Searching through the blogoshpere, I came across a short article about D&D Next at Tenkars Tavern "DnD Next is the RPG Equivalent of the Movie Dusk to Dawn"!
One phrase in particular stood out to me in the 20th of Aprils entry "D&D Next started out as One Game to Rule Them All, and has now turned into Bruce and Monte Bring Their House Rules to 3rd Edition"
By Gygax I hope not, if it is - "I'm Out" for a fact!
Showing posts with label (not) Dungeons and Dragons. Show all posts
Showing posts with label (not) Dungeons and Dragons. Show all posts
Friday, 20 April 2012
Saturday, 5 February 2011
Castles & Crusades Conversions
After chatting to various C&C Fans that I know, the greater majority want to see my series of conversions return.
So over the next few weeks, I shall be doing just that - starting with the C'thulhu Mythos from the original Print of Deities and Demigods.
I will be leaving the Psionic attributes in the stat-line, as those of you who've been following my blog know - I merely transposed the Psionics rules from AD&D 1e over to C&C with no conversion/changes.
First Off - Great C'Thulhu Himself!
So over the next few weeks, I shall be doing just that - starting with the C'thulhu Mythos from the original Print of Deities and Demigods.
I will be leaving the Psionic attributes in the stat-line, as those of you who've been following my blog know - I merely transposed the Psionics rules from AD&D 1e over to C&C with no conversion/changes.
First Off - Great C'Thulhu Himself!
Friday, 3 December 2010
Dramatic Structure in Your Dungeon Crawls
There were some interesting thoughts this month over at D&D Insider, a Dungeon Editorial (from Dungeon # 185) about "Dramatic Structure".
Now I've never really thought about this personally, I just sort of "do it" without any bells and whistles or fuss.
You know, theres a beginning, a middle, and an end to every adventure - but it was REALLY interesting seeing it laid out and discussed like that.
Of course an RPG is different to other Mediums, but a lot of elements are the same - Protagonists (PC's & NPC's), Antagonists (NPC's & Monsters), the Setup (Act 1 if it were a Play - in RPG terms the PC's meet an NPC in a Tavern who "hires" or "Quests" them with a task), a steady build of conflic/tension through Confrontation & Encounters (Act 2), and sorts it all out for Better (Comedy/Resolution - funny moments in a game are very important, as is your Players achieving their goals, should they repeatedly fail - you WILL lose some or possibly all, of your group) or Worse (Tragedy/Resolution/Failiure - SOMETIMES your PC's HAVE to fail, for the sake of the plot - so you HAVE a "place" for them to go in your Game World) in the Final Part of a Scenario or Story (Act 3).
I've ALWAYS found Players enjoy "Dungeon Crawls" more than any other type of Scenario, now thats not to say that I DON'T run "non" Dungeon games - I do, its just that when I hear my Players chatting/reminiscing about games - the Dungeon "elements" always seem to stick in their minds. So I like to stick to whats fun, for both my players and myself.
One of the "pitfalls" DM's find when running extensive or repeated Dungeon based Scenarios is blandness, things always seem "the same" with no real variation in plot. Now THATS where following the rules of dramatic structure REALLY come in handy.
ALWAYS (and I mean always too LoL) follow the Dramatic Structure and you really cannot go wrong, by having a fairly "rigid" structure - you actually "free" your imagination up - giving you the ability to insert more "flavour" into your Dungeon based Scenarios.
ACT I - The Setup
Whether you actually run the Setup as part of the Scenario, or its just there as "fluff" for the players so they know why their characters are intering the Dungeon - it should be rich and fully realized. Don't skimp of detail, don't skimp on information. There SHOULDN'T be a Villain in every game, but by the same token don't have endless streams of "lost artifacts" for the PC's to retrieve.
Other options could be - rescue a Kidnap Victim, a Lost Child, Deliver a Message, Bury an NPC's Remains, or even (as I did in one scenario) rescue a lost Cat.
ACT II - The "Meat" of the Story
Keep things fresh, don't be afraid to "roll" with the punches your players throw at you. I remember one game I ran, the Party were storming through my carefully planned Dungeon - Kicking in EVERY wooden door. It was boring for me, so when they moved onto Level II - SUDDENLY all the Doors were stone, and very heavy (there was one moment in a Pit room with a sliding stone door, the Players spent nearly an HOUR trying to get out of that room. Searching for Secret Panels, JUMPING up and down to activate pressure plates etc - it didn't occur to them to check if it slid LoL).
ACT III - The Resolution
Again, keep things fresh and exciting - Don't "force" the ending. If someone Dies (a PC or beloved NPC) roll with it, play up the Pathos - ONLY ON VERY RARE OCCASIONS should you Plan to kill even an NPC. It just pisses of your Players when you do. By the same token, if your "Main Villain" (if you have one) fails to die, or manages to Escape - go with that too, then you have a Plot for later on (Revenge or Track him Down) - and never EVER get pissed off when your Players kill off a Carefully Crafted Major Villain or Monster! Thats what they are there for!!!
So, there you go - just some thoughts that I find useful and might help.
Now I've never really thought about this personally, I just sort of "do it" without any bells and whistles or fuss.
You know, theres a beginning, a middle, and an end to every adventure - but it was REALLY interesting seeing it laid out and discussed like that.
Of course an RPG is different to other Mediums, but a lot of elements are the same - Protagonists (PC's & NPC's), Antagonists (NPC's & Monsters), the Setup (Act 1 if it were a Play - in RPG terms the PC's meet an NPC in a Tavern who "hires" or "Quests" them with a task), a steady build of conflic/tension through Confrontation & Encounters (Act 2), and sorts it all out for Better (Comedy/Resolution - funny moments in a game are very important, as is your Players achieving their goals, should they repeatedly fail - you WILL lose some or possibly all, of your group) or Worse (Tragedy/Resolution/Failiure - SOMETIMES your PC's HAVE to fail, for the sake of the plot - so you HAVE a "place" for them to go in your Game World) in the Final Part of a Scenario or Story (Act 3).
I've ALWAYS found Players enjoy "Dungeon Crawls" more than any other type of Scenario, now thats not to say that I DON'T run "non" Dungeon games - I do, its just that when I hear my Players chatting/reminiscing about games - the Dungeon "elements" always seem to stick in their minds. So I like to stick to whats fun, for both my players and myself.
One of the "pitfalls" DM's find when running extensive or repeated Dungeon based Scenarios is blandness, things always seem "the same" with no real variation in plot. Now THATS where following the rules of dramatic structure REALLY come in handy.
ALWAYS (and I mean always too LoL) follow the Dramatic Structure and you really cannot go wrong, by having a fairly "rigid" structure - you actually "free" your imagination up - giving you the ability to insert more "flavour" into your Dungeon based Scenarios.
ACT I - The Setup
Whether you actually run the Setup as part of the Scenario, or its just there as "fluff" for the players so they know why their characters are intering the Dungeon - it should be rich and fully realized. Don't skimp of detail, don't skimp on information. There SHOULDN'T be a Villain in every game, but by the same token don't have endless streams of "lost artifacts" for the PC's to retrieve.
Other options could be - rescue a Kidnap Victim, a Lost Child, Deliver a Message, Bury an NPC's Remains, or even (as I did in one scenario) rescue a lost Cat.
ACT II - The "Meat" of the Story
Keep things fresh, don't be afraid to "roll" with the punches your players throw at you. I remember one game I ran, the Party were storming through my carefully planned Dungeon - Kicking in EVERY wooden door. It was boring for me, so when they moved onto Level II - SUDDENLY all the Doors were stone, and very heavy (there was one moment in a Pit room with a sliding stone door, the Players spent nearly an HOUR trying to get out of that room. Searching for Secret Panels, JUMPING up and down to activate pressure plates etc - it didn't occur to them to check if it slid LoL).
ACT III - The Resolution
Again, keep things fresh and exciting - Don't "force" the ending. If someone Dies (a PC or beloved NPC) roll with it, play up the Pathos - ONLY ON VERY RARE OCCASIONS should you Plan to kill even an NPC. It just pisses of your Players when you do. By the same token, if your "Main Villain" (if you have one) fails to die, or manages to Escape - go with that too, then you have a Plot for later on (Revenge or Track him Down) - and never EVER get pissed off when your Players kill off a Carefully Crafted Major Villain or Monster! Thats what they are there for!!!
So, there you go - just some thoughts that I find useful and might help.
Saturday, 18 September 2010
WizBro
HOW T.F. can WizBro have the NERVE to create the Official "Dungeons & Dragons" page on FaceBook, like they are some "Beacon of Light" leading D&D Fans into the Future!
UTTERLY Naff!
One of my FB friends put it as "leading them down a long dark tunnel of despair is more like it" and in my opinion the "dark tunnel of despair" is called "The Money Pit".
Seriously D&D'ers out there, take a F**ing stand - play an earlier edition or use a "Retro-Clone" - the gaming experience is better and you will save a packet!
Thursday, 4 March 2010
Dungeons & Dorks
Check out my Friend Wardukes new Blog at -
Dungeons & Dorks
I should warn you its really honest - prudes and under 18's beware . . . .
Dungeons & Dorks
I should warn you its really honest - prudes and under 18's beware . . . .
Thursday, 24 September 2009
A New (not) Dungeons & Dragons Edition.
I've just had a thought - just like Microsoft was with Windows Vista, its looking more and more as if WotC is very worried about the popularity4th Edition (not) Dungeons & Dragons.
Microsoft very quickly realized the problems with Vistas appeal and its marketing and have within a relatively short space of time produced Windows 7!
I makes me wonder if (not) Dungeons & Dragons 4.5 or 5.0 is looming somewhere upon the horizon!?!?!?!?!
Microsoft very quickly realized the problems with Vistas appeal and its marketing and have within a relatively short space of time produced Windows 7!
I makes me wonder if (not) Dungeons & Dragons 4.5 or 5.0 is looming somewhere upon the horizon!?!?!?!?!
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