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In my review of the Magic the Gathering Official Encyclopedia yesterday I mentioned how Magic cards can be used to great effect as a quick source of inspiration. Here are a couple quick examples of this from my own campaigns.

ARBORETUM GROTTO

Magic the Gathering - Clay Statue

“Clay Golem” – Magic the Gathering: Fourth Edition

  • A thick, tiered cleft. Magical lights clinging to the ceiling seem to cast daylight down onto the thick pleats of overgrowth choking the miniature, underground veil.
  • SPINDERS: 8 spinders roam through the overgrowth. (These can be found in the Book of Fiends, one of the best bestiaries ever produced.)
  • STATUE OF LIGHT: In the middle of the grotto sits a squat statue of clay clasping a bowl which seems lit from within. (See visual handout, above.)
    • LIQUID LIGHT: The bowl is filled with liquid light. Anyone touching the liquid will cause it to flow up over their hand (or hands). From that point forward, their hands will permanently glow white — producing the effects of a daylight spell.
  • ALCHEMY (DC 25): Recognize that most of the plants growing here are actually valuable alchemical ingredients. 6 hours harvesting could yield 5,000 gp of raw ingredients.

THE GLASSWORKS

Magic the Gathering - Urza's Power Plant

“Urza’s Power Plant” – Magic the Gathering: Antiquities

  • A twisted morass of glass piping filled with flowing fire.
  • THE ARTIFURNACE: Near the center of the twist labyrinth of glass is the Artifurnace. Eight large valves run around its circumference . (See visual handout, above.)
    • CRACKING THE ARTIFURNACE: If all eight valves are released, the Artifurnace can be opened.
    • HELM OF FIRE ELEMENTAL CONTROL: Suspended within the Artifurance is a helm of fire elemental control (crafted from brass and gold). But it doesn’t work: One wearing the helm can summon a Large fire elemental, but anyone wearing the helm will instantly provoke rage from any fire elemental.
  • FIRE ELEMENTALS: If any of the glass tubing is broken or the valves of the Artifurnace opened, the fire elementals trapped within the tubing will break free in a rage.
    • 1 Huge Fire Elemental, 2 Large Fire Elementals, 16 Small Fire Elementals
  • DM BACKGROUND: The idea was to create a magical item through entirely sympathetic rituals (by controlling the fire elementals physically, imbue an item with the ability to control them). Instead, the item became imbued with the rage of the imprisoned elementals.

Gnome Stew has an article up today: Hot Button — Secrets

My problem is that the article is conflating two things that are, at best, tangentially related to each other.

First, you have the issue of players keeping secrets from each other. Second, you have the issue of PCs engaging in actions that will disrupt party unity.

Secrets don’t have to be disruptive and there are lots of things that will be disruptive to party unity even if they aren’t kept secret.

Meanwhile, because the article is muddling these two unrelated concepts together, it doesn’t spend much time (if any) actually addressing the actual issue of interest: How can these techniques be used? And when should they be avoided?

For example, let’s talk secrets: Keeping information secret to a PC secret from the player can be a very immersive technique. OTOH, letting the players have information that their PCs don’t can be very useful as a storytelling technique (in terms of pacing, clarity, and/or effect). And this extends beyond PC vs. PC secrets: For example, do you want the players to be totally inside Luke Skywalker’s head when he sees the Death Star and has no idea what it is until Ben Kenobi says, “That’s no moon. It’s a space station.” Or would it be more effective to use cut-away scenes to establish this looming, ominous threat in the playing space so that the players can really, truly appreciate the “oh, shit” moment when their characters suddenly find themselves dropping out of hyperspace right next to it.

The right answer depends partly on the players at your table. For example, if you’ve got a player at your table who can’t firewall metagame information and whose first response to a secret is to come up with some bullshit way for his PC to “accidentally” discover the information, then you’re probably going to want to keep secrets. (And this can also be true if you’ve got a player who really wants to maintain that firewall but struggles to get back to the character’s POV once they have access to information the character doesn’t.)

But the right answer also depends on what you’re trying to accomplish.

And the same thing applies to actions that disrupt party unity.

For example, if we’re sitting down to play a Pathfinder Adventure Path then it would a game-breaker to disrupt party unity. OTOH, if you’re playing in my open table OD&D campaign, then it’s totally awesome to engage in that kind of behavior: If the party implodes, it doesn’t matter because the next session was already going to feature a completely different party.

For an extreme example of this: I recently ran the one-shot Ego Hunter adventure for Eclipse Phase. It’s written to give every PC a secret agenda and I modified it further so that one of the PCs had a hidden identity. Then I aggressively enforced firewalling of information by taking players into other rooms to resolve secret interactions. The result was a session filled with extreme paranoia, backstabbing, and plans-within-plans-within-plans. So lots and lots of secrets. And lots and lots of party-disruptive behavior. (Including one guy who got ran over by a car twice and nearly a third time.)

It was glorious.

But I wouldn’t do it in my regular 3.5 campaign.

Check This Out: Hexcrawl Tracks

February 21st, 2013

Gray Wolf TracksSomething that I touched on only briefly in my Hexcrawl series was the subject of tracks: The system I use for encounter generation features the ability to create random encounters, lairs, and tracks. Random encounters provide immediate obstacles and interludes while traveling; lairs spontaneously generate new locations in the hexcrawl (organically building up material along well-traveled routes as the campaign develops); and tracks are a trail that can be followed to a point of interest.

What I didn’t really extrapolate on is the fact that the concept of “tracks” isn’t necessarily limited to hoof prints in the sod. In the wilderness exploration of the hexcrawl that sort of physical spoor is most likely very common, but the concept of “tracks” really generalizes to “clue”. For example, if I generated a result of “tracks” for bandits that might include a merchant caravan in panicked disarray due to their latest highway robbery; the dead body of a bandit that was critically wounded and abandoned; a bolt-hole containing documents implicating the mayor of a local village in collusion with the bandits; and so forth.

Roger the GS recently posted “Almost Encounters: Sights, Sounds, and Leavings” which breaks this sort of thing down into some useful categories:

  • Sights (“a pair of griffins flying across the sunset, many miles away”; “a brief red glow, sighted across a far-away ridge line”)
  • Sounds (“snatches of shouting and song down in the valley”)
  • Body Parts
  • Victims
  • Tracks
  • Smells and Vapors
  • Environment Damage
  • Intentional Markings

Check it out. There are a lot of great examples over there.

Yes, Fine, WotC, Take My Money

February 19th, 2013

Original Edition Premium Reprint of the 1974 D&D White Box - Wizards of the Coast

It includes all three original rulebooks and all four supplements. Each booklet has new cover art, but is “otherwise a faithful reproduction of the original, including original cover art”.

As you can see, the mock-up promotional picture shows eight booklets. I’m guessing that’s an error. OTOH, if WotC had somehow convinced Rob Kuntz to finish Supplement V: Kalibruhn (the original unfinished manuscript of which Noble Knight auctioned off a few years back) so that it could be included in this thread, I’d be spending the next nine months drooling. (Or maybe they’ll include either Chainmail or the Swords & Spells supplement, although neither is listed among the current contents.)

Lone Wolf Development (who previously brought you Hero Lab) is currently running a Kickstarter for their new Realm Works campaign management software.

Personally, I’ve usually been pretty skeptical of campaign management software. I find that it usually only offers marginal advantage over just using a word processor, while usually featuring a less intuitive interface and all the liabilities inherent in a closed format that becomes obsolete as soon as the developer disappears.

But much to my surprise, I think Realm Works is winning over my skepticism:

There are three key features which have really captured my imagination.

First, the ability to share specific points of information with my players. I wish that the software also included the ability for my players to add their own information to a node in the database (so that it would completely replace the functionality of the campaign wiki I currently maintain). But I think it may be a literal game-changer, “Okay, they’ve interacted with Character X. So I’ll unlock his description.” Or to unlock locations on the map of Ptolus that they’ve visited so that there’s a consistent, pervasive, and evolving understanding of the city.

Second, the explicitly node-based method of content organization:

This is self-evidently well-suited to the kind of node-based scenario design that I use in my campaigns. It would be nice to be able to specifically associate content with the connections (i.e., you could click on one of the arrows and see what clue/clues that line is representing). (I’ll also be interested to see if I can “nest” these story networks.)

Third, and the thing most likely to make a backer out of me, is the way they handle maps:

The ability to selectively reveal a map to players is potentially interesting, but appears to be fairly limited at the moment. (It really requires the integration of virtual tabletop features.) But what’s really captured my imagination is the “pin” system. Just a few days ago I mentioned that I prep my dungeons using a Monster Roster that’s independent of the map key. This allows me to dynamically run groups of monsters through the dungeon complex (reinforcing, fleeing, barricading, setting traps, ambushing, etc.).

While the roster helps, this sort of dynamic dungeon complex can still be something of a juggling act. But if I could prep the dungeon in Realms Works so that one set of pins contain the key for each room, another set of pins contain each encounter group in the dungeon, and I can move the second set of pins dynamically during the game?

I never thought I’d want to run a game from my laptop or tablet. (The screen is simply too small compared to the visual real estate I can leverage at the gaming table by laying out multiple pieces of paper and reference books simultaneously.) But if the interface for this stuff in Realm Works is clean, fast, and easy?

It might completely change the way that I run games.

So, yes. This is me recommending that you become a backer of what looks to be a potentially awesome piece of software.

Realms Works Kickstarter - Lone Wolf Development

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