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Showing posts sorted by relevance for query sky. Sort by date Show all posts

Sunday, August 23, 2009

GM's Corner: Going Overboard


I've haven't been very good about posting as of late. My lack of posts is due to lack of time as of late. As I mentioned in a previous post my gaming group and I are going on a camping trip soon and I've been picked to run the game during the trip. I want this trip to be great, and for that the game will have to be great.

Despite that even I can tell I'm going overboard.

Here are some quick facts...

  • The game is a Hackmaster Basic Campaign (The first HMB game I will run)
  • The game is set to go from level 1 to level 5 over the course of the weekend.
  • I am planning on running a Simplified version of a game I have been designing called Caliburn.
  • Those of you up on your Arthurian mythology will probably have surmised this based on the game's name, but for those of you who aren't, this is an Arthurian inspired campaign. The original inspiration was actually the computer game Spirit of Excalibur, which I loved when I was a kid.
  • I want this game to be a "grim & gritty" kind of game. Kind of a Thomas Malory world that has fallen from grace and has been reduced to something that more resembles GRRM's war torn Westeros.
  • I want to keep house rules to a minimum, but I'm not counting providing my own campaign setting, including my own deities, as house rules.
  • My main goal is for everyone to have fun.
The last one is one I'm working hard not to lose sight of. Anytime a GM loses sight of that goal (the ultimate goal of any good GM in my opinion) disaster may ensue. Yet, like I said I can already feel myself going overboard on campaign design. The problem is that this setting was originally intended for a full length game, and I don't want to cut anything out. For that reason I think I'm going to end up overwhelming players with the amount of background information available.

For example, the last few days I have been working on the various religions available for those who wish to play clerics. At the moment the religion section is over 10 pages long. At first I had intended to only include one major religion, but soon found myself adding more and more options to make sure someone could find something they liked.

The first religion, called Seraphism, is a blend of Judeo–Christian ideals with the polytheistic element of Hinduism. In short, they worship seven Archangels in order to better understand the One God. So I set about creating the seven Archangels and figured I was done. But then I realized that I didn't really give players an alternative to this one religion. What if, for example, someone wanted to play an evil character? All seven Archangels were good... So I needed to include their opposites, The seven Demons that are worshiped in secret cabals around the world. Then I though I was done, but then I realized I still didn't give people an option outside the religion of this single religion, which even the Demons were a part of in their own way. The game's religious turmoil is going to center mostly around the conflict between the old religion (The Druidic religion) and the new religion (Serpahism). Yet Kenzerco has not yet released any information for Druids, so that just wouldn't be an option.

Damn.

So I created the world's third major religion which is centered around worshipping gods similar to the Greek and Norse pantheons. The gods would be constellations in the night sky, and would be worshiped by people all over the world, though each region would have their own names for the gods. As the north men (think Viking Norsemen) would be the closest group to worship these gods I decided to go with their names only for the basic version of the game. With this religion I would have 12 more options to add to what I had already. Yeah, I know. I told you I was going overboard.

I figured it was important to have a picture of what the night sky might look like and what these constellations were composed of. This is not as easy as it would be for anyone with some artistic talent, but after reviewing what the real world constellations looked like I figured I couldn't do any worse! For those unfamiliar take a look. Anyway here is what I ended up with...



So overall, not too bad. I'll post the game information for the deities when I finish. That's right I'm still not done. I'm sorry guys, but I promise I'll stop being so lax when it comes to posting.

Just as soon as I write 45 pages on the knights of the realm.

Just kidding.

Uh... probably.

Wednesday, February 24, 2010

Moving on to the next Religion


Having completed work on Seraphism I decided last night to take a crack at redoing my mock up of the night sky.  The men of the north worship gods that they can see in the sky by night via constellations.  For the Caliburn Basic I created a diagram.  Not exactly one I'm proud of, but it gave a good idea of the constellations, what they look like, etc.  I posted the picture before, but here is a reminder of what it looked like.

 
Like I said, not great.  Hey, what can you expect?  I'm devoid of any semblance of artistic talent!  One of the things that I wanted to change in the new draft was to stop being so literal about the constellations.   Constellations in the real world little resemble what they are supposed to be.  So as I said, last night I had another crack at this thing.  Results were mixed, but it isn't too bad for a rough draft. 


The less literal constellations I like, but the ones I started with were far to small.  I also think I want to rearrange them a little bit.  I don't necessarily want all the human like constellations in the middle.  I think I'd like to have the Warrior constellation opposed by either the Stag or the Dragon.  Oh well, work for another day.

Monday, January 10, 2011

Confusion About Fortune Cards: Why the 900 Pound Elephant is on the Toilet

Based on some of the comments from my previous post, "D&D Flushed Down the Toilet by Wizards of the Coast," I felt like I should really clear up some of the confusion.

1.  D&D has offered these types of cards before.

Spellfire was introduced in 1994
There have been cards that have been released and had the name D&D slapped on them.  For example, D&D tried to capitalize on the success of Magic: The Gathering by releasing what is widely considered to be among the worst collectible card games in history, Spellfire.  It was a flop and didn't hang around too long.  However, Spellfire was a stand alone game.  These were not cards that you used within your D&D games to give your characters extra powers.

Spell cards for Wizards and Priests were for use in a D&D game, but they were just easy reference cards.  Much like those people who wrote the spell info down on an index card, these cards offered no advantage short of easy access to the information presented in the Player's Handbook.

2.  These New Fortune Cards are just like the various Game Mastery Decks available

No.  Paizo offers many different decks, including a critical hit deck.  That is not a CCG being driven into an rpg.  It is a single deck that everyone draws from when scoring a critical hit.  Honestly, when we played with them most people just felt that they would rather have the double damage.  That sad fact, along with the fact that the DM also draws from the deck means that everyone is on a level playing field. 

3. Buying those cards to increase character power is just like buying a new supplement book

Uh, no.  If one buys a splat book to increase character power then they are buying it for a new feat, skill, or spell.  If the DM allows access to the book then he allows access for everyone, not just the person who bought the book.  If a DM only allows you to choose things from books that you physically own, leave the game. With D&D Insider and the character builder there is little to no reason to own all of these supplemental books as it pertains to making characters.  Players have access to all the feats from the various books through that program. 

4.  D&D is not Changing

People for some reason (probably because they didn't actually read what I wrote) accused me of saying that, "D&D is dying."  I never said that, and that certainly isn't what I meant.  What I said is that D&D is changing, and changing into something that isn't much like what it was.  

It is changing like it or not.  I don't like it, some people no doubt will.  I'm not saying that this product will be a failure, far from it.  I think it will make a ton of money.  I just don't think it is good for the game.  D&D will continue, it just probably won't be D&D the way many people know it, like it, and/or play it. 

5.  You have no idea what the cards are like

I do, actually.  They have sample cards posted online.  I posted one of them in the original article and I've posted two below in the Card Comparison section.

Card Comparisons

To help people who believe that these cards are the same as those that have been offered before I've posted five different cards below for people to look at. 

The first is a critical hit card from GameMastery's critical hit deck.  As you can see there is a real give and take to these cards.  If you are using them you may end up doing half the damage that you would with your only compensation that your target is sickened for one round.  It's happened to me folks, and it sucks.

The second card is a spell reference card.  As you can see it gives no advantage short of you not having to look the spell up.  Handy?  Yes.  Power increasing?  No.

The third card is a Spellfire card.  It's a bad CCG, a Magic: The Gathering rip off, and has nothing to do with D&D save the fact that they slapped the brand name on it to aid sales.




A Card from the GameMastery Critical Hit Deck

A 3rd Edition Spell Reference Card


A Spellfire Card

One of the new Fortune Cards



One of the new Fortune Cards


The final two cards are these new fortune cards.  As you can see all advantage, no disadvantage.  The only disadvantage you'll encounter with these cards is not having a deck when everyone else does.  I've seen people say draw from someone else's deck, but right away I see a few issues there.

  1. What is just one player buys them and everyone wants to draw from his deck?  How would he feel basically being the one to supply the entire group with cards?  I'm sure some people would be fine with that, but I could see it being a problem for others.  Especially when playing in games where the Players don't know each other.
  2. People are encouraged to build a deck that has been tailored to their specific character.  If a wizard filled his deck with magic boosting cards to maximize his potential, what good would it be for the fighter to draw from his deck? 
  3. Does the DM also draw from the deck?  These are player cards and don't seem to be meant for the DM, but 4th edition is the ultimate edition of Game Balance.  I'd say the game is almost perfectly balanced, but with these cards the balance get's thrown out of wack.  Even if the DM does draw, the added flexibility of being able to play the cards on any of the monsters in the game makes the cards more powerful in his hands than in the hands of the players.  I'm sure it won't be long before we see DM cards..

So in conclusion, these cards are indeed a new thing.  This new thing is changing the what D&D is, with more changes likely to come in the near future.  Finally, this is not the end of D&D.  It will survive, though perhaps not in a form that is appealing to many. 

I Repeat, the sky is not falling (unless the sky is general respect for Wizards of the Coast's integrity).