I'll admit right at the start, I was not only a PAX virgin but a convention virgin when I attended PAX East this past weekend. I had absolutely no idea what to expect and that's probably a good thing too since there is no way I could have predicted the experience I had.
- Meeting too many people to name, including Phil Menard, Trevor Kidd, Logan Bonner, Greg Bilsland, Chris Tulach, Quinn Murphy, Dave Chalker, E, Mark Knapik, and Dan Clery. Oh yeah, Wil Wheaton and Scott Kurtz too.
- Having Phil run a quick pimp my game session with me during Friday brunch. Most of the tips were more in the realm of tweaks than complete rewrites, which totally made my day.
- Playing D&D in a bar with most of the above mentioned people.
- Running two games. First, I ran the Dark Sun preview and one of the guys at my table was non-other than Andrew French, the DM of my first Game Day game. Then I ran my adventure for the DM challenge. About 8 hours straight of DMing.
- Giving Mark his first Boston Boston cream donut.
- Sitting in on the Save My Game panel and getting most of the jokes as well as understanding the advice.
- Having dinner with a bunch of the D&D guys on Sunday.
- Being so nervous around Wil Wheaton.
- Not running an even better Dark Sun sesion. I know I spoke way to fast and I probably could have made it more immersive. I would love some feedback from anyone who was in that session.
- Not winning the DM challenge. Just kidding, I didn't expect to win and it was an honor just to compete. Congrats to Dave Chalker on his win!
- Having work on Monday which meant I couldn't stay for bowling. I really hope Trevor won.
Overall, I am so glad that PAX East was my first convention. The barriers to entry were much lower and everyone was so incredibly friendly and open. It truly was a magical experience. I'm going to do my best to attend more conventions, particularly Gen Con and D&D Experience. The experience also increased my confidence in my DM abilities a bit, so I plan to post more of my adventures and ideas here.
I can't go to another con again because it will be pretty hard to beat this one. I spent the Thursday before PAX East in the lobby of the Sheraton Copley, meeting tons of people and playing games. I'm not normally a board or card game person, but I decided to give them a shot. After a day of work, it was hard for me to pick them up, but I had a great time and Phil, a.k.a. @chattydm, and his friends were patient teachers. Being able to play with Phil and Quinn, @gamefiend, was a great start to the evening. I got to meet up with a bunch of other people including Dan (@exedore6), Mark (@AsmodeusLore) and Jason (@Neldar). One of the guys from my group, Mike (@TheMikeKatz) was also there. I wish I could have spent more time with all of them and I hope to make up for my shortcomings the rest of the weekend.
As if all of that wasn't awesome enough, I got to meet Wil Wheaton and Scott Kurtz and had them sign my Dungeon Master's Guide. This was huge for me and I really want to thank them and their friends for allowing me to spend a few minutes with them. The D&D podcasts are why I started playing and DMing and I wish I could convey to them how much the people who were and are part of it really helped change my life. It sounds really silly and corny I know, but until I started getting involved in the online community, I wouldn't have had the courage to talk to them. Heck, I wouldn't have had the courage to go to a con to begin with.
Afterwards, I got to meet some of the great WotC group, many of whom I've been following on twitter. I know I met Greg Bilsland (@gregbilsland), Trevor Kidd (@Wizards_DnD), and Chris Tulach (@christulach). There were a few other people there as well.
So I want to thank everyone who reads this blog and follows me on twitter. And I especially want to thank all the great people tonight (and I mean every single one of you) who helped make my first con experience one I will never forget.
Since playing in the D&D Encounters session last Wednesday, organized play is a lot less scary for me. This is a good thing with PAX East coming up in just a few days. This past Saturday I went in to check out D&D Worldwide Game Day for Player's Handbook 3 at Pandemonium Books & Games in Cambridge, MA. And, since I knew I was going this time, I had my player's handbook and dice all ready for play. It's a good thing I went too, one of the other people from my group, Mike, also showed up and we were able to play together in the first game. Mike actually posted about his experiences on his site and, even more importantly, he has pictures, including one of me. Not only did I play in that first game at noon, but I stuck around to play again at 6pm.
Overall, I really enjoyed it. The number one bit of awesome for me was that it started in medias res. That really helped calm my nerves and helped me focus the list of things I could do. In addition, the DM of my first game, @aethanbear, is incredibly funny and knowledgeable and I really would love it if everyone had the opportunity to play with him.
I decided to make it a day of firsts as much as possible, so I decided to try out the defender in the first game, playing the Wilden Battlemind. While it helps if your defender rolls a higher initiative (sorry guys), I had no problem playing the character and I think I did a decent job with the tactics. And while the points system was new to me, I don't remember being unsure about how many to use or when. Lastly, during the skill challenge I had to do an intimidate check, and I loved the mental picture of the Wilden puffing out her leaves to appear larger.
For the second game, I gave the half-elf ardent a whirl. The ardent is a pretty good generalist, which I tend to like, but it definitely felt harder for me to play. There are a lot more team mechanics choices that go into deciding which of his powers to use, namely a decision tree of healing, moving, and debuffing. Adding on top of that the power points system, I definitely had to pause more often to figure out what to do. I think I handled it pretty well, but I might steer new people away from that character class.
The adventure gave me a ton of ideas on things to bring into my own game and really helped me understand just how great terrain effects can be in a game. I can't wait for the games during PAX East. I live in the area and should be around Thursday night through Sunday. If things get too late, I might just beg, borrow or steal a bit of hotel room floor to sleep on.
@ChattyDM asked a couple of us, @Neldar and me, to figure out some place cool to go on the Thursday night before PAX Eaast. @Asmor created a forum post about it in the enworld forums. If you are interested, please go to the forum and post your ideas and whether or not you are attending. Also, it might be cool to figure out something to do Friday morning. I look forward to meeting as many of you as possible!
Last night was a night of many firsts. Beyond the obvious first night of D&D Encounters, it was the first time I played with strangers (or even outside my normal group), the first time I played in an RPGA event and the first time I played a 4e first-level character. Overall, pretty crazy stuff for me, especially since I decided to go after I was already at work. This meant that I didn't have any of my books with me, or anything else for that matter, including my dice. During lunch, I quickly created a Wilden Seeker using the Character Builder. Then I went to Your Move Games in Davis Square, Somerville, after work to give this whole gaming in public thing a try.
The truth is, I liked it. I don't want to give too much away because I know there are people who are going to play this session who haven't yet, but overall I think it was a pretty good experience. More people came than could be accommodated at the 7 pm game. Most of the group regularly plays together in the Living Forgotten Realms series, they were friendly to the two strangers in their midst. While there are some things I wished the DM did slightly differently, that's just life. However, it did show me just how important it is to have the initiative order displayed so everyone can see it. As the bad guys were taken out, it became harder and harder for me to remember when my turn was coming up.
As for the Encounters series itself, there were a couple issues I had with the first session. First, it starts in a tavern. I know, I know, there is a long history behind this. But nothing is more awkward to players than trying to figure out the social dynamics of a tavern. No one in our group really wanted to be the first person to go forth and get things started, which made that first part drag a bit.
While I really like the idea of the twitter stuff, I found it hard to keep up on it. It might make sense for each table or location to appoint one twitter person to follow @Wizards_DnD to get the special game buffs during play. Another idea would be to turn on texts for that twitter account during the game, but since it seems that the account is also used to post responses to questions during the game and I don't have unlimited text messaging, that might not work well for me.
Also, the renown points system is pretty cool and people who got 10 or more during the first session received a buff to use at future sessions. The one given out last night gives you a once per session reroll of a failed saving throw. It sounds like more of these will be handed out in the future and only one will be applicable to any particular session, which means players who play a lot of sessions might get better buffs, but they won't be a ton cooler than a new person at the table.
I'm still not sure how they are going to handle a bunch of in game elements. For instance, if I can't show up for two weeks, how will they handle dailies and action points? Similarly, if I expend those on my current character and decide to come the next week with a different character, does that mean I have the new character's dailies and action point available to me. It may seem silly to create a new character every week but it's incredibly easy with character builder and right now, all I would be missing is a little gold. I think some of the characters from last night's game may die before the end of the season, if only because we probably won't be taking an extended rest before we get to our first objective and they went down a bunch.
Overall, it was great to be a player for the first time in a while and I think people should definitely give them a try. It's a great excuse to try new classes and races and to meet some new people. And I really hope they make the season available afterwards, hopefully as pdfs. I think there might be some really good DM wisdom contained in the pages, such how to scale the adventure, dealing with inconsistent groups, etc.
A few weeks ago, I ran Treed! for my players. The results of their endeavor were a number of dead enemies and a captured Kenku. They wanted to interrogate the Kenku in hopes of finding more information about the kidnapped Darkmagics and also to see if there was any loot around. As a result of their interrogations (a skill challenge), they found out that the Kenku hideout was nearby and that one of the guards liked to sleep on the job.
They waited patiently for their time to attack and, when it came, proceed to climb up to the first level of the hideout. Just as the captured Kenku said, the guard was asleep at his post. The rogue quickly took him out and the party started moving towards the nearest set of double doors. However, they were unable to approach the doors without rousing the suspicion of the remaining Kenku guards. They took the first guard out without issue, and were to the door before the rest could get in position.
The sword mage decided to open the door and he saw quite a sight. Right near the door, a number of Kenku were playing cards. In a corner to the left, two Kenkus were playing dice and to the rear, four of them were eating super. One of the Kenkus came right up to the doorway. This worried the adventurers quite a bit and they decided the best course of action was to close the door again.
In the mean time, some of the Kenku guards were now in position to attack. The wing mage guard had no issue coming out of the shadows and engaging the adventurers, while the sneaks waited until they could take advantage of the area and hide. Eventually, the inevitable happened and all were engaged in the fight.
This was a tough fight for my group, partly because currently we only have four level 6 players. I also adjusted the monster stats by subtracting 2 from each of their defenses and adding a 2 to each of their attacks. More about that can be found here. Besides the hide/stealth rules, the other thing I've found hard to keep track of during a game is light effects. I've found it really hard to keep track of light levels, light sources, types of sight, and the like. These things are particularly important when trying to use the hide/stealth rules, since the darkness can provide concealment, but I feel like trying to keep track of who can see what really slows down the game. What do you think?
Players (Level 6)
- Anka - Shadar-Kai Swordmage
- Birkalis - Half-Elf Bard
- Finnan - Halfing Rogue
- Skamos - Tiefling Psion
- 4 Kenku Sneak (Level 4 Lurker) [DDI]
- 8 Kenku Warrior (Level 7 Skirmisher Minion) Modified from [DDI]
- 4 Kenku Wing Mage (Level 5 Artillery) Modified from [DDI]
- Remember to take advantage of the Kenku sneaks ability to hide whenever it has cover from an ally. This could include moving your sneaks in such a way that gives each other advantage.
- Warriors do extra damage when they have combat advantage. Wing mages can help provide combat advantage by using Death Flock.
- Wing mages can also fly. This can help them get into combat easier, especially the ones acting as guards. It didn't happen in our game and one way to make it easier would be to decrease the space between the main hideout and the guard platforms.
At our last game, I decided to do something a bit different and did an across the board changing of monster stats. In this case, that meant giving the monsters a -2 to each of their defenses and a +2 to their attack rolls. The reason? The number of misses on both sides of the "screen" were just to high to be fun and seemed to drag out the game. My players now hit more, which made them happy, and were also hit a little more often, which lead to drama and tension. My husband even sent a tweet during the game when his halfling rogue went down for the count.
Once my players have made it through the entire little adventure, I'll post it here with more details. However, another point I would like to stress is the use of monster synergies. For instance, I used Kenku sneaks in this encounter, and they have the ability to become hidden if they have cover from another Kenku. This makes it very important for them to hang back in the crowd. In our case, they were behind a group of minions, which was great for them until the monk unleased an area attack that took out most of the minions.
Finally, I find the stealth and hide rules really confusing. I hope the new D&D rules compendium tries to make it much simpler. Either that, or someone should write an article that sums up all the information in one place with a section on frequently asked questions. I tried to look up most of the rules before the session but with the information spread across multiple books, I found it a bit difficult. Since the first part of the encounter involved them dealing with hidden guards, it meant a slow start to the encounter, especially since they found the rules a bit confusing as well.
During a recent gaming session, I tried something a little new. I decided it was time for my players to meet one of the dragons inhabiting Newham Shire. To play the role of the dragon who was to terrorize the small town of Lolling Green during a kidnapping, I chose Razecoreth, a young green dragon warlock [DDI]. All I did was adjust his level to be more in line with the level of my players.
However, I was concerned that since the player characters would not be in a confined area and the dragon is a solo monster, those PCs with ranged attacks would just hang out too far away from the dragon for it to be an effective menace. To make things more interesting, I added some Shadar-Kai minions into the mix, based off of the Shadar-Kai Gloomblades [DDI]. To set up the scene, I explained that the inn in the center of town was on fire and that they could see figures running around in the dark causing general mayhem. I introduced the Shadar-Kai after the first round and added more each round, rolling a d4 to determine the number to add. These minions were one level lower than the PCs and could easily come up behind PCs who were hanging out far from the main scene of action.
While I thought it worked out pretty well overall, it did bring up one big issue with using the minion game mechanic. My players treat minion characters differently than they do "regular" characters and try to translate the game mechanic of 1 hp into a role-playing tactic. For example, they tried to convince the last Shadar-Kai warrior to surrender because one hit would kill him. I feel it's a long-standing problem with D&D's hit point system and I'm not sure the best way to play around it. If I hadn't gotten thrown off by the obvious meta-game comment, I think I would have explained that these guys had already been through a heck of a fight (which they had) and that's why they were such easy kills. But such story solutions don't always present themselves. How do you deal with the issue when it comes up?
Going to PAX East? Looking to show off your adventure design prowess? If so, Wizards of the Coast is giving you a great opportunity to show the world just how much better than Christopher Perkins you really are. At 7 pm on the Saturday night of PAX, WoTC will be holding a DM tournament of sorts. Participating DMs are asked to create an adventure, using Underdark source material, for five 6th-level characters. The expectation is that the adventure will last for about 5 hours and encompass 3-5 combat encounters. However, DMs are encouraged to add other elements to their game to increase role play opportunities and to develop a mini story. In addition to bringing their adventure, DMs should bring everything they need to run the game, such as maps, tokens, minis, tiles, etc. Players and their characters will be provided. DMs will be rated by their players so keep that in mind when deciding whether or not to go for the TPK. People who would rather play than DM can show up 10 minutes before the scheduled time or sign up beforehand by emailing the organizer, Willi Burger at RPGAMarshal@aol.com.
I don't think I'm anywhere near the level I would need to be in order to enter this contest. I am tempted to write up an adventure anyway and pass it out to friends or submit it to NewbieDM's downloadable delves. However, I will definitely be there Saturday night, and would love to meet as many of you all as I can.
Wizards of the Coast released their D&D Character Name Generator. So far, it seems pretty neat, allowing the user to adjust the name guidelines on a wide variety of settings and providing not only first and last names, but also nicknames. When I first got to the page, I received the following name:
You can save the names generated as well as link to names created. Following the link appears to show you the criteria used to generate the name, although the drop-down menus for first letters of the first and last name are off by one. The tool also automatically saves the last 20 names it generates for you.
The number of options is pretty nice. Beyond specifying letters for the first and last names, you can choose gender, race, class, character's background, societal class and renown. The last is mostly tied to the level tiers. I can see this being useful to DMs and players alike.