Showing posts with label DnD. Show all posts
Showing posts with label DnD. Show all posts

Saturday, 15 May 2010

WFRP: Warforged in WFRP

A while ago a poster on one of the discussion boards I frequent, which one eludes me at the moment ... maybe at ENWorld ... anyway ... a poster asked how to incorporate the Warforged from the Dungeons&Dragons campaign setting Eberron as a player character race in WFRP.

As to be expected when it comes to roleplaying gamers, the poster received some ... not so useful suggestions. But there were some who stepped up to the challenge and tried to find an explanation as to how the Warforged would fit in. I was among those brilliant .. ehm ... chaps who tried to fit a rather alien race concept into WFRP.

To start with, what is a Warforged, anyway? This is what Wikipedia has to say about the subject:

""The warforged are a race of living, sentient constructs, superficially similar to golems. Warforged are composed of a blend of materials: predominantly stone, wood, and some type of metal. In Eberron, they were created by House Cannith in magical 'creation forges' to fight in the Last War, based on technology recovered from Xen'drik. When the Last War ended, they were given their freedom at the Treaty of Thronehold. Though they have free will, whether they have a soul is not known with certainty; they can be resurrected by spells designed to restore human souls to life, but, unlike humans, never remember anything of their experience in the afterlife after such an event.

While they have no biological sex, warforged may adopt a gender role as part of their individual personality. They do not age as the other races do, and it is not known what effects time will have on them. It is generally assumed that, like all living creatures, their bodies must experience degradation over time. Like other races, warforged may take levels in any character class."
So that's the rub. And someone ... Emerikol maybe ... wanted to incorporate this into his WFRP campaign. So how would I do it?

If ... and that's a pretty big "if" ... I would introduce Warforged in my WFRP campaign, I'd make them of dwarf origin, and look into dwarfen belief in ancestor spirits. The Warforged could be reborn dwarf souls, incarnated in metallic bodies to protect the Halls of the Ancestors, and maybe tasked with carrying out dangerous tasks outside the halls. They would be very rare, and most people would mistake them for armoured dwarf warriors.

DaveTheGame chimed in with a great idea:
"That's pretty awesome. You could call them "The Grudgekeepers" and have them inscribed with an ancient grudge in ancient Dwarven, with an eternally preserved Dwarven spirit who keeps that grudge going."

Awesome. The grudgekeepers would be a well kept secret though, and they would rarely venture into civilised parts of the Empire without a dwarven guide to speak to the humans and halflings. Such a guide and a grudgekeeper would make a good backbone for a more traditional party, as they recruit other races and classes to get the grudge dealt with.

A grudgekeeper would be fully armoured at all times if possible, and if not possible, swathed in ancient dwarven leather garbs and a cloak. And a crazy hat and face mask like V in V for Vendetta. In one way, he's the ultimate Grudgekeeper.

"He was horribly scarred in a fire, so he can't show his face without scaring the children".

Alternatively I would go the golem route. That would in WFRP terms mean that an alchemical process was used to bring dead matter to life, and some sort of spark of chaos to give them sentient life. They would be hunted by witch hunters, and would have to hide from the rest of society, unless captured and bound to perform tedious and dangerous work. Read Feet of Clay by Terry Pratchett for more inspiration if you go this route.

Well, that's it. I think The Grudgekeeper is a pretty good way of introducing Warforged from D&D into the WFRP world.

Any other race from another game you readers would like to have adapted to WFRP?

/Magnus

Tuesday, 11 May 2010

FAL Commentary: Moving out of the comfort zone

Over the last year or so, we've been running a lot of Dungeons & Dragons 4. A lot. This means even Warhammer Fantasy Roleplay has taken a back seat to the behemoth the is D&D4, and the most startling thing to me is that I am the DM.

Why is this so startling? My perspective is one based on conflicting experiences.

My favourite RPGs are Call of Cthulhu (any edition) and Warhammer Fantasy Roleplay (v1 and v2, we haven't tried v3). It's all great fun.

I primarily run these games for my group, and have a somewhat similar style when doing so. Lots of social interaction, investigation, few combats, abstract battles not using minis, event based plot progression and so on.

The kind of adventures where my group chose not to play D&D. That's what I do best. I ran Tomb of Horrors, and it sucked. I ran Iron Kingdoms, and it turned into WFRP.

But the allure of D&D is always there. I've played D&D since 1984, and have fond memories of the Dungeons & Dragons Expert Set opening up outdoor adventuring and exploration on a scale I hadn't seen before. So I was a player in D&D BECM up to level 26, then in Dragonlance and Ravenloft and other classic stuff. Good stuff and bad stuff.

When D&D4 was released, we decided we wanted to try it. One DM bravely took Keep on the Shadowfell and ran us through it. The resulting experience nearly tore our group apart. We couldn't agree on how to play the game, I hated it, and the tactical parts of it were uninteresting to me. Counting squares ... argh! So I said that I would never play D&D4 again. And some said they'd never play any previous edition again, because they loved the elements I hated in D&D4. So no D&D for us.

It was a strange experience. So we went on to Dark Heresy, with another GM. Then there was a shakeup due to working schedules, and we lost our  GM. So what to do ...

I stepped up and ran a WFRP arc that was nigh on perfectly executed both by me and the players. It was loads of fun, and it had everything I love about playing roleplaying games. But it took its toll on me, and when we wrapped up the seven sessions, I was a bit burned out on deep and complex plots. And I wanted to try something different, move out of my comfort zone, to see if I could learn something that made my WFRP games a lot better. Things can always be approved, is my belief.

So I bought Dungeon Delve. We created new PCs. I concocted a flimsy campaign premise, and then we dived into it. Very much focused on tactical combat and character advancement. I was planning on running a few of the delves while we were deciding on what to do next.

Sitting on the DM side of the screen totally changed my opinion of the game. I loved it. And the players loved it. We had had our internal flame war on play styles, expectations and pros and cons and all that, and we emerged with a greater understanding of what we wanted from the game.

The delves segued into Scales of War, and then into Revenge of the Giants. Even though I'm still having trouble adapting my style to that which fits D&D4 best, the players are psyched, and we are chugging along. Before, we would change games every 7 or 8 sessions (we play once a week), but now we soldier on. D&D4 scratches a lot of itches that my players like to have scratched, while still being fun for me to run.

It doesn't play like CoC or WFRP. And for me it shouldn't. I just need to learn or even relearn how to make the game more D&D:ish, and drop some conceits I've adopted from running other games. To make the experience more like what my group thinks of as D&D. It's all possible within the rules, I just have to work a bit harder to bring it to the surface, since I'm entrenched in my primary style of game mastering.

So the short of it. I understand and respect the opinions of those who feel D&D4 is not a game for them. I've been there myself, and I hated the game. At the same time I think I understand the opinions of those who feel D&D4 is their kind of game. That's where I am now. At the same time, if someone said "show me your best game running skills" I wouldn't pick D&D4, instead opting for WFRP.

Strange that, to find conflicting views on the game, all wrapped up in one single gamer.

/Magnus

Thursday, 31 December 2009

FAL General: Happy New Year!

Well, a new year is approaching and I am starting to find time when I'm not working. This means I'm looking forward to another year of gaming, which I have been most fortunate too get done in spades that last couple of years.

This years it's been mostly the latest edition of Dungeons & Dragons, with mixed success from my part but a hell of a ride for the group. We're picking it up again sometime in January, tackling paragon levels and Revenge of the Giants.

I have also played several games of Citadels over the year. It is a brilliant game, quick to learn and with engaging gameplay. Look forward to an in depth review of this game and Fury of Dracula which I picked up yesterday, sometime soon.

Apart from that the big thing waiting to be tried is of course the third edition of Warhammer Fantasy Roleplay. We're planning on giving it a whirl in January, and with the arrival of The Adventurer's Toolkit the option of playing a Rat Catcher is once again open ... but the players have said they'd rather play a career that does not give me extra incentives to have sewer based adventuring, so we'll see what they'll go for in The Ongoing and Spectacular Adventures of the Wilhelms.

And of course, the iAltdorf map will be updated in January.

But until then, have a happy new year!

/Magnus

Monday, 22 June 2009

WFRP General: Is there a place for dungeon crawls in WFRP?

One thing that many of the most outspoken hardcore WFRP fans have in common is a disdain for the classic dungeon crawl, as popularised by the world's most played role-playing game; Dungeons & Dragons. I came to think about this the other day when I was preparing for Tuesday game night, where I'm going to run something called Dungeon Delve for the current edition of D&D. I was also reading some old posts from the FFG forums, and one of them concerned the dungeon crawl as a viable adventure experience for WFRP. Or rather, the non viability of the dungeon crawl in the game.

My stance on topic in relation to WFRP is this:

People should not apply a straight jacket to their creativity. I enjoy playing D&D, and have seen a lot of top notch dungeon crawl products, both from WotC and from third parties using the d20 system. A dungeon crawl is merely a format for an adventure. What an author puts into the crawl determines the quality of the product. The format itself is no guarantee for lack of quality, or the opposite. So it is possible to do a good dungeon crawl, even in WFRP, and for it to have the right tone and content.

But then again, we run dungeon crawls using D&D, not WFRP. Why's that? I hear you ask. If a dungeon crawl is a viable adventure format for WFRP, why not play dungeon crawls in WFRP? I guess it's down to playing to each game's strengths. D&D is best at dungeons crawls, WFRP is best at ... whatever it is I'm doing with it. Right now it seems to be some sort of social intrigue and backstabbing spy novel kinda thing going on.

But I maintain the notion that there is a place for a dungeon crawl in WFRP, even in a city like Altdorf. Or rather, particularly in a city like Altdorf. If the tone is right, if the proper design takes into account the good parts of WFRP, if the NPCs are good, and if the motivation for the expedition and the dungeon itself are good and proper, there is no reason why a dungeon crawl couldn't work.

Sure, write a standard dungeon crawl and it will be horrid for WFRP. But then again, a boring crawl is a boring crawl, be it D&D or WFRP. My benchmark for crawls that I can't work with at all is Tomb of Horrors, an adventure deemed to be one of the best ever by lots of people. I hate it.

And if we look at the adventures available for any edition of WFRP, we find quite a lot of dungeon crawls, good and bad. These are conveniently overlooked and forgotten when talking about the marvelous The Enemy Within campaign (sans Something Rotten in Kislev and Empire in Flames, usually). We also find a strong D&D influences in many adventures, mostly in the Doomstones series (it being an AD&D compatible adventure with the serial numbers filed off from the start), but also the maligned Castle Drachenfels. Not the proudest moments in the history of WFRP, in my opinion.

But the two adventures that have taken the most flack online are of course two WFRPv2 entries; Karak Azgal and Lure of the Lich Lord. Not because they are any worse than the Doomstones series or Castle Drachenfels, but mostly because they defy the common conception of WFRP as a game focused heavily on social interaction, a conception which conveniently leaves out earlier v1 forays into the dungeon.

So WFRP2 is just following in the footsteps of WFRPv1 in the quest of finding out what is good for WFRP; both as a commercial venture and as a game with a distinct personality and compelling adventures. I believe the game is better served with a mix of adventures, or rather a mix of different formats in the adventures, like in the seminal Shadows over Bogenhafen, one of the best adventures for any role-playing game and genre. And there was a dungeon crawl in there.

As Shadows over Bogenhafen shows us, good design is good design, and I think that it would be very possible to create a Ravenloft for WFRP; a dungeon crawl so good it transcends the format, and becomes something even greater. Come to think of it, WFRP is ideally suited to create the most challenging dungeon crawl the world has ever seen. But the question is, who would want to create it, when even the thought of dungeons in WFRP send shivers down quite a few of the fans?

Who would be brave enough to go all out and deliver the ultimate WFRP dungeon crawl? And more importantly, what should such an adventure look like?

/Magnus

Friday, 10 October 2008

FAL General: Dungeon of Doom II (UPDATED)

At this very moment I am running the popular dungeon delve Dungeon of Doom at the Stockholm Spelkonvent, in Stockholm, Sweden, together with my friends. We've printed a map 2 meters by 2,40 meters, created by the talented Dante Algstrand and based on WotC dungeon tiles. You can catch a glimpse of it in the pictures below!

We're using the D&D 4e rules, and the players get to pick a PC at random, and then go into our dungeon facing overwhelming odds. PCs are killed left to right, and the players love it!

UPDATE: The Dungeon of Doom is a simple and very popular concept. I had the idea several years ago and together a group of friends put together a killer dungeon for D&D 3e. We had maps, kill markers, overwhelming monsters, adversarial dungeon mastering, and low level PCs. And dropin. Anyone could play, and it took about 15 minutes for their PC to get whacked. And people lined up in droves and droves.

The freewheeling manner of play, one of the basic philosophies behind my own gaming style, is a real draw. And it seems to work equally well for D&D 4e. We're running into some things that slow down play, such as Analysis Paralysis, but a firm DM hand brings things up to speed when things get bogged down.

We have one DM, one rules assistant and one player coach. One huge map, minis for the PCs and minis for the monsters. Dice, rulebooks and stuff like that. We've laminated the character sheets, so players can write on them with dry erase markers.

Works like a charm!

/Magnus



Tuesday, 18 March 2008

FAL News: Paizo to release Pathfinder RPG

Paizo, known primarily for being the last company to publish Dragon and Dungeon under license from Wizards of the Coast, has made an interesting move in the light of the development of the Open Game License, and the changes to that strategy for Dungeons & Dragons 4th edition.

The short of it is that Paizo will release the Pathfinder RPG, which ties into their line of Pathfinder adventure paths. More information can be found here!

The key element of this move by Paizo is of course the fact that the Pathfinder RPG will be a direct competitor to D&D. Given the quality of Pazio's past products, it will be very interesting to see how this influences WotC strategy. If Pathfinder becomes a relevant and sucessful alternative to the new D&D, and this in turn means that other publishers stay with the OGL instead of going to the new GSL, it might create an obstacle for WotC to rope in some players wanting to stay with 3.5 rather than adopt 4.0.

More on this tomorrow!

/Magnus

Thursday, 16 August 2007

FAL News: 4th edition of D&D to be announced at GenCon

According to the talk on EN World, and persuasive evidence posted by poster MerricB, WotC will announce the 4th edition of Dungeons & Dragons at GenCon tomorrow. It's going to be interesting to see what they do with the game, and how it ties into the digital plans they have.

UPDATE: This seems to be the first substantial information about the new edition.

UPDATE II: More meaty information here!

UPDATE III: Word is getting around.

Stay tuned!

Magnus

Wednesday, 4 July 2007

FAL Review: Shackled City

Publisher Paizo. Released July 2005. Format Hardcover. Game system Dungeons & Dragons 3.5. Setting Core. Pages 416. Price $59.95.



Designers Jesse Decker, James Jacobs, Tito Leati, David Noonan, Christopher Perkins, Chris Thomasson. Cover artist Mark Cavotta. Interior artists Attila Adorjany, Tom Baxa, Peter Bergting, Matt Cavotta, Jeff Carlisle, Christine Choi, Stephen Daniele, Omar Dogon, Tom Fowler, Andrew Hou, Ben Huen, Eric Kim, Chuck Lukacs, Val Mayerick, Mark Nelson, Ramón Pérez, Chris Stevens, Jim Zubkavich. Cartography Chris West.



Spoiler altert! This review contains information about the plot of this campaign. If you are planning on playing Shackled City, don’t read any further!



Shackled City is a collection of adventures from the same company that publishes Dragon and Dungeon. Since they have a license from Wizards of the Coast this book is officially D&D. Also, given the ties and connections the people at Paizo have with WotC, and their history of working on the official game before and during the Paizo era, they have a good grasp of what makes or breaks the D&D expericence.



Shackled City was the first long adventure path that I read in Dungeon. As far as I know the term originated with the launch of third edition D&D, with the Sunless Citadel and following adventures. Paizo ran with that idea and published 11 connected adventures in Dungeon. They started at level 1 and worked their way up to level 20, all with an evolving plot line and within the same setting. The Shackled City adventure path ran in issues 97-98, 102, 104, 107, 109, 111 and 113-116. Now comes the hardcover, bringing these adventures together in one book. To play the campaign you need the Player’s Handbook, Dungeon Master’s Guide and Monster Manual. Other books such as the Planar Handbook or Manual of the Planes could come in handy, but are not at all necessary.



The book collects and expands somewhat on the original 11 adventures from Dungeon as well as adds a 12th to ease transition between adventure one and two. This all clocks in at 416 pages, presented in hardcover with full colour and comes with a fold-out map and 24 page map folder attached to the insides of the covers. All illustrations in the book are related to the campaign and includes action scenes as well as portraits of important NPCs and monsters. Appendices describe the major villains in detail and present new monsters. It is also important to note that even though the main gist of Shackled City is adventures, there is plenty of information on Cauldron and its people as well, which is important given that the campaign mostly takes part there.



The price tag might feel a bit steep but considering the amount of information and the high quality presentation, as well as the hours and hours of gaming to be had from this path, 59.95 is a reasonable price. The book feels heavy and solid, and the physical aspects of it are immaculate.



Ok, but what about the plot? The shackled city is called Cauldron. It has been chosen by evil forces as the site where a gang of villains are to open a dimension gate to Carceri. Obviously, this is not good for the people of Cauldron. The reason for choosing this city is because it is situated in a dormant volcanoe and has various links to the planes through some of its inhabitants. This is of course all unknown to the PCs as the campaign kicks off, and as the action unfolds this is revealed to be only a part of a bigger plan to free a powerful captured demon prince. There are plenty of action to be had, but also investigation and interaction with various NPCs. The PCs end up serving the people of Cauldron and must deal with their politicians as well as the monsters bent on their destruction. The consequences for failure are dire; Cauldron and its people are devoured in a storm of flames and brimstone.



Shackled City has quickly become one of the famous shared experiences of players of third edition D&D, along with the Sunless Citadel and Return to the Temple of Elemental Evil. And it is easily one of the best roleplaying products I have ever seen for any system. It has its ups and downs, but the downs are mostly inconsequential editing errors. Shackled City rivals my long standing favourites Masks of Nyarlathotep (for Call of Cthulhu) and The Enemy Within (for Warhammer Fantasy Roleplay) for the top spot of best campaign ever. While it won’t touch Masks of Nyarlathotep, it is a more consistent experience than The Enemy Within, which floundered after the first three installments. I am convinced that this adventure path will be a true classic for D&D, and also a milestone in the history of our hobby.



Magnus

Wednesday, 4 April 2007

FAL Review: Explorer's Handbook

Publisher Wizards of the Coast. Released August 2005. Format Hardcover. Game system Dungeons & Dragons. Setting Eberron. Pages 160. Price $29.95.



Designers David Noonan, Rich Burlew, Frank Brunner. Cover artist Wayne Reynolds.



Sometimes a book is released that helps define a setting. When your read it you go “ah, now I understand!”. Explorer’s Handbook for D&D is one of those books. I like Eberron, I like the sources for inspiration and I like the rules system. Still it has been difficult for me to know what I was supposed to do with it all. When playing, it felt more like just ordinary D&D, without the spices that supposedly makes Eberron special. This uncertainty was laid to rest with this book.



Explorer’s Handbook’s focus is exploration, how to do it and where to do it. Leave Sharn and discover the world, board the ligtning train and leave the civilised countries behind; the Eberron atmosphere is taking shape, and it feels like Raiders of the Lost Ark! Only with swords and sorcery, of course. First out is a discussion about why and how you travel and how long it takes. After that comes equipment, organisations, expeditions and prestige classes. You also find maps showing several different vehicles, like airships, storm ships and lightning rail trains. The PCs kan be members of the organisations described and adventure hooks for this are detailed as well. This is followed by sections on places where the PCs journey can start, stops on the way and final destinations. You are given examples you can use straight out of the book, maps, NPCs and adventure hooks. To spice things up the writers also include short comments on specific details of the Eberron setting.



The contents of this book is aimed at the Dungeon Master. The style of writing shows more attitude than the more standard D&D fare, which I find somewhat boring in the generic books. Sometimes this feels awkward but most of the times it works well and makes reading the text an enjoyment. Most of the contents in the Explorer’s Handbook is specific for Eberron but since the places described are unknown to most people on Eberron, including the PCs, they can easily be transferred to another campaign setting.



If you are a Dungeon Master who is thinking about what to do with Eberron will get lots of ideas and examples of how to create new adventures with that pulp feeling Eberron has as a signature trait from this book.



Magnus