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Posts tagged ‘d&d’

IN THE SHADOW OF THE SPIRE

Session 1D: The Common Room at Night

In which further friends are met as strangers, recompenses are paid for a broken door, and the matter of several strange documents become of quizzical importance…

As I’ve mentioned before, the players for my Ptolus campaign were originally scattered to all corners of the country: Indiana, Iowa, Arizona, and Minnesota. The group included my oldest friend, one of the players from my original 3rd Edition campaign, my brother, and my girlfriend. This was, in short, the only way I could play with these people.

Today we’re fortunate enough to have a plethora of online game tables to choose from. Back in 2007, there weren’t as many options to choose from. And most of them were expensive. IIRC, one involved purchasing a $50 piece of software for the GM and then $25 licenses for all of the players. With 5 players it would have set me back $175, which I considered to be a fairly ridiculous price.

The solution I eventually settled on was ScreenMonkey: It had the dual advantages of being affordable and not requiring any special software for my players. ScreenMonkey allows the GM to host a session that can be accessed through any browser. That being said, it’s not a great piece of software and — at least when I was using it — prone to severe lag. But it handled dice rolling, let me display maps, and allowed the players to move their miniatures around.

To supplement ScreenMonkey we also used Ventrilo and, later, Skype for voice-chat. And we used the SSA-X2 PDF character sheets to conveniently swap standardized character sheets.

Which basically sums up what you need for a virtual tabletop:

  • Ability to share graphics (preferably with battlemap and miniature support).
  • Dice roller.
  • Ability to talk to each other.

With that being said, I’d also like:

  • Ability to tab and/or splitscreen multiple graphics.
  • Integrated private messaging.
  • Fog of war. (Customized to individual PCs would be great.)

I know lots of people also like to see integrated mechanical support for their systems of choice (character sheets, initiative trackers, etc.). But I’ve found they’re usually more trouble than they’re worth: I’d rather keep the digital interface clean and simple and let people manage initiative and character sheets and all that the same way they do at the physical table.

PREPPING THE ELECTRONIC TABLE

With that being said, I haven’t done a lot of gaming at electronic tables. Partly this is because I don’t do a lot of gaming with strangers. Partly this is because my gaming schedule is already filled beyond capacity with face-to-face games.

But largely, speaking as a Game Master, it’s because prepping for an electronic table requires a lot more work than prepping for a table game.

Largely, this is because I’ve found that people tend to have very different standards for what they consider “graphically acceptable” on a computer screen. When I scratch out some lines using colored markers on a Chessex battlemat, players at the table tend to simply provide closure and imagine vast halls of cyclopean majesty. When I’ve taken the same players and shown them the same chicken-scratchings on a virtual tabletop, however, it doesn’t seem to work.

(I eventually started using Dundjinni with the Old School map pack. This is the only mapping software I’ve found that lets me crank out polished maps in about the same time it takes me to sketch them out by hand. It’s not glitzy and it still needs to pre-prepped for a digital table, but it’s of a high enough quality that my players stopped getting perceptibly yanked out of the game.)

But this also goes beyond battlemaps: Stuff that can be quickly shown at the gaming table without any effort at all requires special prep for the virtual environment. Something as simple as holding up a bestiary and showing the picture of a monster requires scanning the image and getting it into a format (and location) where it can be displayed to the players. (This is becoming less of a hassle as more and more of my RPG library becomes digital, although I still need to get the picture out of the PDF.)

The net result of all this is not only that prepping is more labor-intensive for a virtual tabletop, but that I also find the virtual tabletop inhibits improvising. If my tabletop players unexpectedly go into a random building, it’s not hard for me to whip up floorplans on the fly. On the digital table, however, there’s just no way for me to pull that off in any sort of smooth or effective way.

In many ways I find this similar to using detailed miniature terrain like DwarvenForge. It’s fabulous. And if I was independently wealthy I would hire somebody to make and customize miniature terrain for my campaigns full-time. But it’s too time-consuming for me to use it on a regular basis.

Untested – Spell of Babel

October 24th, 2011

Tower of Babel - Charles Foster, 1897BABBLE
Level: Brd 2, Clr 3, Sor/Wiz 3
Components: V, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 3 creatures + 1 creature per level
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell curses those afflicted by removing their ability to speak, read, or otherwise communicate in the language they share most in common. (This will most typically be the common tongue itself.) This is not limited merely to communication with  each other — rather, the language itself is stricken entirely from their minds for the duration of the spell.

The babble cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Material Component: A lump of clay which transforms into a small model of a ziggurat if at least one target fails their saving throw.

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 1C: MEETING ELESTRA

March 10th, 2007
The 15th Day of Amseyl  in the 790th Year of the Seyrunian Dynasty

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IN THE SHADOW OF THE SPIRE

Session 1C: Meeting Elestra

In which unknown friends are met for the second time, recompenses are paid for broken doors, and the mysteries of a box raise unopened questions…

After the incompatible schedules that resulted in the prelude sessions of the campaign, we finally managed to schedule our first session. Unfortunately, one of our players unexpectedly got held back for extra overtime on the night of the first session.

Since all of our schedules were quite limited, we decided to get started without the missing player. I handled this through the simple expedient of having Alysta wake up early and leave the Ghostly Minstrel. (Alysta is Elestra before she was Elestra. See the retcon for details.) This actually worked very well (since it added an extra layer of mystery to the “missing member” of their group).

Unfortunately, it wasn’t the last time Alysta’s player would be held back or gain unexpected hours at work.

I’d like to say that I found some magical solution for this sort of thing, but I didn’t. The reality is that scheduling a stable group of five people for a regular or semi-regular activity is tough: The modern world is a busy, busy place.

An open game table, of course, is one way to deal with this sort of thing. (Like I’ve said in the past: If you love to play roleplaying games, you owe it to yourself to have an open table in your back pocket. You will be able to play a lot more.) But it’s not a magic cure-all: There are things you can do with an intense, closed campaign that are difficult or even impossible at an open table. I love the In the Shadow of the Spire campaign, for example, and it’s not something that could be duplicated at an open table.

ON THE MATTER OF ATTENDANCE

With that being said, my personal philosophy for a closed game is that we don’t play unless all the players are present. Players will tell you it’s “okay” if somebody else runs their character. And, at first glance, it will all make sense: Sure, our schedules aren’t 100% compatible. But they’re compatible enough that we can play more often as long as we’re willing to occasionally miss a player or two, right?

But, in my experience, a couple of things happen:

First, it creates a sense that it’s OK for players to cancel or skip out on sessions. After all, they’re not really letting anyone down, right? The game is still going to happen, right? This pretty much inevitably results in more frequent absences.

Second, player absences will inevitably degrade the very things that make a closed game specifically desirable — shared experience, intensity, focus, investment, etc.

So, for me, there are closed games where everybody needs to show up if we’re going to play. And there are open games where I don’t care who shows up. And there’s very little gray area inbetween.

ON THE MATTER OF SCHEDULING

One school of thought holds that the best way to build regular attendance is to schedule regular sessions: If gaming is always every other Tuesday, then people can build that into their schedules.

Realistically, this doesn’t work for me. Our schedules are all too variable and conflicts inevitably arise; and the system doesn’t lend itself to flexibility. What I prefer, as a GM, is to send out an e-mail asking for everybody’s conflicts for the coming month. Then I sit down, crunch out the conflicts, and find the 2 or 3 days that we’re all available.

Our goal is to average about 2 sessions per month. In order to achieve that in practice, however, I’ll “overbook” by scheduling 3 or 4 dates if they’re available. It’s likely 1 or 2 them will end up getting canceled when something comes up. (And if they aren’t, then we just get a little more gaming done that month. No reason to complain.)

LETTING PLAYERS GO

Part and parcel with this philosophy is that sometimes you have to let players go: If they just can’t make the scheduling commitment necessary for a closed table, then the rest of the group will be better off if you cut them loose.

Which is another reason for having that open table in your back pocket. There are lots of people I love gaming with for whom a long-term commitment to a regular, closed campaign is impossible. I’m glad I don’t have to miss out on the opportunity to play with them.

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 1B: TEE’S HOMECOMING

March 10th, 2007
The 15th Day of Amseyl  in the 790th Year of the Seyrunian Dynasty

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