Wednesday, March 23, 2011

My Caves of Chaos Redux

Last year I posted about my own little Caves of Chaos, just as the group was starting to explore it.  I don't believe that most folk's games can be described fairly in just one the game tropes.  I suppose mine is story/plot driven which routes through mini sandbox to mini sandbox.  I have an over arching story, or more accurately, a series of parallel and over lapping plots, which have stop over points where the party can make some choices and go off in whatever direction they wish for a time.  After a while, one of the over arching story elements entices them back on the plot driven train.  My own little caves section is one of those sandboxes.

As noted last time, they came here with a mission, but had the latitude for a short time to be themselves.  I purposefully made the area a complicated web of relationships.  Every action, for good or ill, changes the balance and could have unpredictable results. The party correctly perceived the situation and has been somewhat cautious in taking actions.  Of course, they could have ignored the potential complications and just plowed head first into whatever took their fancy.  I am happy to have the world respond in kind, and the adventure continues.

They were successful in finding and retrieving the artifact, a two hand sword named Gray Razor.  The plot train calls, and they are carefully calculating the time they have left to 'make some things right' before boarding the plot train.  Since no plan survives contact with the enemy it is interesting to watch them balance contingencies against the 'oh, hell we are heroic let us just do this'.  Without saying too much (and my players read the blog), I do find it fascinating they are leaning towards saving one fairly anonymous NPC of which they know almost nothing of his background, though granted it is one of the few with which they had any personal contact.  It is quite typical though, it is a good party and this is an obvious and personal affront to their sensibilities and ethics.  I am quite looking forward to the rescue encounter.

The characters will leave Spireholm, the plot train will move on, and the adventure will continue.  The memory of the place will linger and grow, and at the proper time the plot train will pass this way again and they will have another chance to 'make things right'.  Or, when I give them free time between plot driven adventures, they may choose to come back and 'save' Spireholm.  Either way, I am please how it all worked out, and though outwardly Spireholm bears little resemblance to the Caves of Chaos, those caves were the seed that long ago sparked my imagination to create this sandbox.

The dice never lie.  Cheers!

Sunday, March 13, 2011

How the divination worked out

In a number of rambling posts on divination (starting way back here) I stopped at the point where the party acted on the advice provided.  It turned out between the divination, some old diary entries, the group's analysis of the situation, and some blind luck they were able to enter the tomb of the barbarian princess.

Some ancient text in the tomb warning of dire consequences further worried them about touching any of the vast amounts of wealth arrayed around the sarcophagus.  The two large statues they suspected to be golems played a part in creating worry too.  This group, being mostly good and somewhat lawful, decided not to rob this tomb and only took the artifact weapon as was allowed by all the history they had found.  One character stated, "We are not grave robbers!" to the general amusement of the entire group.  We are left to wonder if the warnings had been less dire, or the protections less impressive looking, had their alignment held - or would they have taken the treasure for the 'greater good'?  The might be good fodder for an alignment post some time.

In the end, it seems the divinations proved useful and I do not feel it gave away the game or made the outings less fun.  In fact, since they perceived themselves to be stuck, I think it made the game more fun by helping them move along without DM deus ex machina.  It was the gods help for sure, but the players asked for it on their terms and that makes all the difference.

The dice never lie.  Cheers.

Thursday, March 3, 2011

Why can't we all get along?

Mike Mearls the Group Manager for the D&D Research and Development team made a blog post at the WotC web page which was essentially why we should all get along. 

A few clips from his post include: "These days, when we think about D&D’s past and present, we all too often think of it in adversarial tones....  Whether you play the original game published in 1974, AD&D in any of its forms, 3rd Edition and its descendants, or 4th Edition, at the end of the day you’re playing D&D....  Don’t let that details drive us apart when the big picture says we should be joined together."

Now a number of folks at ENWorld, and I am sure on other venues, responded with vitriol (I love that word, don't you?).  In essence they declare that he is a mouth piece for WotC and they are primarily motivated to convince those of us who are not buying 4th Edition to all make nice and buy stuff from them.

I have spent some time deeply analyzing that and have come to a remarkable conclusion.  Duh! Of course they want us to believe that.  What idiot out there thinks otherwise?  However, that does not make the statement untrue. 

What binds us together in this hobby of D&D is greater than the differences of the game versions, house rules, or home brew campaigns all of us nut cases can possibly put together.  Furthermore, I believe those who are divisive are in fact a vocal minority.  I don't care what version of the game you play or why.  I love hearing about your clever ideas, interesting campaign moments, idle musings and random rants.  To me, it is all relevant because no matter what version of the game, or its spin offs, you are playing I find common ground with you all.

Here, I will say it.  Why can't we all get along?  Well, some folks don't want to get along.  The rest of us are getting along just fine.

The dice never lie.

Thursday, February 17, 2011

The Face of Evil

I recently returned from a fabulous trip to Costa Rica.  This gives me material for blogging, and explains the gap in posts.  I love to travel.  It gives me a wealth of personal experiences that expands my horizons.  It also gives me game fodder.  Places, environment, people, animals all give me interesting and insidious ideas to use as a DM.

When it comes to animals in game, I have always played them as recommended by the various editions.  Animals are neutral, not good or evil, and are largely driven by simple basic instincts.  The danger in animals is when a character interferes or becomes the target of one of those instincts.  Otherwise, animals pose no threat and have no complex motives.

Or so I thought until I was only a few feet from The Face of Evil.  The face was at one end of sixteen feet and 1,000 pounds of American Crocodile.  Rationally, I knew this was just an animal with animal instincts, desires and thoughts.  Rationally, I knew this creature was a simpleton, with only simple cunning, muscle and teeth to make it dangerous.  Irrationally, I looked at this beast and shivered right down to the marrow in my bones (of which I am certain it was contemplating just how tasty they might be).  Irrationally and viscerally, I was dead certain this evil creature was plotting my demise and inwardly getting great pleasure from it.

Since I am writing this blog and have posted these pictures you can surmise that the creature did not get to enjoy my bone marrow.  It is not the first time I have seen a dangerous creature up close, there are others I can draw upon.  The experience does add to my perspective to use in game, mostly from a description standpoint.  When you think about fear, let us say for example, generated by the presence of dragon.  The little inkling of terror that felt is just a taste of the overwhelming presence of a great wyrm!

I was relatively safe in a fiberglass boat (hah!), and there were another 40 or so delectable morsels to choose from if the crocodile decided we were lunch and could figure out how make that a reality.  Therefore my odds were pretty good of coming out alive even if my evil fantasy were true.  So why the terror?

I wonder if I would have felt differently had I been on the muddy shore next to this leviathan of the river.

Its long teeth lining that evil grin transfixing my gaze as it slithered closer and closer to my quivering form, all the while pretending it was large, ungainly, and slow.

Memorized and indecisive I might be, pondering my choices.  Should I run?  Should I fight?  Should I....


Until in a moment of stunned surprise it rushes forward and  - snap!  Is it all over?

Time to make your saving throw.  The dice never lie.

Wednesday, January 19, 2011

Divination, Reflecting On The Advice

Interesting how sometimes post topics get away from you.  I had only intended to write one divination post and here I am at number four.  In my last post, I was waiting for the party to decide on their next action and wondering how they would interpret and use the results of the two divination spells.

At the end of the evening, just before breaking up, they received the second divination.  They really wanted a result which did not involve heading back to civilization, and instead allowed them plunge ahead.  The parting conversation was all about attempting to interpret the result as positive, or finding the trickery in the words which would allow resolution of the problem.  If we had continued on that night I believe they would have rationalized going forward with the doom and death divination.

Ah, it was not to be.  The gift of time between sessions had them all reflect on the results.  They independently and uniformly decided the best course of action was to head back to civilization and seek the bard.  At the end of the last session they had made it back to civilization, leveled up, learned more useful information, and convinced the bard (though reluctantly) to accompany them.  We will see if this was wise in the end, or if they asked the correct divination questions.  I may even write another post about it after it is done if it does not spoil future play.

The group decision mechanics were interesting.  The frustration with the length of time it has taken to find the legendary artifact both in real and game terms has certainly played a huge part in the decisions.  I find the whole thing fascinating - I hope the players are having as much fun.  No spoilers for them here though - I know some of them actual read this darn blog.  Besides, do not post anything on the intrawebs you do not want everyone to know.

The (less than perfect cheap dice I roll which most certainly have a bias) never lie.  Cheers!

Tuesday, January 18, 2011

Sam Adams Chocolate Bock

Samuel Adams Chocolate Bock can be located in the Sam Adams winter mix pack.

It is a brownish towards blackish color with a limited head that dissipates quickly.  I was really looking forward to the smell, but I find it to be faint cocoa.  I would like it more if the aroma was stronger.
It tastes slightly malty and dry (almost dusty) just before the earthy, slightly sweet cocoa taste hits you.  That part is surprising and yummy. It is not particularly smooth, or deeply malty.  Not much like a bock to me, very much lighter than a bock.  Nice for a one off beer, the cocoa taste is quite intriguing and tasty.

I cannot see myself wanting more than one of these at a time, but I like it enough to buy another winter mix pack which is as far as I can tell the only way to get two of these at the moment.

Cheers

Sunday, January 9, 2011

Samuel Adams Blackberry Witbier

Sammy Adams brewery does well for me more often than they fall short, so when I saw the Blackberry Witbier on the shelf I snapped it right up.

It has a hazy yellow/gold color, more color that I typically see in a wheat beer.  The first taste is the hardly hoppy at all wheat beer, followed quickly by the blackberries and spice, which fades to the only slightly bitter faintly sticky malt aftertaste.  The carbonation was medium.  I found it very well balanced and easy to drink.  It is very dry; the blackberries only provide a fleeting sweet note.

I enjoy a berry wheat style beer, so I favor this style when it is dry like this.  I like and recommend this brew, but not for just this style all night (if you happen to be one of those who will drink more than 1 or 2).  I found that I enjoyed 1 or 2 of these either as the first beer, or as a palate cleanser between changing beer styles.

Cheers.
Related Posts Plugin for WordPress, Blogger...