Blogs


Two Characters for The Slaying Stone

During the recent discussion over pregens, some people asked if I would create some to share. While I'm not sure my characters would appeal to everyone, I decided to try my hand at creating a couple. Here are my first two. One thing to note, sources such as the Player's Strategy Guide suggest setting ability scores in a more optimized manner, but I like to use the standard array. Overall, I tend to be much more in favor of story than crunch, but if there is a glaring weakness, feel free to point it out. I spend much more time DMing than playing, so my character creation skills aren't always as strong as they should be.

I created these two characters to fit into the adventure, The Slaying Stone, by Logan Bonner. They fill two of the backgrounds Logan provided in the adventure.

Meredith Greenhall

Race: Human
Class: Fighter (Battlerager)
Age: 18
Background: Citizen of Kiris Dahn
Ability Scores: Str 18, Con 14, Dex 12, Int 11, Wis 13, Cha 10
Fighter Talent: Battlerager Vigor
Combat Superiority
Skills: Dungeoneering, Athletics, Intimidate, Streetwise
Languages: Common, Goblin
Feats: Against All Odds, Toughness
At Will: Brash Strike, Crushing Surge, Threatening Rush
Encounter: Passing Attack
Daily: Comeback Strike
Rituals: Gentle Repose, Brew Potion
Equipment: Adventurer's Kit, Chainmail, Mace, Hand Crossbow, Heavy Shield

At one time, Meredith's family was amongst the proudest of Kiris Dahn. A long line of fighters, most of the town's guard had her family's blood in their veins. But the family's fortunes mirrored those of the town, and when they were forced to flee 8 years ago, the they lost what little wealth they had left. Recently, old family letters were found that describe a favored hiding place of her great-great-great-grandfather and her family believes some long forgotten treasures may be stashed there. She's been looking for a reason to get back at the goblins that forced her family to flee, and if she can search the house, all the better.

Raised on tales of her family's honor in combat, she has more trust in her mace than her words. She will often throw herself in the middle of the fray, her confidence buoyed the more she is surrounded. She was raised to continue in the family tradition and is well versed in basic combat and guard duties. However, she feels the need to prove her worth as well as that of her families, and will get herself in trouble with her brashness.

Lillian Moonbow

Race: Half-Elf
Class: Cleric (Devoted) (Sehanine)
Age: 22
Background: Redeemer of the Desecrated
Ability Scores: Str 12, Con 13, Dex 13, Int 10, Wis 16, Cha 16
Channel Divinity: Healer's Lore
Skills: Diplomacy, Heal, History, Religion
Languages: Common, Elven, Giant
Feats: Ritual Caster, Holy Dilettante
At Will: Lance of Faith, Sonnlinor's Hammer
Encounter: Divine Glow, Divine Fortune, Healer's Mercy, Psionic Shield
Daily: Shield of the Gods
Rituals: Gentle Repose, Brew Potion
Equipment: Adventurer's Kit, Ritual Book, Chainmail, Quarterstaff, Holy Symbol

For her entire life, Lillian's dreams have been a blessing and a curse. Given the gift of prognostication through her dreams, many of her classmates and neighbors grew jealous of her power especially when she refused to clearly align herself with good. When her father won the annual hunting contest for the fifth year in a row, they refused to award him the prize, claiming she must have told him the location of the prize-winning buck. She ran away from the judge's stand, and curled up in an alley, her eyes full of tears of shame and anger.

In that alley is where the two members of the Dream Seekers found her. They told her that her ability was a gift from Sehanine and invited her to join their order. Sensing that the situation in town was impossible, her parents gave her their blessings and she entered into training as a cleric. Her final test, before she is accepted fully into the order, is to reconsecrate a shrine of Sehanine. She heard that there is one in Kiris Dahn. In the end, she cares not who owns the shrine, only that it is purified. She cares greatly for her companions, but the greater questions of good versus evil mean little to her. Rather, she seeks the balance of all things and accepts that brings great joy as well as great loss.
Heav

A Map to the Minefield - Kobold Guide to Game Design Volume 3

As someone who blogs about RPGs, especially from a new person's perspective, I constantly feel like I'm navigating a minefield without a map. Like any industry, it's filled with its own language, customs and tribes. If you have any opinion at all, you're likely to upset someone.

So what does this have to do with volume 3 of the Kobold Guide to Game Design? Like the other volumes in the series, this one helps to demystify certain dark elements of the game design world, the parts that create the wall between the producer and the consumer. For this reason alone, the series is an important read for anyone who wishes to participate in the discussion of game design.

A few sections of this volume really stand out for me though. In particular, I loved the section on Collaboration and Design. Wolfgang Baur takes on the tricky issue of ego in game design. Ego is necessary to design worlds and games. Without it, we couldn't create and put forth our ideas; we couldn't be gods in our lands. The tricky bit is acknowledging that and knowing how and when to turn it off. For collaboration, learning that skill is a necessity.

Another great section is the Gamers' Social Contract on p. 67. The whole chapter, Myths and Realities of Game Balance, is quite good, but every player and GM should read that section. No amount of rules or guidelines can create a balanced game the way a trusting group can. It's a position I've been advocating since I started playing, but I could never put it as well as Monte Cook.

As with the previous volumes, I learned a lot about the industry by reading this work and they have made me a better DM. I highly suggest it to everyone out there with even an inkling of desire to participate in the industry, whether actively designing or joining the conversation.

Know When to Fold'em

This is going to be the first post in a blog carnival. The rules are simple:

1. Your post must be on topic.

2. The first person in the list of bloggers who are participating who replies to each post will be responsible for writing the next piece. (Don’t reply if you are not ready to write it with in the next 24 hours.)

3. You must add a link to all of the previous authors carnival posts at the end of your post.

4. No name calling.

As a DM, I don't like the restriction that creatures above the level of the PCs can't exist or be known to players and PCs alike. It stretches the imagination and story beyond reasonable breaking points. What happens as they level, do the appropriate monsters just spring into existence when necessary, with no history or connection with the current location? How do players and their PCs set goals, experience the bitterness of defeat and the joys of a hard-fought and unassured victory?

On the other hand, I know that as soon as many players hear about a big bad guy, they want to go after him. To quote Jim Darkmagic, "Can I roll to kill Irontooth?" Some players are going to be drawn to the creature, regardless of the likelihood of success, and are going to be frustrated if they can't defeat it.

So what does this mean for our worlds? The answer is that we have to change our definitions victory and defeat. For many of us, the iconic victory is one of defeat in battle, the blood of our enemy upon our sword, the triumphant final blow that tells the world that we are the winners. After all, that is the heroic way, right?

While the decisive victory can be exciting, if it comes too easily, the satisfaction is short-lived. Besides, some players enjoy a good bit of intrigue as much as a hard-fought battle. Perhaps the beloved nephew of the big bad guy just joined the lower ranks and the PCs hear about his location and can kidnap him. Maybe the PCs learn of a nearby brigand weapons cache and steal the goods and lay waste to the plans of a surprise attack. Through these story lines, the PCs can win smaller victories against their enemy and make him weaker as they get stronger.

So, fill your world with monsters of all levels, don't hide them from the players, but be sure they have plenty of level-appropriate victory conditions. Acknowledge that they will transfix on whatever you tell them, so be clear when something might be above their heads and give them the tools that will lead to success down the road. Not only will your stories seem richer, the satisfaction of the win will be longer lasting.

Posts related to this Blog Carnival.
never fear! sandbox vs. safety rails.
Phelanar’s Den
The Daily Encounter
Dkarr
Adam Dray

Announcing the Unofficial Monster Builder Manual

As a DM, I use the Monster Builder quite a bit, for everything from searching for the perfect beasties to put into my encounter to changing a monster's level. In the past, I've been frustrated by the lack of information and guidance on how to use the tool. Heck, it took me awhile to figure out how to add the powers from one monster to another. I figured I couldn't be the only person frustrated and some of my recent conversations confirmed my suspicions. So I decided to fill that void and my unofficial Monster Builder Manual is the result.

I'll admit, it could use some more work. However, I also wanted to get the information out sooner rather than later. So feel free to give it a read and let me know what you think. I'd also like thank some of the people who helped provide support, review and editing assistance during the project.

My hope is to keep this updated whenever changes are made to the Monster Builder and to add more guidance about the art of monster creation. Maybe, if this gets good enough, we can convince Wizards of the Coast to host this, or something like it, in a more centralized location where everyone can easily find it.

Pre-Gens and Reskinning

Yesterday, I came across an article called Is D&D Encounters Sexist? Intrigued by the article title, I read it and agreed with most of it. However, it was one of those moments of, "Well, yeah, that sort of thing bothers me too, but I understand the economic and social realities Wizards of the Coast has to work within." Then I made the mistake I often make and read the comments. The comments riled me a bit and when I was still upset a few hours later, I decided to tweet about it. I tried to be as level-headed as I could and wrote, "Ugh, saying the lack of female pre-gens isn't a problem because you can reskin them misses the point."

A fair number of people noticed and spoke about the lack of female pre-gens, and that was to be expected. I heard lots of reasons why there would be a lack of them, everything from the low percentage of female players to the social and economic realities Wizards of the Coast needs to work within. As a woman who both works and plays in male-dominated industries and hobbies, I've made my peace with most of these reasons. That's not to say that I don't get upset by them, but rather, that I'm intimately familiar with them and try to ignore them. What really bothered me, were two things, the remarks about feminism and reskinning.

When I bring up issues like the lack of strong female characters, or in some cases, any female characters, it's not part of some big feminist agenda. I understand that political correctness has quite a few people, especially men, on their toes. But when I mention these things, it's in hopes of finding books and games I might enjoy, commiserating with allies and, perhaps, indicating to others that there might be a market for such things. Stating that including more female characters isn't what feminism is about seems dismissive of my feelings. I really don't care about feminism in this case. What I care about is showing up to the table and having a good chance of picking up a character that I will feel a connection with. If I can do that, you are more likely to have me return. And since gender is one of the primary ways we identify ourselves, if not the primary, the lack of female characters is going to make people like me feel a little left out. I'm used to that feeling but please don't make it worse by talking about feminist theory.

The other part that really bothered me was this comment:

D&D is also a game run by a DM, not by a corporation. Your DM has the ability to change whatever she wants. Make the story your own; make the characters your own.

While I agree that DMs and players should feel empowered to change the characters however they wish, saying that it's no big deal to reskin our characters misses the point. If reskinning gender was a true neutral, then the addition of more female characters to the mix wouldn't be an issue. If there were more men in the group, then they could change some of the female characters to be male or decide to play them as they are. But the reality is that, at least in the U.S., gender identity is a huge deal and asking men to reskin characters is not ideal. As a result, female gamers are asked to do the work instead, largely because they are both a minority and less likely to complain about the situation. These are the real issues at play, either consciously or subconsciously, and acting like they don't exist feels like a slap in the face to me. I don't expect a big company like Wizards of the Coast or even my DM to cater to my every whim, but please, let's at least acknowledge the realities of the world.

So, how can we make things better? For a program such as D&D Encounters, providing more characters with a greater variety would be great. I know in Season 1 they allowed people to create their own characters as well, and they hinted they will do that in the future, but this solves only a small part of the issue. Part of D&D Encounters is about bringing new people to the gaming table. Many of these new people will be the ones relying on the pre-gens so not having interesting and diverse pre-gens for them to play will still be an issue. Another possibility would be to leave age, name and gender blank for some if not all of the characters. This means the cards would not look as cool as they do now, since character portraits would be hard to do, but it might help make some groups feel more welcomed.

As a side note, I know this is a controversial topic and extends beyond gender into other issues of identity such as race and sexual orientation. As a white, heterosexual woman, I only feel comfortable discussing matters of gender. Also, I want to acknowledge that every woman is different and I, by no means, mean to speak for my gender. I'm just a girl, with a blog, who loves to play D&D. :)

Edit: The author of the module responded on his blog.

Send feedback using the contact form or through twitter, @sarahdarkmagic.

Resources for FAQs

Prismatic Art Collection

Search

Syndicate

Syndicate content


2011 ENnie Nominee for Best Blog2011 ENnie Nominee for Best Blog