Jan 26, 2019

More hexcrawling

I’m working on a few new systems for my hexcrawling and thought I’d bring you all on the ride! I mention my time pool and thought I’d explain it here. Every time a player does an action that takes between three and ten minutes I drop a die in the time bucket. Once a sixth die is dropped in there or if they do something that would attract unwanted attention, I roll the dice and check for an encounter. The number of successes correlates (ideally) with the encounter difficulty. OK, time to get to work.

I’m trying something new for my random encounters, traces, spoor, and encounters. I’m also counting successes by setting a base DC for an encounter and then subtracting my roll to get a degree of severity. Each degree checks off a box in order of traces, traces, tracks, spoor, lair, and creature, each step revealing more of the possible encounter. I’ve decided to start this because of how I roll encounters (with a time pool) for dungeons. Right now I’ve set DCs for five categories. Let’s take a look.

Desolate
Unsettled
Frontier
Scattered
Dense
19
18
17
16
15

So if the frontier encounter roll is 19, three boxes are checked (17, 18, 19); so traces, traces, and spoor is found. The next encounter check will add to the same set of boxes and will clear after the encounter roll for overnight. Using six mile hexes rolling once for each hex and once for rest will get me five rolls. Of course, thinking more on that, that’s only on easily traveled land. This leads me to think there will never be an encounter on a mountains hex as it takes one day to cross a mountain hex. Also wild encounters may be more prevalent in unsettled territory than in densely populated areas, but encounters in general may not be. So let’s change some things.  I think I will roll encounters based on time and use these descriptors and DCs instead.

Creature population
Dense
Scattered
Desolate
Encounter DC
19
17
15

That makes it so I can roll every four hours bringing the daily total to six encounter rolls two of which being at night. So this seems to work out for monsters, but in civilized areas there will be more encounters with humanoids. We can count the lair as a camp, outpost, or hideout. I’m thinking we can skip some of the smaller steps in the ladder if we want. Say finding some traces and spore next encounter rolling past lair and heading straight to creature. Switching lair and creature in the order is an option too, resetting the boxes after a creature is rolled.

I’ve got a lot of stuff to keep track of now and the way I’m keeping track of time on my encounter worksheet is not working out anymore. Here’s a list of things I need to keep track of:
·         Time
·         Days
·         Encounter level
·         Encounter DC
·         Rounds
·         Torches/Light (1hour/4hours)

Rounds
1
2
3
4
5
6
7
8
9
10

Minutes (mark torch or lantern in top)












     5
10
15
20
25
30
35
40
45
50
55
60

Hours (mark torch or lantern in top)
























12
1
2
3
4
5
6
7
8
9
10
11
12
1
2
3
4
5
6
7
8
9
10
11

Days
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28

Easy! I’m not sure where to put torches at, I’ll leave them in both hours and minutes for now and see where I use it the most. Hours seem like the most for me because I use a time pool to track hours, but that’s only indoors.  Now I’ll just format, print, and laminate it and have exactly what I need. I printed it out with graph paper on the back and presto, a new tracker for my table, hopefully it lasts through testing.



Dec 28, 2018

Draft of my HLG blog post

This is a post from my patreon page.

I have a monthly post on https://www.highlevelgames.ca/blog. Here's a preview of my next one.

6 reasons why I like DNDBeyond
DNDBeyond has been out for a while now, it promised a new way to access the system and new tools to help with our games. I've had a lot of time with DNDBeyond as a DM and player, so it's time for me to give it a proper review. Here are six things I like and one thing I dont.
1) Ease of Reference
This has got to be the number one benefit to using DNDBeyond. I use this more than anything and as long as I'm spelling it right it works well. It suggests as you type in a dropdown and after the search comes back as well. Searching for a spell or monster in the middle of combat is fast and will even show a preview of the top result so I can start reading right away. In addition to searching, having multiple tabs open to different monsters or spells is a wonderful substitution for phone pics or typing in notes. Linking is also possible if you want to have an encounter ready in OneNote, or your own digital note tool. If you dig into the code a bit you can even link to specific headers on the page! I have even set up a DM screen in OneNote with links to the appropriate rules.
2) Popup Links
Hovering over a hyperlinked spell, actions, conditions, items and other mechanical bits will give you a quick popup (providing your resolution is above a certain threshold) detailing that bit. It's super useful for conditions and spells. You can even add these into your own homebrew creations.
3) Travel Light
I am an over prepared DM. I like to have a lot of things ready at my table if I need them. Sometimes I pack a rolling bag full of minis to bring to a game. With DNDBeyond, I can leave all the books at home. With eight rules references and 12 adventures, this can get big. I also have all the monsters, items, and characters bits from all the adventures integrated into the main lists, saving me having three books open at once for one monster casting spells. A tablet paired with my All Rolled Up makes it so I can have all my 5e gaming needs (and any others system in pdf) in a small, easily portable package.
4) Custom Homebrew and Tools
The DNDBeyond team has been working hard at delivering editors to create our own (at the time of this writing) backgrounds, feats, magic items, monsters, races, spells and subclasses. They've even made adding homebrew an easy task, not some technical chore, so you can let your creative juices flow. Using DNDBeyond with chrome opens up a whole other avenue of customization with plug ins that let you easily link sections, as well as organize and build your own encounters, initiative lists, and even add links on maps to their respective room descriptions! The team has really supported the community in the building of the site.
5) Sharing Books
While still limited to three campaigns DNDBeyond lets you share your whole library with anyone in those campaigns. You can post notes (and DM secrets) to the campaign, whitelist homebrew content (your as well as others), and, as a DM view character sheets. This is great during preparation if you are looking to notify everyone of something, such as the next game time, and creating encounters balanced to the party.
6) Printing and Reading
I've encountered a couple of tricks while using DNDBeyond. Viewing on a mobile device, or with a browser at a smaller width, and using a scrolling screenshot, I can screen shot an item and print it out on a three by five card to hand out to my players. Reading on mobile or tablet is nice, especially with the app that is in beta, but I do most of my reading on a kindle. With the save to kindle extension installed in chrome I can view the books a chapter at a time and send them formatted for reading to my kindle.
All in all, I find DNDBeyond to be a boon to DMs and useful as a player. The site is being worked on and updated constantly, more and more non-retail book content is being added, like Lost Laboratory of Kwalish, and someday maybe even non Wizards of the Coast products will be on there.  There are no reasons for me not to embrace this fully, while I love the feel of a book, I prefer digital because of space and manufacturing resources. Not being able to flip through the book to recognize a specific page I see as being its greatest flaw, but I have only encountered this in books I have read before DNDBeyond existed.
Richard Fraser has been roleplaying since the early days of Dungeons and Dragons and started with the red box in the eighties. He currently prefers to DM fifth edition D&D, though reads a lot of OSR and PbtA. He currently has podcast, Cockatrice Nuggets and maintains a blog, both of which can be found at www.slackernerds.com.

Dec 17, 2018

Cockatrice nuggets 38 up

There's a great recap done by one of my players in this episode. I also talk about my zine and answer a few calls.

Dec 6, 2018

Cockatrice nuggets #36

I got to have a sit down with Collin Green of Spikepit fame!

Listen to this episode of my podcast, Cockatrice Nuggets - a D&D podcast, 36 - Cockatrice Pit https://anchor.fm/rich-fraser/episodes/36---Cockatrice-Pit-e2lt1e

https://anchor.fm/spikepit

New High Level Games post

This is a copy of the post that appears here.


Metagaming, in a board game, is the game above the game. It's the social savvy in Bohnanza or Monopoly, tricky wording and deals in Cosmic Encounter or Diplomacy, or the planning ahead needed in a game of Chess or Risk. Metagaming is a board gaming skill used in most games, from Yahtzee to poker. So why is it so frowned upon in role playing games? The common scenario is that a group of players come across a troll and start burning it or throwing acid and the GM calls shenanigans. I believe this is because the dungeon master feels cheated because their encounter becomes trivialized with the knowledge the players bring to the table. In my opinion, player knowledge and skill helps the players get into the game. Who, in a fantasy world rife with orcs, trolls, and vampires, would venture out to fight monsters with no common knowledge? Tell me, how do you kill a vampire? Do you think someone who lived in a world where vampires really exist would have more or less knowledge than you? Taking all that into perspective metagaming takes many forms that we just don't recognize. Let's take a look at some of the oft overlooked forms of metagaming that we already do at the table and then we can talk about that player who brings a monster manual to the table.

1) It's A Game

First up, the shortest answer: it’s a game. Frank the fighter doesn't know what second wind or weapon proficiencies are. He only knows how to power through and what he can wield. Anytime you invoke mechanics not based in the fiction, react with rules, or state an action to perform, you are metagaming. 

2) Player Skill

D&D has its roots in player skill. It is only in the later editions that emphasis on skill checks have made their way to the front of gaming. Deciding when to cast a spell or invoke an ability is player skill. Figuring out puzzles or how to get past an obstacle is the player using their skill to complete a challenge. Skill use is still metagaming by using a mechanic to eliminate a barrier. By leaving the decision in the players hands they can be the guide of their character and keep them in the game longer.
3) We're All Playing Together
Hey, let's have fun. We don't need to come down on a player that uses common sense, even if it's outside of a fictional character. Keeping the game moving and fun sometimes needs a little nudge from outside of the fiction. Sometimes the player, if they realize they've gotten off track, can be creative and move the group back in the right direction. If everyone focused on the fiction, there may be no reason to play after one adventure because that haul set you up for years. Besides, adventuring is stupid and dangerous. But since we all got together to roll some dice with familiar characters, buck up young cleric and head to into that dungeon anyway!

4) PvP Can Be Fun...

...but only when everyone has bought in. Can we have a discussion in real life before we start a fight to assure that we are all on the same page? We can in a role playing game, and if we can see both sides of the disagreement it makes the player versus player all the more fun. What could be more fun than taking the age old “paladin versus thief” conundrum meta? Maybe the paladin’s player sees the thief’s player roll a pickpocket check, but tells the dungeon master that he wants to hear the reaction and go to the person aid when they discover what’s missing.  This can build tension at the table instead of resentment, especially if the thief’s player can get meta and explain the (lack of) remorse when the party offers to help retrieve the item. Other players can chime in with ideas that could lead to the thief planting evidence on one of her biggest adversaries and pinning the theft on them! A whole scene, and maybe an adventure, created by using the players to control the characters and the scene. So meta.

5) Keeping Secrets Is Bad

Who's the new guy and why is he so quiet? What's he hiding? If we all know these things at the table, then we can ask leading questions and make our scenes all the better. Why worry if the dungeon master brought in a ringer if the DM can just say, “this guy will betray you, but your characters don't know it.” What an exciting betrayal you all can set up together. I love working with my players to make plots against their characters. Two heads (or even more) are better than one, so why not let them in on the fun?! Of course I still like to play some things close to the vest, if only for the surprise factor.

Cooperative storytelling works a lot better if we all work together to advance the fiction. How better to bring a team together than by taking input from all sources? It’s like a brainstorming session; there are no wrong answers, only ideas! By sourcing our table and asking what is good for our fiction we can go beyond the limits of one mind and can riff off of each others’ suggestions. Playing in and building together a shared world remains the best reason to accept metagaming at your table.

Richard Fraser has been roleplaying since the early days of Dungeons and Dragons and started with the red box in the eighties. He currently prefers to DM fifth edition D&D, though reads a lot of OSR and PbtA. He currently has podcast, Cockatrice Nuggets and maintains a blog, both of which can be found at www.slackernerds.com.

Picture provided by the author

 

Nov 28, 2018

Cockatrice Nuggets #35

This weeks Midgard: Zobeck recap. It was a short session, but we got some stuff done.

Cockatrice Nuggets - a D&D podcast, 35 - Midgard D&D recap - Sumnes and Camayd (Se1Ep14)

https://anchor.fm/rich-fraser/episodes/35---Midgard-DD-recap---Sumnes-and-Camayd-Se1Ep14-e2lg1a

Dungeon World

Guildmasters Guide to Ravnica

Nov 19, 2018

Waterdeep: Dragon Heist and new rulings

Waterdeep: Dragon Heist (W:DH) is more than just a setting or adventure; Wizards of the Coast used it to sneak some new interpretations of the rules. Reading through this adventure, I caught a lot of unique situations that gave old rules a new twist or brought up something hither-to uncovered by the fifth edition Dungeons and Dragons rules. Here, in order of useful, interesting and annoying, are the things I found in W:DH.

Stealth is an oft used skill at my table, the ability to sneak past or up to your enemy is a nice option to have. W:DH gives two additional options in the case your sneak-thieves need a little help. Take disadvantage on stealth to give someone else advantage, I really like this as it moves the math around and someone with a high stealth can be seen to pad load armor or cast stones off in a different direction to distract the perceiver's attention from the character being aided. A second little tweak gave advantage to those trying to sneak through a carpeted house. From this we can see the developers (of this adventure, at least) intended to have advantage handed out regularly.

Stealth wasn't the only check that got some options, gambling players (Three Dragon Ante) get to roll Intelligence (Gaming Set) to win a game. I never came up with this myself, using sleight of hand instead, but now I will have this to fall back on. I think if I use it I will restrict it to cards/dice/board games depending on the gaming set chosen by the player. There is a combination safe hidden somewhere in Waterdeep and if you want to try to open it you need to make a Dexterity (investigation) roll. I would have went for Intelligence (Thieves' Tools), but the designer's choice fits better (and there is no stethoscope in Thieves' Tools). Combat got a little love, with the first ever strength based longbow appearing. It acts like a normal longbow but is larger and its damage is 2d6 plus strength modifier, bumping up average damage by 2.5! 

Instead of making non-player characters entirely new stat blocks, the writers just directed you to currently published stat blocks and added racial abilities to them. This is something that third party publishers (like Kobold Press in Tome of Beasts) have used before, but to my knowledge, this is it's first appearance in fifth edition. This makes good use of the NPC Features table in the Dungeon Master's Guide. Speaking of tables, the awesome Rooftop Chase Complications table has some good ideas for things to throw at players in cinematic rooftop chases.

Some of the more interesting things I found are more niche uses. There is a slime covered floor that causes problems (difficult terrain) for creatures without the slippery trait. A fresco that charms you in to hanging around and protecting it. More information on running a business is great to have. Faction quests, Scroll prices, and weather effects round out this list of may be useful in your campaign things.

Only a few things stuck out as bad in my eyes. Advice on ending chases mostly came to "or when you want the chase to end," which is to say they aren't relevant and are just exposition. In my eyes that's stuff that should just be explained; giving a player no chance of changing the outcome is a bad presedent to set. Also making a map with ten foot squares is another odd choice of the developers. Fifth edition dungeons and dragons uses a five foot square grid for miniature play and all the maps in it's products should support that. The only other thing bad I can say about W:DH is that they use pages to reprint monsters who aren't in the monster manual. I get the idea behind this, but it feels like a waste to have multiple sources with the same monster.

All in all, if you like official adventures this is another step forward for wizards of the Coast. I like that the adventure makes me reconcider some of the ways to use rules by giving new examples. I really like the modularity of the book and will reuse a lot of the material in here for my homebrew campaign even though I am not planning on running it yet. You can buy Waterdeep: Dragon Heist at your friendly local game store or on Amazon (affiliate link).

Nov 9, 2018

Seven Hexes For Use In Your Campaign



This is a slightly updated version of the one that appears in my Nuggets #1 zine.
I've been creating a new world seven hexagonal spaces at a time. Here is the beginning of that; an area for your player character to explore around a small village. It is written system agnostic and is easily adapted to any edition of old school role playing games. In fact, I used the tables in Zak Smith's Frostbitten and Mutilated for inspiration! The village, Victoria's Tower, was built around and is named after a the wizard's tower at its center. There was an accident and the sun is frozen at dusk for 20 more days (totaling a month). The village and its surrounding hexes are stuck out of time. Anyone can travel back and forth, but no time passes naturally until the end of the month. Spells and other magical effects work normally.


1) Plains And Village
A mage, Victoria, lives in a tower and a village has evolved up around it. Victoria built here because of the magic contained in the burial mounds from a long dead civilization.  The village provides reagents from the sea in exchange for protection from the wizard. Victoria has frozen herself and cannot fix this. Her tower is protected with glyphs of warding and arcane locks. There are about 20 small crates filled with enchanted fish (see 12) here waiting for Victoria to open her door.


2) Plains And Farms


Mostly farms and the location of the ancient burial mounds, these plains feed the village. There is an underground tunnel connecting the mounds to Victoria’s tower. If the twelve mounds are explored, four are connected to the tower and found emptied, four more are silent, and the last four are haunted by undead. One contains a flail, Beast Render, that smells of patchouli and deals +2 damage to beasts.


3) Plains And Lakeshore


A body of water where fishermen catch gillies and stuff them into enchanted scarecrows on the shore. After four days the fish are removed and delivered to the wizard. There is also an island where reagents and medicinal herbs are grown. Barren mothers (unknowingly cause by Victoria’s experimentation with ancient magics) come here with their husbands to tend the area while the men fish.


4) South Tower Hills


A well traveled road has signs of a fight and two dead worgs killed by a piercing weapon. There is a woman nursing her wounds under a small rocky overhang away from the road. Lune, an elven warrior, is armed with 2 short swords. She stands her ground if threatened, but seeks to be left alone. She is bringing the remains of two humans to add to the scarecrows in area 3. Once a month the scarecrows need to be refilled with fresh kills. Only Lune and Victoria know of this dark deed. Lune will not let players know about this unless her life depends on it. She will say that the remains she carries are from her family and she is making a pilgrimage to the lake to bury them at sea.


5) Moonlit Hills


These tree barren hills hide a duchess, Lady Em Winter-Borough, waiting under the moonlight for a clandestine meeting with one of the clerics, she is dying and has a book of secrets to trade for a cure. The players will not recognize Lady Em, as she is from a kingdom far away. She claims to be Dass Whitehall, a noble from a nearby kingdom and is waiting for her slower coach, with her luggage, to catch up. Her coach is hidden here and can be found if players search the hex. If the players search within the coach they can find a diary and a contract that reveals Lady Em’s true identity and the fact that she is dying.  Her family made a pact with a devil that has cursed her with disease. She is looking to find a cure or a loophole in the contract.


6) Ogre Hills


An ogre, Rockgrinder, make his home here in an out of the way cave that players can find if they search this hex well. He hides if seen and has promised a raven (actually Victoria) to keep the town safe. Rockgrinder has a ring that lets him talk to animals and uses them for information. In addition to hunting predators, the raven leads him to food, but has been absent for over a week.


7) Plains Of Dissonance


The wizard’s apprentice stays with a group of traveling men. These are clerics of an uncaring god and they seek to destroy the wizard because she is tampering with ancient magics. The clerics have no names. The apprentice can locate all the wards in the wizard’s tower and is being charmed by the clerics to give them the information. The apprentice has not entered the tower in eleven days for fear of accidentally setting the wards off.


Encounter table


2d6
Encounter
2
Ogre hunting (d4+4 on this table) or traveling home with his kill at night.
3
1d4 clerics (from 16) performing a blood rite
4
Clerics (from 16) foraging for food
5
2d4 boars
6
Bear foraging
7
2d4 Wolves; aggressive at night
8
2d4 elk (day) or two giant owls (night)
9
Swarm of ravens (day) or swarm of bats (night)
10
2d4 giant goats
11
2d4 goblins
12
A hobgoblin and d4 goblins


Richard Fraser has been roleplaying since the early days of Dungeons and Dragons and started with the red box in the eighties. He currently prefers to DM fifth edition D&D, though reads a lot of OSR and PbtA. He currently has podcast, Cockatrice Nuggets and maintains this blog.