I'm not a particular fan of the way published adventures are structured. That is also true, though to a much lesser extent, of published settings. I've written about my frustration with them before - basically, my feeling is that there must be a better way.
And yet when I recently sat down to start structuring my notes for "The Quest for Memory" campaign, and again for when I finally start the actual writing for that "Terafa Ultimates Version" I've been noodling about for ages, my first step was to immediately go back to those same sources and copy liberally.
Basically, it's a matter of a mental block: that's the way that these things are done by the professionals, they're basically the way they're always done, and so they're the way they should be done. And I say that while also knowing full well that I never intend to publish any of this stuff, so it's entirely for my own use (well, and that of my playing group(s)), and so the needs are certainly rather different from those in published products.
Huh.
I don't really have some great point or conclusion that I'm working up to here. I just thought it was an interesting observation, given where I've come from and where I'm trying to get to.
Wednesday, 13 May 2020
Friday, 8 May 2020
Review: Eberron: Rising from the Last War
I've recently finished reading through the 'real' setting book for Eberron in 5e, "Rising from the Last War". I'm now finding it extremely hard to review!
Physically, the book is really good value: 320 pages, full-colour and hardback, and crammed with good stuff (written in a nice, small font - there's loads here). Given that it's priced at the same $50 as the rest of the 5e books, that marks it as especially good value in that product line.
But what matters with a book of this sort is the content, and on that front this book is... fine, I guess.
The book has six chapters: character creation, a gazeteer of the world, a description of Sharn, a guide to creating adventures in Eberron, some material on treasure, and the inevitable bestiary.
The character creation section is probably the most important in the book, updating the various game elements to 5e. These are all fine, but an awful lot of it is repeated material. The new stuff includes things like orc and goblinoid races, another take on the warforged, and a few other bits and bobs. Unfortunately, I remain underwhelmed by 5e's warforged - they've now done three distinct versions, and none have managed to appeal to me. This one is probably the best of the bunch, but that's not really saying much. (Similarly, I'm really not a fan of 'monster' races, so while the orcs and goblinoids are mechanically fine, I think I'd have been happier had the book omitted them.)
The chapters on the world and on Sharn are likewise fine, but there's just too much repeated material here - basically, this is now the fourth time they've gone over this ground, and nothing much has changed. The descriptions here are fine, but they're not spectacular.
And, likewise, the bestiary is fine, but not much new, as is the section on treasures.
Where there is perhaps some significant value is in the chapter on Eberron adventures. This is good stuff, I think. Unfortunately, by the time I got here I was generally just wanting to be done with the book, and everything I read seemed to make me less enthusiastic to play a game in Eberron, not moreso. That's a real shame, and probably not fair on either the book or the setting.
And yet...
If you're a 5e DM who wants to run a game in Eberron, you probably need some sort of support for it. And given the choice between this book and the "Wayfarer's Guide", this is the one to go for. My problem, I think, is not with this book at all, which is all fine, but purely to do with the amount of repeated material - as I said, I'm now on my fourth repeat of most of this stuff, and that's not ideal. But if you've skipped the "Wayfarer's Guide", and especially if you've skipped the 4e books, I expect this one would be much more favourably received.
(Of course, the other option is to get this book but to not bother actually reading it. Instead, use it for reference as appropriate - use it only for the updates on the mechanical elements. That should work fine.)
Physically, the book is really good value: 320 pages, full-colour and hardback, and crammed with good stuff (written in a nice, small font - there's loads here). Given that it's priced at the same $50 as the rest of the 5e books, that marks it as especially good value in that product line.
But what matters with a book of this sort is the content, and on that front this book is... fine, I guess.
The book has six chapters: character creation, a gazeteer of the world, a description of Sharn, a guide to creating adventures in Eberron, some material on treasure, and the inevitable bestiary.
The character creation section is probably the most important in the book, updating the various game elements to 5e. These are all fine, but an awful lot of it is repeated material. The new stuff includes things like orc and goblinoid races, another take on the warforged, and a few other bits and bobs. Unfortunately, I remain underwhelmed by 5e's warforged - they've now done three distinct versions, and none have managed to appeal to me. This one is probably the best of the bunch, but that's not really saying much. (Similarly, I'm really not a fan of 'monster' races, so while the orcs and goblinoids are mechanically fine, I think I'd have been happier had the book omitted them.)
The chapters on the world and on Sharn are likewise fine, but there's just too much repeated material here - basically, this is now the fourth time they've gone over this ground, and nothing much has changed. The descriptions here are fine, but they're not spectacular.
And, likewise, the bestiary is fine, but not much new, as is the section on treasures.
Where there is perhaps some significant value is in the chapter on Eberron adventures. This is good stuff, I think. Unfortunately, by the time I got here I was generally just wanting to be done with the book, and everything I read seemed to make me less enthusiastic to play a game in Eberron, not moreso. That's a real shame, and probably not fair on either the book or the setting.
And yet...
If you're a 5e DM who wants to run a game in Eberron, you probably need some sort of support for it. And given the choice between this book and the "Wayfarer's Guide", this is the one to go for. My problem, I think, is not with this book at all, which is all fine, but purely to do with the amount of repeated material - as I said, I'm now on my fourth repeat of most of this stuff, and that's not ideal. But if you've skipped the "Wayfarer's Guide", and especially if you've skipped the 4e books, I expect this one would be much more favourably received.
(Of course, the other option is to get this book but to not bother actually reading it. Instead, use it for reference as appropriate - use it only for the updates on the mechanical elements. That should work fine.)
Wednesday, 6 May 2020
The Beginning of the End of the Beginning
I'm now rethinking some parts of my ongoing campaign. Basically, I think the story has gotten bogged down in too many subplots without enough forward momentum. And while, to a certain extent, a lot of what has been laid out should now start to come together into some sort of sense, I'm thinking I'll start pressing towards that first 'crucible' rather more quickly than I had perhaps originally intended. I think it's time to move on from the initial "introductions" phase to the second "rising action" phase.
To that end, I'm going to look to bring many of the subplots to an end reasonably sharply, look to advancing the PCs in XP quite quickly, and get to work introducing the required exposition. And then into the crucible, and on to the next phase.
I'm also inclined to keep the next phase reasonably short - there are three plots that the PCs need to resolve, and I'm inclined not to complicate that with too many additional subplots. There are two PC secrets to address still, and one descent into darkness and madness, but otherwise I'm hoping to keep that section reasonably well focused.
And then there is a false climax (which is actually a second crucible), and then straight on to the final showdown.
My initial goal for the campaign was for it to last a year, but that was back when we had 90 minutes of play per week. With us dropping to just one hour a week, that suggests completion a year from now. I think I'd like to get it done sooner than that, but we'll need to see how reasonable that is.
To that end, I'm going to look to bring many of the subplots to an end reasonably sharply, look to advancing the PCs in XP quite quickly, and get to work introducing the required exposition. And then into the crucible, and on to the next phase.
I'm also inclined to keep the next phase reasonably short - there are three plots that the PCs need to resolve, and I'm inclined not to complicate that with too many additional subplots. There are two PC secrets to address still, and one descent into darkness and madness, but otherwise I'm hoping to keep that section reasonably well focused.
And then there is a false climax (which is actually a second crucible), and then straight on to the final showdown.
My initial goal for the campaign was for it to last a year, but that was back when we had 90 minutes of play per week. With us dropping to just one hour a week, that suggests completion a year from now. I think I'd like to get it done sooner than that, but we'll need to see how reasonable that is.
Friday, 1 May 2020
Halflings of Terafa
The name 'halfling', unlike 'elf' or 'dwarf', is not one that the people so called chose for themselves. Instead, halflings were named as such by humans, as a reflection of the small stature of these folk.
This curious naming reflects two things about halflings, in that it reflects both their origin and their relationship with another race.
There are several halfling peoples of Terafa. Although they are culturally distinct, they are one people, and the various tribes maintain mostly cordial relations on the relatively rare occasions when they meet in numbers.
In particular, all the halfling peoples share a common creation myth: they all speak of a forbidden love between goddess and mortal. So great was the prowess of this rogue that he dared sneak even into Choriam's heavenly palace and steal the heart of the heavenly princess Shallanah. Shallanah eloped with her paramour and bore him several children. But as the decades passed she discovered her folly, for her love remained mortal and their children likewise, and it tore her heart to watch them age, sicken, and die.
In time, Shallanah returned home, chagrined. But before she did she took steps to protect her children from the wrath of Choriam, fearful that her sire might punish her offspring for the sins of their father. To that end she reduced their stature, and charged them to wander the world always, and never to draw too much notice to themselves.
Today, the halflings of Terafa remain wanderers through the land. There are four families of halflings, though all four remain cordial, if somewhat distant, relations. A halfling from any of the four families can generally expect a hospitable welcome from any of their kin.
The most numerous of the families are the Holbytlan. These halflings wander the roads of Terafa in great caravans. They bring news of far-off places, exotic and interesting crops and trade goods, and a measure of good cheer and song when they travel. The holbytlan are also the most martial of the families, as their caravans tend not to be very agile, and so are at risk of attack from bandits and other menaces.
Next most numerous are the passive (some would say indolent) Arfarvegur, the river folk. Dwelling on large barges, these halflings make their way around the rivers and other waterways of Terafa. They typically follow a circuit through the years, retracing a fixed path with the passing of the seasons. As such, the Arfarvegur are much more insular than the other families, less prone to interactions with humans, and both less welcoming and less welcome.
Dwelling in the towns and cities of men are the Arbergur, the urban halflings. The most settled and least mobile of the families, the Arbergur tend therefore to be few in numbers and low in profile in any given settlement. They focus on hiding, rather than mobility, for their safety.
Finally, travelling the seas in the ships of men are the Oameni. The most scattered of the four families, these halflings are much-demanded crewmen for merchant vessels, as their small stature and agility makes them ideal for many tasks onboard ship. The Oameni pride themselves on travelling further than any other halflings, and when members of the four families gather, they tend to take the honours for the best stories told.
About Subraces: In the days of 1st and 2nd Edition halflings were divided into three subraces (Hairfeets, Tallfellows, and Stouts). In 5e, they are divided into two (Lightfoot and Stout). Neither of these has any great correlation to the four families. A player should simply choose whichever subrace best fits the character they wish to play, which can be associated with any of the four families. (Or, indeed, could be an orphan from the families, or some offshoot branch of the family tree...)
One Last Note: The Vistani
For my ongoing Ravenloft campaign, I have decided to recast the Vistani as halflings, and reuse some of the lore I have associated with the Holbytlan family. The Vistani will be a halfling family offshoot that is in some way touched by darkness, and is therefore able to pass through the Mists at will, and have some ability to read the Tarokka due to their connection to the Dark Powers.
The reason I am recasting them in this manner is that the Vistani are one of the more problematic elements of Ravenloft lore, tying as they do into a caricature of Romani people. (Unfortunately, D&D settings were particularly bad for this, especially in 2nd Edition days. This particularly harms the Forgotten Realms, which has large number of sub-settings that present a mangled history, with clear parallels to several real-world cultures that are presented in a caricatured or racist manner. I don't envy WotC the task of trying to reconcile that with modern sensibilities in this regard.)
It is, of course, worth noting that simply making the Vistani non-human is not enough to negate this issue. However, it is a first step towards recasting them entirely, divorcing them from a problematic origin and moving towards something I'm happier to actually use. And since they're one of the key setting elements of Ravenloft, being able to comfortably use the Vistani is something of a must.
This curious naming reflects two things about halflings, in that it reflects both their origin and their relationship with another race.
There are several halfling peoples of Terafa. Although they are culturally distinct, they are one people, and the various tribes maintain mostly cordial relations on the relatively rare occasions when they meet in numbers.
In particular, all the halfling peoples share a common creation myth: they all speak of a forbidden love between goddess and mortal. So great was the prowess of this rogue that he dared sneak even into Choriam's heavenly palace and steal the heart of the heavenly princess Shallanah. Shallanah eloped with her paramour and bore him several children. But as the decades passed she discovered her folly, for her love remained mortal and their children likewise, and it tore her heart to watch them age, sicken, and die.
In time, Shallanah returned home, chagrined. But before she did she took steps to protect her children from the wrath of Choriam, fearful that her sire might punish her offspring for the sins of their father. To that end she reduced their stature, and charged them to wander the world always, and never to draw too much notice to themselves.
Today, the halflings of Terafa remain wanderers through the land. There are four families of halflings, though all four remain cordial, if somewhat distant, relations. A halfling from any of the four families can generally expect a hospitable welcome from any of their kin.
The most numerous of the families are the Holbytlan. These halflings wander the roads of Terafa in great caravans. They bring news of far-off places, exotic and interesting crops and trade goods, and a measure of good cheer and song when they travel. The holbytlan are also the most martial of the families, as their caravans tend not to be very agile, and so are at risk of attack from bandits and other menaces.
Next most numerous are the passive (some would say indolent) Arfarvegur, the river folk. Dwelling on large barges, these halflings make their way around the rivers and other waterways of Terafa. They typically follow a circuit through the years, retracing a fixed path with the passing of the seasons. As such, the Arfarvegur are much more insular than the other families, less prone to interactions with humans, and both less welcoming and less welcome.
Dwelling in the towns and cities of men are the Arbergur, the urban halflings. The most settled and least mobile of the families, the Arbergur tend therefore to be few in numbers and low in profile in any given settlement. They focus on hiding, rather than mobility, for their safety.
Finally, travelling the seas in the ships of men are the Oameni. The most scattered of the four families, these halflings are much-demanded crewmen for merchant vessels, as their small stature and agility makes them ideal for many tasks onboard ship. The Oameni pride themselves on travelling further than any other halflings, and when members of the four families gather, they tend to take the honours for the best stories told.
About Subraces: In the days of 1st and 2nd Edition halflings were divided into three subraces (Hairfeets, Tallfellows, and Stouts). In 5e, they are divided into two (Lightfoot and Stout). Neither of these has any great correlation to the four families. A player should simply choose whichever subrace best fits the character they wish to play, which can be associated with any of the four families. (Or, indeed, could be an orphan from the families, or some offshoot branch of the family tree...)
One Last Note: The Vistani
For my ongoing Ravenloft campaign, I have decided to recast the Vistani as halflings, and reuse some of the lore I have associated with the Holbytlan family. The Vistani will be a halfling family offshoot that is in some way touched by darkness, and is therefore able to pass through the Mists at will, and have some ability to read the Tarokka due to their connection to the Dark Powers.
The reason I am recasting them in this manner is that the Vistani are one of the more problematic elements of Ravenloft lore, tying as they do into a caricature of Romani people. (Unfortunately, D&D settings were particularly bad for this, especially in 2nd Edition days. This particularly harms the Forgotten Realms, which has large number of sub-settings that present a mangled history, with clear parallels to several real-world cultures that are presented in a caricatured or racist manner. I don't envy WotC the task of trying to reconcile that with modern sensibilities in this regard.)
It is, of course, worth noting that simply making the Vistani non-human is not enough to negate this issue. However, it is a first step towards recasting them entirely, divorcing them from a problematic origin and moving towards something I'm happier to actually use. And since they're one of the key setting elements of Ravenloft, being able to comfortably use the Vistani is something of a must.
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