and die? Have you ever wanted someone else to crawl in a hole and die? The “reporter” ignored the warning signs and ruined someone’s 15 minutes of fame as a result.

Some Perspective on Just How Small We Are

I’ve forwarded this picture every time I’ve received it in a social media stream, and I’ll continue to do so in the future even if you tell me that you’re sick of seeing it. I find this fascinating and decided to post it here to give it some sense of permanency for myself, as well as to further the current discussion surrounding the Curiosity’s landing on Mars.

You aren’t that important. Get over it.

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FASA Star Trek RPG: Yet Another Adventure

A friend had a birthday party yesterday, and although it was a board-game friendly event, I prepared a short, self-authored adventure for a game of FASA Star Trek RPG just in case anyone was interested in playing. The issue never even came up. Instead, I played 7 Wonders (came in a close 2nd my first time playing the game) and Circvs Maximus (my character was killed in a chariot race), but I digress . . . .

A Doomsday Like Any Other

By now any reader of this blog or my Loremaster blog should know that I’ve been revisiting the FASA Star Trek RPG recently, having run it once at TerpCon in College Park, MD. The adventure I ran, Anything but Routine, took place in the Outback area of the FASA Star Trek universe, which is where Federation space borders both Gorn and Romulan space. The Romulans were always my favorite Star Trek villain, and the Gorn were oddly underused. I remember once opining online that one of the later series or movies should revisit the Gorn as velociraptor-like enemies, perhaps representing a subspecies of Gorn. Again, I digress . . . .

For this adventure, I kept the same crew of the Chandley class Frigate, the USS Fife (lifted from the FASA adventure, A Doomsday Like Any Other). It was intended to be only two hours long in light of the fact that it was written for a board-game audience, but it can be fit rather nicely into the story I started with Anything but Routine, either before or after that adventure. In other words, I might have the start of an entire FASA Star Trek RPG campaign.

Now, if I can just find a table of players for it . . . .

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Dungeon Crawl System: High Paragon Level

Image © 2008 Jesse Mohn. All rights reserved.

As some of you know, I published an article entitled, How to Build a 4th Edition Dungeon Crawl for Heroic and Paragon Tiers, which sprang from my conversion of Advanced Dungeons & Dragons adventure modules into 4th edition adventures. The “standard” system of encounter design (i.e., the one presented in the 4th Edition Dungeon Master’s Guide) didn’t work. As I pointed out in the article, I could suspend my disbelief in fighting dragons, devils, and slaadi, but the “15-minute” adventuring day was too much for me to accept as applicable to a dungeon crawl or a trek across the wilderness. That is, if the PCs were in an underground dungeon consisting of 100 rooms, it was unrealistic on so many levels to think the PCs could go through those rooms at a rate of 3-5 per day (i.e., the standard system assumes an extended rest every 3-5 encounters). Every 30 minutes, they should expect their rest interrupted unless the DM provided some ridiculous deus ex machina to justify 6-8 hours of peace and quiet. Obviously, another system of encounter design was needed. My conversions started with C1: The Hidden Shrine of Tomachan (before Wizards of the Coast announced they were doing one), C2: The Ghost Tower of Inverness (which I adapted as an LFR MyRealms adventure), L1: The Secret of Bone Hill, S2: White Plume Mountain (available here), and G1-2-3: Against the Giants (again, before WotC announced their conversion). Not being a professional game designer, I didn’t have the luxury of extensive playtests, instead relying on my Loremaster blog to supplement the article as I continued to refine it. As I progressed, I realized that what I had written was really appropriate only for levels 1-15. Once the PCs reach 16th level, some new math was required, which would eventually lead to the proper math at epic level (necessary for the next phase of the adventure, the conversion of the Drow series D1-2-3 and Q1). One of my home groups started G3: Hall of the Fire Giant King last night. It’s my first attempt at the new math. The results were remarkably good considering they were the result of my rough estimates as to what the new numbers should be.

What Am I Talking About?

Let’s start with some context. For those that haven’t read the article, read it dammit! Oops . . . . Sorry. For those that haven’t read it, the basic premise of the Dungeon Crawl system is that each individual encounter creates less of a drain on party resources while maintaining the threat level on the party. Moreover, through the use of “thematic encounter templates” (TETs), the system can be adjusted very easily on the fly for the varying number of players that shows up on any given night (much more accurately than, for example, the encounter adjustment rules provided by the Living Forgotten Realms campaign). The consequences are two-fold. First, for parties of 4-6 PCs, the party can address 10-15 encounters before having to take an extended rest. Second, for parties of only 3 PCs, the encounters create the same threat and resource drain as you find using the standard system, which means you don’t have to cancel your session because only three players show up on a given night.

How It Played out

So, now that everyone’s up to speed on what the system is, let’s talk about last night. I had only three players, so it was “game on,” but the encounters should feel like they would in the standard system. We had a ranger, a paladin, and a warlord, all level 17. There was a lot of role-play and a clever avoidance of combat by the PCs, which means there were only two combat encounters. For those encounters, looking at daily attack powers, daily powers associated with weapons, and healing surges, the PCs went through 30-40% of their resources. Considering they went through 40% of the number of encounters they should expect to face before an extended rest, and things will get harder, this seems to be about right. I have only two data points, but the numbers worked out ideally, and it felt right, so I’m very optimistic that, at the very least, I’m on the right track. Give me a few more weeks, and I’ll be writing the second edition of the article, which will include support all the way up to level 30, though not in the way you might expect. 🙂