#Dungeons of #Fate: A #DnD Hack of Fate Accelerated CC: @slyflourish @EvilHatOfficial #RPG

… or is it a Fate Accelerated hack of D&D? I get that confused.

Every single room had a pool in the center. "Lazy" doesn't cover it.
Every single room had a pool in the center. “Lazy” doesn’t cover it.

On New Year’s Eve, Mike Shea, a.k.a. Sly Flourish, introduced me to another game. Well, actually, he introduced me to Fate back at GenCon (via his Aeon Wave project), but being that I almost completely forgot the game rules, it felt new to me last night. Mr. Flourish (as you should address him when you meet him) has adapted Fate Accelerated to fantasy role-playing using much of the terminology/approach of 4th Edition D&D, and has labeled it “Dungeons of Fate.” He ran an abbreviated version of the classic AD&D adventure compilation, Desert of Desolation, and the system allowed him to do so with no real preparation of mechanics beforehand (quite appropriate for a Lazy DM). After the game was over, he asked me, “So, does it feel like D&D?” This one question sparked a discussion on gaming philosophy, dragging in Michelle (a.k.a., Mrs. Flourish) and another player, Brian. In the end, I think we agreed on most, if not all, of the points all of us were making, but here’s my take on what we discussed.

1. Not Everything Has to Be D&D

Dungeons of Fate didn’t feel like D&D to me, and to that we should all be collectively responding, “So what?” The only game that has to be D&D is D&D, so no matter who owns the intellectual property, they must always respect the brand or it isn’t really D&D. D&D, as the most powerful RPG intellectual property, is 6 attributes (Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma, regardless in what order you present them), hit points, an armor class representing your ability to avoid damage from a hit, and a bunch of funny-shaped dice. These are the constants (among others) that must be in any edition of D&D regardless of who owns the property. This is reason #1,942 why the Edition Wars are stupid: All of the versions of D&D are “real D&D” because they all respect that rule. Whatever else is added to that base, the presence of that base makes it D&D. You don’t have to like it, but it’s still D&D.

However, Fate isn’t D&D. I couldn’t care less whether Dungeons of Fate feels like D&D.

Scratch that. I do care. I don’t want it to feel like D&D. If it did, why create it? Why didn’t Evil Hat Productions just post to their blog, “Hey, everyone, we’re not going to create a new game. Just play, D&D, okay?” They didn’t do that because they wanted to create something different. Whether you like Fate or not, the industry and community are better off because we have something different.

On the other hand, Dungeons of Fate does allow for the proper feel for a fantasy setting. That should be the more important issue to players, GMs, and Evil Hat.

2. Fate Isn’t Omnipresent, But It Has It’s Place

Reasonable minds disagree, but in my humble and honest opinion, Fate Accelerated is a horrible system for a long-term campaign. There’s no significant advancement, and the simplicity of the characters runs the risk of making them boring from a mechanical point of view. (Perhaps the full Fate Core addresses this.)

So where does that leave Fate Accelerated? Well, it leaves it in plenty of places. Not every RPG game has to be a weekly campaign lasting nine months. One-shots are a common practice, and two- and three-shots are hardly rare. Fate Accelerated certainly works for gaming groups organized that way. Personally, I’m more a fan of the two-shot or three-shot, even for D&D, so the idea of my home groups organizing around them doesn’t bother me at all. Unlike D&D, however, Dungeons of Fate requires no prep time for NPC mechanics, and if you’re focused (granted, most gamers aren’t), the entire table can have its characters ready to go in 30 minutes or less.

Mind you, these characters are exactly the characters the players want to play. If you want to play a ranger that is just as competent with melee as he is with striking, you can do that. If you want to play a “stone mage” more statute than human, go right ahead. You don’t have to worry about fitting your characters into the strict constructs provided by other RPG systems, nor do you have to wade through a seemingly infinite number of options in order to find the one strict construct that matches your character concept. You also don’t have to rewrite the rules in order to make room for your character concept. In other words, Dungeons of Fate as is gives you remarkable flexibility without having to overload you with options in order to do so.

3. On the Whole, Dungeons of Fate (and Fate Accelerated) Is Pretty Good

It all comes down to this: Is Dungeons of Fate fun? Absolutely. I really don’t like stress points. In fact, I don’t know why Fate Accelerated players do. One of Fate Accelerated’s best features is simplicity. Stress points seem to be a slight bit more complex than they need to be. I don’t get it, but I don’t have to get it, because this isn’t a deal breaker. It’s literally the only thing about Fate Accelerated I don’t like, and I don’t hate it. To a realistic game designer, that’s about the best you can ever expect; you can’t please everyone all the time. Leaving it in there still leaves me with a great time at the table.

Much like 13th Age, I encourage any RPG enthusiast to give Fate Accelerated a try, if for no other reason than this: If you every find yourself at a gaming store or convention with a hole in your schedule and you’re looking for something to do, you could always jump into a quick pick-up game of Fate. It’s as suited to that situation as a simple card or board game, yet the role-playing opportunities are just as robust as any other RPG.

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New Living Campaign for #4e #Dungeons & #Dragons #DnD #RPG #GenCon CC: @Erik_Nowak @Luddite_Vic

Information has slowly been swirling through or local Washington, DC gaming community, and to a lesser extent, beyond that. The Gamers’ Syndicate has put synDCon on hold and is focusing its efforts instead on something that you can enjoy all year round: A living campaign for 4th Edition Dungeons & Dragons. Many 4e players feel that there’s still more to do with 4e, just as 3rd Edition players felt there was more to do with 3e, and we’re seeking to give 4e players that same opportunity that Paizo gave the 3e players with Pathfinder and, more to the point, Pathfinder Society.

Living Campaign

For those of you that don’t know what a “living campaign” is, I point you to the Wikipedia entry, because Wikipedia never lies. Actually, “living campaign” is often defined differently by different people. To me, the most important aspect of a living campaign is allowing all of us to meet each other. In other words, it grows the role-playing game community; however, there are other important aspects to it. It allows the players to shape the campaign world even though their playing pre-written adventures. That is, if the majority of players accomplished a task in one adventure, that fact will be tracked by the authors and shape how future adventures are written. What the players do matters, even though they’re sharing the experience with thousands of players worldwide.

The Campaign Setting

Every campaign needs a campaign setting: a world that needs protecting and sometimes saving. Some famous examples of Dungeons & Dragons campaign settings include Ed Greenwood’s Forgotten Realms, Keith Baker’s Eberron, and Gary Gygax’s (everyone bow, right now!) Greyhawk. Our campaign setting hasn’t yet been named, but it’s one of our own design, spearheaded by the devious mind of Erik Nowak (who, if you recall, brought us Rotting Toes). Erik premiered the first two adventures (co-written by Dave Phillips) for this campaign setting at synDCon I and synDCon II. The setting is high fantasy, but not quite that high. Characters will use inherent bonuses so that acquiring magic items won’t be critical, and when they are acquired, they’ll be special.

We’re also introducing a mechanic for tracking a character’s reputation in the kingdom, and have a fairly ambitious plan in the works, but those are topics for later posts.

GenCon 2013

As I’ve mentioned before, I’ll be running the two introductory adventures at GenCon this year, which serves as a sneak preview of the campaign. However, we’re working on the first four adventures, so we’re on track for an official start not too far in the future. Stay tuned.

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#GenCon Indy, 2013! #gaming #games #RPG #TDA CC: @Luddite_Vic

For the first time, I’m going to GenCon and not working for Baldman Games. (You should work for them if you like Dungeons & Dragons. They give great rewards for running games.) I’m just going to play (though I’m running four slots). I’m honestly not sure how much gaming I’ll want to do. I might get bored and do something else. In any case, like all the other con-goers, I sat there at my computer just waiting for the countdown clock to strike zero at noon. I was lucky enough to be assigned #738 in the queue. Anything under 1,000 is lucky as all hell, and as a result, I got everything I wanted. This includes two puzzle-oriented True Dungeon adventures and a few role-playing games, none of which I’ve ever before played. Isn’t that what GenCon is supposed to be about: Trying new games? That’s my philosophy. I bought an extra ticket for each of the True Dungeon adventures, so I can help out a friend get into the game.

My current GenCon schedule is below. I have absolutely no complaints.

Wednesday: Fate Core (RPG1345241) at 8pm

Thursday: Dungeon World (RPG1341359) at 1pm, then the One Ring (RPG1343873) at 8pm.

Friday: True Dungeon (Lycan’s Afoot, TDA1348116) at 9:37am, then running the Gamers’ Syndicate new living campaign adventures at 1pm (RPG1343708) and 7pm (RPG1343710).

Saturday: True Dungeon (Golembane, TDA1348648) at 9:39am, then running the Gamers’ Syndicate new living campaign adventures at 1pm (RPG1343709) and 7pm (RPG1343711).

Sunday: A seminar on game design (SEM1346700) at 10am, then Far Trek RPG (RPG1342003) at noon.

This schedule lets me sleep in for the most part, and gives me plenty of time to roam the halls and keep myself fed. Let me know if you’re in any of my games.

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Margaret Weis Drops #MarvelRPG #RPG #gaming cc:@GamingMeerkat

I’ll miss you, old friend … until I play you again a week from Saturday.

Despite my many hours playing Dungeons & Dragons since 2005 (after a 24-year absence from the game), I’m really not much of an RPG gamer. I love FASA Star Trek RPG, but what do you expect? I loved Enterprise! I’ve played Gamma World 4e, Legend of the Five Rings (3rd edition) three times, Dragon Age RPG (Green Ronin Publishing) a few times (mostly as Game Master), and Star Wars Saga Edition once (again, as Game Master). I enjoyed all of those games but played Call of Cthulhu d100 twice and hated it. If I’ve played any other RPGs with dice, I don’t remember it off the top of my head, so apparently they didn’t make much of an impact.  (I’ve also played the diceless RPG, Fiasco, which was great.)

I’d like to broaden my horizons as far as RPGs are concerned, so when my friend, Rishi, offered me the chance to join his new Marvel RPG game, I jumped at the chance. I’ve heard good things about it, so I was intrigued even though I never read comic books. (Come to think of it, I’m not a good geek in general. I don’t play video games, and I find Dr. Who to be retardis.) I wanted to play the mechanics everyone was talking about, so I agreed to play for a couple of sessions before gracefully bowing out.

I don’t think I’ll be bowing out. Our first session was a lot of fun for me. My approach to RPGs has always been to focus on a character concept, where the character has some interesting, overriding character trait, usually but not always a flaw. I then play that trait to the extreme. With my group, that wasn’t only tolerated but welcomed with open arms. As comic book fans, the other players liked the fact that I played my character’s traits so faithfully, even to the detriment of the team, because these are the characters the players love.

Clearly, I’m the baddest ass of the bunch!

Incidentally, I played a guy by the name of Hank Pym, a.k.a., Yellow Jacket. I’d never heard of him but am sure that means something to a lot of you. It also meant something to my cousin, Tom, who still collects comics. When Rishi gave me a list of characters from which to choose, I passed the ones in favor of the Super Human Registration Act to Tom, who told me to pick Yellow Jacket. It’s worked out so far. An insecure, nerdy guy who 1) supports government registration of people, and 2) gains experience points by blaming his own major failing on a loved one? Yeah, I can do this.

Mechanics

And that (finally) brings me to my first point. The mechanics of the game have their flaws, but overall it’s an fun system, especially for someone like me.

The Bad: The dice rolling is unnecessarily convoluted, requiring you to figure out which types of dice to roll (d4, d6, d8, d10, or d12) and in what number every single time you roll. Once I’m used to it, it’ll probably become second nature, but it creates a barrier for entry. If I were the rule rather than the exception, the group probably would have moved on and never played it again. Instead, I was the odd man out. I was the only one that didn’t have experience with the game and wasn’t a comic book reader. Keeping this game going will be easy despite the unnecessary complexity, but I don’t think that will be the case for all groups.

The Good: Rewarding me for domestic violence? Brilliant! I know that sounds bad, but stay with me. No one’s perfect, not even superheroes. We all have flaws, and a role-playing game that doesn’t hide from that fact, even among the heroes, is exactly what I need to make me happy. (Also, I don’t actually have to beat my wife in the game. It’s not necessarily that specific.) Needless to say, this doesn’t always go over well in other systems. In 4e D&D, I have a stereotypical, senile old man, Luigi, who’s great for comic relief, but when I play him in character during combat or role-play, he usually makes bad decisions. It’s never once actually hurt the group when all was said and done  — he was responsible for winning a “social skill challenge” in one adventure despite his eccentricity — but while it’s occurring, it’s tough to convince the other players of that. Some people get very annoyed by his erratic behavior. With Marvel RPG, no one is complaining, and I doubt this is a characteristic of my group itself. The mechanics of the game actually encourage me and them to act the fool at times. And it works.

The Good but with a Caveat: The initiative system is fantastic, but it wouldn’t work in a game like D&D where building a character to go first has so many advantages. Other game systems would have to be tweaked dramatically to allow for the Marvel RPG initiative system. Still, it’s something every game publisher should at least consider.

It’s All About IP

My second point is, as always, that the world lives and dies based on intellectual property law, and this is the more important of the two points. IP law governs everything, and there’s a lesson to be learned here. RPG publishing is a low-profit exercise. It’s tough to do well in it, and whether most publishers will admit it or not, it’s ability to succeed as well as it has depends a great deal on the continued success of Wizards of the Coast. WotC produces Dungeons and Dragons (among others), and does so with the mighty weight of Hasbro behind it. They’re able to do things no other RPG publishers can do, and the entire industry benefits as a result. However, even WotC could hold on to the Star Wars license for only so long. With such a low profit-margin in the first place, having to give up a non-negligible chunk of that in the licensing fee reduces the profit margin even more. Also, unless you’re willing to give up and even bigger chunk of the profits, you have to settle with a non-exclusive license (if it’s even offered), meaning you won’t even be the only game of your kind available. It’s a no-win situation over the long haul.

With that in mind, be disappointed but not angry. I’ve never met or spoke with Margaret Weis, so I have no inside information here, but I’d put good money on the bet that she had a very good reason for letting the license go. This isn’t the fault of Ms. Weis, or of Marvel. It’s just the nature of the industry. The game was selling well, but the numbers just don’t add up in the long run. Everyone needs the core rulebook, but sales of add-ons will always be at least a little less, and often will be much less.

Fortunately, there’s a lot of material out there with even more to come, and many gamers will put together supplemental materials in the form of PDFs freely downloadable from their private sites. This game won’t die anytime soon, and that’s a good thing.

The End

Despite my optimism in the two sentences immediately preceding this one, it feels like there’s been a death in the family (not that bad, though; on the level of a step-cousin). 🙂 I just wanted to offer a eulogy of sorts, if for no other reason than to make myself feel good about it. It’s a good game, we’ll all continue to play it, but like all good things, eventually it must come to an end, and no one is to blame for that. Gaming will go on.

As always, happy gaming!

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#ADnD Mod B1: In Search of the Unknown Free PDF Download #WotC #DnD #RPG #Loremaster

EDIT: This post from January 24, 2013, is one of the first links provided by a Google search for downloading this module, but it’s understandably a bit out of date. The PDF is no longer free to download, but the current link to purchase it is here: https://www.dmsguild.com/product/17081/B1-In-Search-of-the-Unknown-Basic?term=b1+.

In case you didn’t hear: You can now download PDFs of prior edition Dungeons & Dragons materials over at http://www.dndclassics.com/. My first mod, B1: In Search of the Unknown, is free to download … 100% legal. With that, I point you appropriately to my article from Loremaster.org, The Rise and Fall of Norrin the Barbarian (Loremaster.com is no longer available).

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Hit Point Charts for #DnD #Encounters: 2nd Edition #RPG

I’ve updated my hit point charts for the current season of D&D Encounters to include a “DCs by Level” table in the page footer. If you’re using the charts, you might want to replace them with this one.

Hit Point Charts

The link on the original page has also been updated.

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D&D Next = Dungeon Crawl System, Second Edition: Validation!

I said this on Twitter, and I’ll say it again here. Based on what I’ve seen from the later D&D 4e products, the current season of D&D Encounters, and D&D Next, I feel like all the work I did on the dungeon crawl system was completely validated. (It’s a shame the Living Forgotten Realms living campaign writers didn’t follow suit, as it would have breathed new life into the campaign.) WotC basically took 4e in the direction I took it about a year ahead of time, and after processing the feedback from 4e players, D&D Next is looking like a “dungeon crawl system, second edition.”

Please note that I’m not suggesting they plagiarized my work (though I know they were aware of it), and even if they did, it’s not illegal. I’m simply pointing out that great minds think alike, and apparently I’m a great mind. 🙂

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FASA Star Trek RPG at TerpCon, Saturday, November 17, 2012 #gaming

Yesterday I sent in my registration to TerpCon for my FASA Star Trek RPG adventure, “Intruders.” If you’re planning to be in the Washington, DC area on  November 17, consider attending. It’s a free gaming convention held at my undergraduate alma mater, the University of Maryland at College Park. They’ll be a good array of RPG events there, but if you have any interest in an old-style, original series adventure, my event will certainly be of interest to you. The gaming schedule isn’t up yet, but you can already create a registration account and check out (or contribute to) the buzz over on their Facebook page.

I ran my other original adventure, Anything but Routine, at a past event, and Intruders involves the same ship and crew. Even if you can’t make TerpCon, you can find several other works published on my FASA Star Trek RPG Resources page and run your own adventures near where you live.

As always, happy gaming.

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Hit Point Charts and Pregenerated Characters for War of Everlasting Darkness

More than a couple of you were appreciative of me sharing my hit point charts I use for running D&D Encounters (or D&D generally), so I’m sharing my next set for this season of Encounters: War of Everlasting Darkness. Please reference that past article for explanations as to read the document.

Hit Point Charts

This season, for lack of a better term, is weird. This isn’t a criticism, but it means that, among other things, I didn’t adjust the combats for parties of four or six players. Each encounter is actually better termed a “mini-adventure.” I suspect adjustments are a bad idea, even if you have seven or eight players, because you won’t have the time to finish the session if you increase the number of NPCs as well (unless you’re cheating and running this at home). Just run the encounters as written, adjusting on the fly as you see fit. If I see that adjustments are practical — I usually have 6 players at my table — then I’ll update the document.

As before, at the time I’m first posting this, I haven’t read the entire adventure. Please let me know if I need to perform edits for any reason. My schedule doesn’t allow me to make any edits during the week. Any changes will have to wait until the weekend.

Pregens

Because some of my players are kids without access to the character builder, and because the season takes the characters from levels 1 to 8 in eight sessions, I needed to create pregenerated characters as well, spanning those levels. I’m creating only two that are specifically designed for the players at my table. They use inherent bonuses, which is suggested by the adventure itself, and they’re designed to be very simple to run. Accordingly, if you like to optimize your characters, these will be disappointing (especially because I took so long to give Darthon Superior Will — I’m not redoing the work :)). However, I’m providing the character builder XML files as well, so if you sort of like what you see here, you can make some adjustments fairly easily.

The Links

Hit Point Charts

1st 2nd 3nd 4th 5th 6th 7th 8th
Slayer PDF  XML PDF  XML PDF  XML PDF  XML PDF  XML PDF  XML PDF  XML PDF  XML
Sorceror PDF  XML PDF  XML PDF  XML PDF  XML PDF  XML PDF  XML PDF  XML PDF  XML

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