Some timely twitter D&D tips via Sly Flourish

On Sunday there were a couple of tweets by Sly Fourish that I found timely reminders and great advice for DMs/GMs. Although aimed at D&D (hence the hashtag) they were both applicable to any RPG system in my opinion.

So without any sort of permission I thought I’d share them here below.

The Sly Flourish tip I’m totally guilty of. I need to take this into account more within my session prep. At the moment if they get to showcase them it’s more by luck.

The DnDTweets tip is a great reminder that stuff still happens while the adventurers are doing their thing. Plots of NPCs advance, stuff happens. It reminded me what is Angrath the Minotaur pirate currently doing? I could even throw Vraska into this thought process. I’ll write more on this and what I think is going on in a session prep post with all the disclaimers for my party.

I hope others reading this find the tips useful.

The Death of Genesys ‘Confirmed’!

It has been reported over the last few days that FFG are killing off their RPG department completely, and that they will no longer be producing RPGs.

The slight silver lining to the cloud is that already announced RPG products like the Keyforge campaign book will be published. But after the current commitments have been met, nada.

That means the Star Wars, L5R and Genesys RPGs will join the ranks of defunct RPGs.

It’s a shame that this is happening.

It kills off any hopes fans of the games had that FFG would be using outside contractors to produce new content for their favourite game.

There are other rumours or conspiracy theories floating around along with this news. These range from FFG are being sold off to Asmodee being sold off. But that’s just internet chatter trying to make 2 + 2 = 5.

I haven’t played the Genesys system but I do like it. Especially that it had the Android source book. The one drawback for me that applies to the whole group of FFG RPGs is the use of custom dice. Naturally these dice had the infamous FFG premium added on. They did produce a mobile app for the dice. Which was considerably cheaper than a physical set.

But we are about to get into the scenario I have for all modern board games that rely on an app for play. Support after the product is no longer published. It gets worse in this situation because the FFG software department went in the cleansing just after Christmas. So unless the Asmodee software team pick up the support and maintenance of the app. As soon as a future release of Android or iOS breaks it, that’s it. It’s a dead app. That’s assuming that FFG don’t pull the app.

The app was the only realistic option for players that want to use any of the RPGs going forward. The dice sets will get rarer and rarer, and more expensive because of this.

I suppose the only option left would be for players in the future to map the relevant custom dice to their regular versions. Not ideal, produces an overhead during play that could slow things down when doing checks. But still a work around.

The future of the licences that FFG have is an interesting one. I think some like the Star Wars one will be picked up. What the actual practicalities of that is I have no idea. Can a third party pick the RPG licence up? Can FFG sub licence those rights to a third party? I’ve no idea. But whatever the specifics we could be a few years off seeing a new Star Wars RPG.

As for seeing a L5R RPG. That’s a harder one to guess. I know it has it’s fans. But enough to warrant a third party approaching FFG about licensing it? I’m not sure.

I love the Android universe. An IP that it seems FFG are mothballing completely, joining Tannhauser.

I know Genesys is a generic system that players are meant to use to create their own worlds and adventures. However I felt it was under supported, especially the two source books they produced. Apart from the sample adventures they produced for conventions there was no other material produced for them. The Android source book was lucky that FFG had produced the Worlds of Android book for Netrunner.

I think Android and Terrinoth would both have benefitted from FFG producing adventures on a regular basis for them. As would the Star Wars and L5R games. They needn’t have been the multi adventure campaigns that WotC put out for D&D. But more single adventures along the likes that the Adventurers League gets, that form part of a season.

Yes FFG introduced the Forge for fan created content. But I’m not sure how popular that was or is. I do feel that was a little too late.

Regular official content helps sell a system. Not all GMs want to home brew. Some want to pick up an adventure and run with it. Being able to cater for both is important. Although you could argue that if that was the case then the Genesys RPG isn’t for them. But it should be.

I still hold onto the hope I can get an Android based campaign up and running. But the likely hood of it being Genesys based has taken a hit.

Update on planning session 7 #1

SPOILER ALERT TO MY ADVENTURERS! The following post contains spoilers for the up and coming campaign. You may want to avoid this post and join me in a future one.

First thing I needed to do was some house keeping. I updated how many campaign days had passed since the party left that jetty in Saltmarsh. We are currently Day 16.

Then I needed to update the mindmap of rumours/quests. I’ve also started to use some functionality of iThoughts app to mark which bits have been completed or finished with, and which ones are partially done.

I don’t think that the party will enter the liars of Hoondarrh. But I need to have something prepared. Just in case. I see the delivery of the tribute as a social encounter. There will be a surprise for the party when they discover the Tyrant sent a second boat to keep an eye on them. They will also get more information on the kidnapping of Valdor. But if there is one lesson you learn early on as a noob DM is to expect the unexpected.

The information I have on Skadaurak is limited, and I was reminded the other day there is a paragraph in the Sword Coast Adventurers Guide source book.

SKADAURAK

The Red Rage of Mintarn dwells in this mountain that rises from the sea north of Mintarn. I’ve never heard of any treasure hunters making it out alive, but those who give tribute to Hoondarrh say they sail into a sea cave and leave it on a sandy beach within. More caves are said to lead out from that bay, one even going straight up into the ceiling. Sometimes the tribute carriers can hear Hoondarrh’s breathing from one of the caves: great inhalations, exhalations, and deep rumbles of slumber. When they can’t hear such noises,you might think folk of Mintarn would be inclined to explore Skadaurak, but as it was explained to me, the lack of the dragon snoring might mean he is away hunting somewhere, but it could just as easily mean he is present, watching, and holding his breath.” Sword Coast Adventurers Guide

And the here is the bit from an old Dragon magazine (previously posted on here for those that think it looks familiar).

“… a vast complex of subterranean rooms — in fact, a recently-built “dungeon.” It has no less than three shafts where a large red dragon can fly in and out with wings spread; one of them turns back to angle almost straight up into a mountain peak, and there ends in the main treasure cavern.

The rest of the island is honeycombed with trap-filled false lairs. Some of these are even home to a few bold brigands, whom Hoondarrh suffers to live because they amuse him with their furtive diggings, and they have learned not to dare any open assault on his main caverns. From time to time he snatches one up and dumps the man in Baldur’s Gate or Waterdeep or Athkatla, to babble tales of the vast and rich lair that sprawls through the very heart of the isle of Skadaurak, and so lure more adventurers hence.

Though Hoondarrh is not known to possess any sentient servants, his lair seems alive with golems and gargoylelike automatons of various sorts — and even with captive monsters that are kept ravenously hungry.” Dragon Magazine

I’m only going to prepare something for the main larger of the two islands that make up Skadaurak. That is the one I think Hoondarrh would have used.

Based on the map for the Sword Coast below is how I imagine the profile of that main island.

Which means from the two descriptions those three entrances are basically caves with one being a sea cave.

As an aside to this what I consider a major bit of prep, I will need to revisit the Ghosts of Saltmarsh campaign book and the tables it has for sea travel. Those tables will prove useful on the longer sea based journeys.

One thing I need to remember is how much food that the party have. If they set off without resupplying then they are going to get very hungry. Especially if they fail to catch anything. They will be fine for drinking water because of the magic item they have.

I think I’ve mentioned briefly in a previous post how much I like the Pathfinder Face Cards. I’ve added a second pack to my toolbox to give me more options. I’ve also added a Pathfinder campaign pack. This adds mission cards, a small handful of face cards, and some item cards. Although tied to a specific Pathfinder adventure these are pretty cool, and could easily be used within a campaign/adventure.

You’ll also notice in the photo I also now have a hard copy of The Lazy DM’s Workbook. Something I can browse while having a soak, have to hand while prepping, and have behind the screen during a session.

Game Day Friday

Wow was Friday an epic day of gaming.

It started off with me paying a visit to Diego to play the latest instalment in the Portal Games Imperial Settlers universe, Imperial Settlers: Empires of the North(EotN).

It just so happens that EotN is also the third game from Portal to the engine building mechanic.

51st State was their first entry in this series. Having learnt from that they then bought out Imperial Settlers, which then fed back into 51st State to become 51st State: Complete Master Set. Each instalment is different than the previous with various mechanical tweaks.

51st State uses a common deck for all players, faction boards, and an end of game triggered by a player reaching 25 victory points. Whilst Imperial Settlers has a common deck and individual faction decks, faction boards and takes place over 5 rounds. EotN uses faction decks only, does away with the faction board, adds an action selection mechanic, back to the 25 point end of game trigger and removes the production phase. There are other differences but this covers the main ones.

On paper I should love EotN. However after playing this engine builder, although enjoyable, I was also left a little disappointed.

Now I’m not going to be one of those posters on social media that claims the game is broken. I don’t think it is. I just think that one major design decision left me feeling a bit unsatisfied after playing the game, and potentially frustrated during the game. I’d love to have a discussion with Ignacy about his thinking behind it.

The bit that left me feeling that way was the removal of the production phase, and replacing it with a harvest action. For me it felt like a part of this engine I had built was virtually worthless. I get that you don’t lose your resources between rounds. But the harvest action only produces from one card. Hardly a replacement.

I also got the feeling from the two player game that there might be poor match ups between the clans. It certainly felt that way.

I think my order of preference of play is Imperial Settlers, 51st State followed by EotN.

Friday evening saw the return of the Friday Night Gaming for Fenland Gamers after a brief hiatus.

I’m only going to talk about our learning game of Mangrovia, and that will be briefly. I don’t really feel I can say how much I enjoyed the game until we play it properly!

There was one rule that we got wrong that would have made a major impact on the game. Sadly Jonathan didn’t remember it until what was going to be the final round.

Basically what happened was I was the first player and it stayed that way the whole game, as I just hogged the first player spot. Which allowed me first choice of the cards from the trade row, and to control which land types could be built on each round.

There are elements that I like. But I really shouldn’t make a decision based on a misplay.

But it was a great evening gaming at The Luxe. Who as always are fantastic hosts.

Games Played: Imperial Settlers: Empires of the North, D-Day Dice Pocket, Patchwork Doodle, Mangrovia

When last we left our heroes… #6

After having a hearty breakfast our ” heroes” were escorted by the City Watch to their newly acquired ship. Waiting for them onboard was Hoondarrh’s tribute, complete with two knights guarding it.

Before setting sail the party were informed Valdor had been kidnapped, and that the Tyrant was in the process of finding out by whom and where he had been taken.

Our party set sail, and after a slight detour during the night, the ship was attacked by sahuagin.

The battle was long and bloody. Eventually our “heroes” won through.

The sahuagins “boat” was searched to no avail. So it was set on fire!

And that is where our “heroes” were left about to continue the delivery of the tribute.

Post-mortem

SPOILER ALERT TO MY ADVENTURERS! The following part of the post contains spoilers for the up and coming campaign. You may want to avoid this part of the post and join me in a future one.

I’ve had a week to brood on last Sunday’s session. To contemplate what happened during the session. I even got a chance to briefly check in with a player for their thoughts.

Let’s start with my notes for the session.

As you can see three pages. One to track the use of the patches on the robe of useful items. I think it’s important that I also track its use along with the player. Not because I distrust the player. But more things get forgotten or lost. So that if one of those two situations occurs the player can still use the patches.

The first page is a list of major NPCs the players will encounter during the session, along with how the sea travel will work. Finally page two is notes on the two major encounters of the session.

The notes were just about right for me. I need to probably improve the NPC notes a little with a description or film character of the NPCs character. For instance posh, snooty, or Obelix.

The mini large card sized whiteboards are proving really useful. Especially when running combat. They allow me to easily track current health of the monsters and group them. Which I did in this session. With the appropriate monster card out in front to refer to, and the use of my session notes to track spell usage. I great combo for me while running a combat.

The actual combat was dipping into the deadly side of things. So the most challenging one yet for the players. Especially after what was a rather easy combat the previous session. It was interesting that the player I spoke to considered this the first real combat that they had had. Which was an interesting point of view. He also thought their tactics and how they handled the situation was not brilliant.

At the end of the session I got the impression from one player that they had at minimum been frustrated with the combat, and at most had not entirely enjoyed it. Maybe because their character got knocked unconscious twice during the combat. Their comment at the end of the session when I asked for feedback was to remember the action economy. I can see that point of view. However with better tactics from the party. Plus I don’t think that the monsters had a very big advantage on the actions front.

Each player had at least one healing potion, plus the potions on the robe of useful items, and healing spells. So even with the encounter being deadly I felt the players had enough between them to not die.

The combat went on for the majority of the session. Which did surprise me. I was expecting it to go for about half the session.

I was happy with the way I ran the sahuagin. They were split into two groups. And each group had it’s own initiative. I still like rolling once for the attack of the monsters when it is a group. I also used the average static HP of damage from the stat block instead of rolling for damage. It does speed things up.

When the players were first introduced to the two knights on their boat I made it clear that their orders were to guard the tribute. There was a knight placed outside the cabin with the tribute in, and one placed inside. With them swapping over at regular intervals. They were described as being like the Queens Guard at Bucks Palace. So when the sahuagin attacked it wasn’t until the sahuagin baron boarded the ship and went and attacked the knight that they got involved. I handed the control of that knight over to the players.

The player with the deck of illusions had bought their own deck of cards to use as a prop during play. I had taken my own. But happy for them to use their own. However when they used the deck they created a golem illusion placed in front of the cabin door. And it was left standing there. I felt it wasn’t used to its best effect during the combat.

Finally after reminding the player that they had the luck stone the curse was triggered. They clicked then why I had been reminding them about it. I think the curse or an aspect of it could be used to their benefit. Yes it also has a downside. But with a bit of creativity. The players have already been taught that they need to be more careful when negotiating a dungeon of some description. This was a not all that glitters is gold lesson. That suspicion is a healthy thing to have.

The Tomb of Annihilation overland travel kinda worked. The lost mechanic kind of failed when the ranger ships captain was navigating. They had an ability that meant they couldn’t get lost. I need to think about this a bit more. We have a lot of sea travel in the future. Might try the group challenge next. After that I’ll take feedback from the players to which one they prefer.

I started in session 5 to use Pathfinder Cards: Wrath of the Righteous Face Cards Deck to represent the NPCs. Or the main ones they are interacting with. And continued to use them in this session. I think it helps having their card clipped to the DM screen so they players can have an image of what the NPC looks like. It helps bring them to life. It also means I don’t have to find a suitable mini but can get away with using tokens.

Overall I think the majority had a good time. I think the combat was challenging. Now to start planning the next session.

Lessons from the master

You all know by now when it comes to RPG stuff I’m more then happy to “borrow” ideas from other more experienced DMs. Especially those that are kind enough to make my life easy by sharing on various social media platforms.

So I was glad to come across the tweet below this afternoon.

Basically the post that the tweet is promoting is doing exactly the same as I’m doing here. With one major difference. I’m not going to repackage some of the original content.

But I will give you the link to the original article/post so you don’t have to go the long route to get to it. Here is the link to the original post.

Me personally I’m going to sit down and make notes from that post on 5″ x 3″ index cards to go in my DM toolbox.

Velociraptor Adversary for Genesys

This is a follow up post to the one yesterday where I created a T-Rex adversary for Genesys using the quick build guide from the Expanded Players Guide (EPL) Chapter 2 Adversary Creation.

In this post I’m just presenting the stat blocks for two velociraptors that were inspired by the ones in the original Jurassic Park movie.

In the first Jurassic Park movie the velociraptors hunted in a pack. The pack consisted of an alpha female velociraptor and two others. So that is how I envisage these adversaries to be run in a Jurassic Park style scenario.

Just like yesterday the disclaimer continues over into this post.

If you have any suggestions, improvements, please leave them in the comments.

Erupting on the beaches

Last night Jonathan and I met up and played some games.

The original plan was to get Jonathan’s copy of Caverna and an expansion to the table.

However last night didn’t match up with life for one or two that had expressed an interest. So we used this as an opportunity to get some two player games to the table.

We started off with the 2-4 player game Isle of Trains. Yes I know not exactly a two player game.

I’d played this with Gavin four years ago. At the time I liked it so much that I added it to my collection. Since then it has not hit the table. It’s been in the bag I’ve taken to game nights several times. Each time it remained on the bench.

I have to admit I was a little disappointed playing it this time. It was over rather quickly, and I didn’t feel that I had achieved anything. Jonathan was definitely surprised at how fast the game played.

Our second game of the evening was another one I hadn’t played for a long time. This time it was the abstract game Volcano.

Volcano held up a lot better than Isle of Trains. I can truly say despite losing this time I really enjoyed the game we played.

Our final game of the evening was D-Day Dice Pocket. A portable game based on D-Day Dice that backers of the reprint on Kickstarter got given along with the main game.

This pocket game has two ways it can be played. A co-op mini version of the bigger game. And the way we played it, a push your luck game.

As a push your luck game this was such fun.

What elevates this is the use of a “The Kommandant” die and the medal cards.

The “The Kommandant” die is worth two points when scored, but locks all dice that match the symbol it is showing. Great to use early on when you have two or three axis dice to match. So you have to decide when or if you are going to use that die.

Medal cards either allow you to affect dice on your turn or interfere with an opponents turn. A great mechanic. Watching an opponent get triple points on a round and then deny them that score with a medal is great fun.

This will stay in the game bag along side the likes of Love Letter.

Games played: Isle of trains, Volcano, D-Day Dice Pocket

Creating a T-Rex Adversary for Genesys

After the earlier post about a Jurassic Park RPG I was inspired to try and create a dinosaur adversary for the Genesys RPG.

There could only be one dinosaur to create first for such a setting and that is the poster boy for the movies, and arguably the most iconic, the T-Rex.

Creating a stat block from scratch is unusual for me. In D&D I usually cheat and reskin an existing creature/npc for my use. It cuts down on the work involved prepping considerably. It also helps that D&D has a pretty large menagerie to choose from also.

Sadly being a generic system, with at the time of writing two settings books (a third in the works), the available pool of creatures to use as a basis is a lot lot smaller.

I’ll be generating this adversary using the quick build guide from the Expanded Players Guide (EPL) Chapter 2 Adversary Creation.

I’ll issue a disclaimer at this point. This will be my first ever adversary for Genesys (a system I have yet to play). So there are going to be mistakes. At no point do I claim to be an expert on the rules or in creating custom content for Genesys. And to take whatever I say with a vary large unhealthy pinch of salt. We may differ on decisions made, and I look forward to discussing those in the comments in a respectful and polite manor.

Adversary Type: When creating an adversary we have three options available for its type. Those being minion, rival and nemesis. For me the T-Rex can only be a nemesis.

Characteristics: From Table II.2– 1: Characteristic Arrays I’ve gone with the Huge Creature array. This is for an Elephant, or dinosaur.

Soak, Defense,and Wound and Strain Thresholds: This uses Table II.2–2: Soak, Defense, and Wound and Strain Thresholds, and the advice is to choose two options from the table. I went with Armored Hide and Giant Body for the T-Rex. Armoured Hide for the T-Rex seemed a natural choice. I’m giving the T-Rex a silhouette of 3. This allows me to save 4 for the larger dinosaurs. The T-Rex is also going to get the adversary talent. Following the advice in the EPL side box about avoiding compounded defences this will be the only change made in making the T-Rex tougher in combat.

Skills: Using Table II.2–3: Skill Packages I went with choosing two skill packages. It should be noted I did have the option of picking a third. The two I chose were Ferocious Creature and Predatory Creature. I felt they fitted well with the T-Rex.

Talents and Special Abilities: For this I used the provided Table II.2–4: Adversary Talents and Table II.2–5: Adversary Special Abilities. I think the T-Rex could only have the Terrifying ability. It’s such a natural fit for it.

Equipment: I went with one of the pre-rolled equipment arrays. The large beast or creature array seemed a good fit. It’s designed for large creature like elephants and dinosaurs! I just removed tentacles or thundering hooves from the weapons because the T-Rex has neither.

Here is the final stat block for a T-Rex that I came up with.

I actually found the quick build guide easy to follow. Although it was unclear on how to generate the power levels. In the end I just added up all the adjustments provided throughout the chapter for the options I chose to get a final figure. With any final value that was a zero becoming a one instead as per the guide.

Roar of dinosaurs

Yesterday a friend tagged me into a post on Facebook on probably the best and friendliest board gaming forum on that platform the Board Game Trading and Chat UK group.

The post I was tagged in was about an RPG that my friend said he would be interested in playing. He did point out in his comment tagging me that only last Wednesday at the Monthly Meet Up that RPGs did not appeal to him. And this took out the sting of any mockery and banter I could have thought up.

My friend had also tagged in another of our friends who he thought would also find the post interesting (which they did, and have already printed off the rules etc).

The post itself was about a members experience playing a home brewed RPG based on Jurassic Park.

The poster kind of put me off this home brew RPG. The use of coin tosses to determine outcomes was a major switch off. It just didn’t appeal to me. You can firmly place me in the dice rolling camp on this front.

Another thing said was that there is a high player death count during play. When a player died they took over an npc and continued playing. This didn’t sit right with me. Potentially it might at a stretch be ok in a one shot. But what about campaign play? This definitely doesn’t allow players to get into playing their character and develop them. Or what’s the point of a characters backstory when you know they will die easily?

I suppose when it comes to something like this I get confused as to why the original creator of the home brew RPG came up with their own system or using a mechanic very few RPGs use. There are some pretty good generic systems out there, Genesys, W.O.I.N. (Now) or Fate that come to mind.

The poster said that game is predominantly narrative. Which definitely systems like Genesys and Fate are suited for. Granted these systems may be more complicated than the simple one created/chosen by the creator. But these systems have already done the majority of the heavy lifting mechanics wise.

If I wanted to run a one shot or mini campaign in the Jurassic Park universe my gut is telling me go with the Genesys system, with a modern setting. The main bit of work I’d have to do is create adversaries stats for the dinosaurs.

Luckily over on Wikipedia there is an entry that lists which dinosaurs appeared in which movies and also the books (here). So to keep the amount of work down I’d chose a subset of them, keeping the iconic ones like the T-Rex.

As an aside D&D 5th edition already has stat blocks for dinosaurs, and has used them in the D&D Tomb of Annihilation campaign book. Plus there is the Ixalan Planes Shift setting that has them. So it’s possible to run a Jurassic Park inspired adventure with a fantasy theme if that appeals.

I’d want to move away from the high player body count (this isn’t paranoia), and concentrate more on the themes of the books and movies. Such as ‘Man vs Nature’, ‘Technology’, and ‘Power’. Plus look at building suspense and that feeling of being hunted.

I almost like borrowing the mechanic from the Strahd campaign book where at the start of the campaign the DM does a ‘reading’ to decide where certain key items are located and a location Strahd will appear. This could be used to decide key locations in the adventure that the players need to visit before they can escape, and when the big bad will surprise them before the climatic final confrontation.

There is also usually a double cross or traitor in the books/movie. So that is something I’d also like to try and include. Which would involve working with one of the players without the rest of the party knowing.

I really do like the idea of running a one shot in the Jurassic Park universe. It’s just I don’t think this home brew is the solution for me.

For those remotely interested in the home brew RPG here are the links that the original poster shared.