Fighting Golems and Swarms
Sunday, November 9, 2008 at 10:50AM I wrote a tactical article about fighting and running golems a while back, and a recent experience battling modified stone golems forced me to find some new tactics regarding crowd control for spellcasters that I'd like to share.
Crowd Control
Golems don't pair up terribly well with each other because their abilities mirror each other so closely. Still, it's a mighty PC who can weather one set of crushing construct fists, much less two (or more). When multiple golems strike, crowd control will make you a hero.
Unfortunately, it's really difficult to immobilize or seperate a golem from his unliving peers. Walls of plants, stone, ice, or metal will be ignored or crashed through very quickly. It's unlikely that a golem could be grappled with successfully, and, being mindless, they can't be fooled or misdirected.
At low levels you may be able to fake crowd control with area of effect spells like grease (golems generally have poor reflex saves, and even poorer balance checks) or even mirror image to fill a hallway with duplicates. At mid and higher levels a summoned monster could keep a golem from getting to you and your allies, at least temporarily, and a wall of force will keep the average golem out of the fight for the life of the spell (9 rounds at least). If you're unable to figure out a golem's weakness, scan your spell list for area of effect spells and anything else that doesn't allow spell resistance to keep your usefulness high for the whole encounter--even slowing a golem down can make a real difference.
Also, Swarms
Additionally, the second Fighting and Running article will be all about Swarms. Look for it in a week or two, and watch for five unique 4E moths spanning levels 1 to 26 to be released this week in the Critter Crate.
Game Balance is Unnecessary for Fun. True or False?
Friday, November 7, 2008 at 01:28PM Last session, our DM mentioned damage-immune, quick PC-drowning water wierds from 1E. As a curmudgeon, I immediately rolled my eyes and said something generally disparaging about the older editions regarding a lack of game-balance. My buddy across the table jumped in with "it was a different style of game back then. You expected to die all the time. You didn't need game balance."
Well, that can't be right.
"You need balance so that it's fun for everyone at the table," I retorted. Then I think he said something about my mother, and we kept playing. The idea that a game could be fun while lacking a militant eye for consistency and power levels on both sides of the screen perplexes me, though. Hopefully you can help me understand.
Parameters
Game balance is a broad term, and for the purpose of this discussion I'd like it to encompass every factor of the game: exploration versus puzzles versus combat versus roleplaying; character power among each other; character power among the enemy; DM rulings in unusual situations; and the common lethality around your game world.
I think we can all agree that, like a movie, expectations and individual taste play a huge role in determining our enjoyment. I prefer deep storylines, dynamic characters, a little emotional growth, and grit, so I think that a well-balanced game offers me the most direct, longest-lived, and enjoyable path through those fine forests. It isn't hard to imagine someone who prefers disposable characters and kicking ass without even bothering to take names, and it seems that a less-balanced style of game would cater to that audience. Getting drowned without recourse is moot if you aren't invested in that character.
Not Getting It
To me, this line of thinking becomes inconsistent if you think of the older editions where the goal was to "imagine the hell out of it." (Did I get that right?) Imagining things is fun, but hard work. It takes effort for the DM to think up a story that the characters will bite on. It takes effort for the characters to think up backstories and to act in character. And if your game has no balance you could suddenly find all that effort wasted when the PCs grow bored of rolling over your monsters, or when you grow bored of TPKs (to say nothing of the losers in these situations). Worse yet, maybe your off-the-cuff imaginings result in a great success for a PC one week, and then a dead PC the next. That would be nothing but frustrating, and would probably cause arguments, the anti-fun.
I'm missing something here. I can't embrace the idea that the 1st generation of tabletop gamers did nothing but reroll one-dimensional characters all the time for fear of unkillable water wierds. Or, if you did, I can't understand the adamant defense of those first editions as being the best on offer when 4E (certainly not my favourite) offers streamlined play for uni-dimensional character builds (guess what? You've got 5 powers, so go have fun!).
On top of all of that, the 3X extensive ruleset allows you to maintain balance while imagining as much, as little, or anywhere in between for your game (which is where I suspect the answer to the game balance question lies).
Am I wrong?
4E,
3E,
Game Balance Is Dungeons and Dragons Religious?
Wednesday, November 5, 2008 at 12:25PM When I first started U20 I wanted it to be a place where people curious about D&D and tabletop RPGs could learn about the hobby. My own experiences volunteering as a big brother (through Big Brothers, Big Sisters--I'm sure you've heard of them, or other, similar organizations) informed the answer below to the question above, ripped straight from my FAQ.
Is Dungeons and Dragons Religious?
Yes, but mostly no.
Dungeons and Dragons does not represent even a part of any real-world religion that we at U20 know of. However, like most great stories, faith and religion are often important to the game.
The pantheon of deities presented with the core rulebooks for D&D could be compared to the Gods of ancient Rome, where a given God rules over a portfolio; think a God of the Sun, a God of Death, or a God of Fortune. These Gods grant some of their followers special powers in the game, and often work through their followers to further their aims and protect their worshippers, much like the stories of mythology. This is a common theme in the D&D campaigns I've been a part of. After all, who makes a better villain or ally than a God?
As some have discovered (and as I hope you've realized), everything in a D&D world can be changed--the rulebooks are there to provide a framework. As such, there's nothing to stop you from playing in a world where there is one God, or where the population believes in no Gods at all, where everything is just like ancient Rome, or any other situation you can imagine. This makes D&D a fun and rewarding game to design adventures for, and also makes it a fantastic teaching tool and creative outlet.
Saying D&D is religious is misleading, but in every game I've played in faith has been a factor, even if it wasn't central to the plot.
---
I'm sure most of my readers aren't learning anything new from this, so to those of you who realize what a beneficial experience tabletop roleplaying can be I ask whether I've captured your feelings on the hobby. Would you add anything? If you knew someone who was concerned about religion, but wanted to learn about the game, what would you tell them?
religion,
D&D,
Dungeons and Dragons,
RPGs in
About Unnatural20,
Social Issues and RPGs Who is the favourite villain you've ever run or crossed swords with?
Friday, October 31, 2008 at 12:11PM I'm thrilled (again) to announce that the Geek Emporium chose my Unliving Caretaker (or rather, the backstory I wrote about the first Unliving Caretaker) as the best villain for their Villainous Contest. Thanks, Tomcat!
Judging by the many comments (ha ha), you all obviously enjoyed yesterday's post about horror and why I think I'm so great. Let's skip that this time. Instead, I'd really like to know about your favourite villain, regardless of what side of the screen you were on when you met her.
I regret that I'm having trouble coming up with a favourite villain of my own. Not because I have too many to choose from, but too few (in my games, or in others). Based on that alone I could probably use some help in this aspect of running RPGs.
So, what makes your favourite villain so memorable?
Does he fight the PCs with his brains, with martial skill, or with kindness? Is she manipulative, or simply honorable and on the wrong side of the conflict? Among thousands of dice rolls and hundreds of dead goblins, liches, dragons, and giants, why does your favourite villain stand out?
The Most Terrifying Adventure of All Time
Thursday, October 30, 2008 at 05:13PM As you probably already know, the YMIAT crew just announced that I won their first contest ever, entitled Can You Scare Us? I can say almost without hubris or sarcasm that my contest entry, A Lord's Dying Wish, is probably the scariest thing you'll ever read. Download this wholly-original (giant typo included) PDF document, If you dare!
Well, maybe it's not that scary. And okay, sure, you found me out--I had only one other entry to compete with in this contest (and there were two prizes, so we both won).
Despite the lack of entries, I'm thrilled to have won, and I think the adventure I outlined has serious horror potential with the right DM. These are the reasons why.
Contrasting Highs and Lows
While no players really believe that their DM isn't coiled to spring a horrible monster into their faces at all times, I tried hard to make the opening situation very different from the usual adventure kick-off, hoping to make the adventure that much scarier and surprising when it got rolling. I tried to contrast the peace talks and a night of merry-making with the sudden onset of an ultimate enemy, but things are much worse than they seem...
When I designed Lord Rondin (the villain), I also wanted to contrast the gentle wisdom of the elves with unspeakable acts of cannibalistic murder. If I had had more space I would have statted out his wife, Lady Elsabeth, as an unsatiable, bestial flesh-devourer, still in her evening finery.
Atmosphere
I wanted to create an environment of fear, anxiety, and unnatural horror with A Lord's Dying Wish.
The Grand Hall of Kintorin is a labyrinth of stone halls, wooden tunnels, a hundred doors, and open-air skylights--the perfect place for a dozen or so mostly-unarmed peace-talk delegates to be stuck with the mutated spawn of evil for a full day. The stone airways from chamber to chamber would allow faint screams, scratchings and shufflings, and rhythmic, unceasing thumping and tearing sounds to be heard. Scrawlings in ink and blood could cover the walls. Doors could be slammed.
Behind every door could be other delegates that need help, infected delegates that may turn on the PCs, or Lord Rondin and his 'children.'
Familiar, but Twisted
Nothing I offered in A Lord's Dying Wish is new, but everything familiar has been twisted at least a little. For example, the common "tavern" scene of merrymaking at the beginning would have a shadow of mistrust and pomp surrounding it that few adventurers would have experienced before (and may mislead the players into believing that the real adventure will come the following day when the peace talks begin). The PCs are armed, but the peace talks forbid them anything larger than daggers in the Grand Hall (they'll have to find better weapons if they're to battle the dark spore).
Most importantly, though, I really wanted the villains to be twisted and horrific, but undenidably familiar and human (or Elven, in this case); I wanted to hit the very bottom curve of the uncanny valley.
Despite Lord Rondin's mutations he is still calm, reassuring, and fatherly--he's still the old friend that the other delegates have known well for years--and even as he drills his terrible new tongue into an exposed neck or cheek or stomach he explains his quiet desire for everyone to join his family in peace.
But that's just me...
I've only played in one horror game, and while elements of horror have been in every game I've run, I've never DMed a full-fledged horror-themed adventure, or even a session. I'm sure many of you reading this have a great RPG horror story to share, or some tips to throw out, and I'd be happy to hear them (along with everyone else reading this).
Happy gaming, and happy Halloween.



