Thursday, 30 December 2021

The Quest For Memory at Year's End 2021

Last night we had out final session of "The Quest for Memory" for the year. It went well - after so long away it took a bit of time to get back into it, but by the end things were running smoothly.

This is a campaign that has had its difficulties over the year. As lockdown eased and various things resumed, it became increasingly difficult to get the party together, and that really started to take a toll both on the quality of the campaign and also the enthusiasm to continue. It also didn't help that the party got stuck in the 'crucible' for months on end, even after that section of the game had done its job.

It will be interesting to see whether, and for how long, this campaign continues in the new year. My fear is that it will fizzle out over the next few months, but we'll see - perhaps 2022 will see a new lease of life for it?


Friday, 24 December 2021

The Mists of Lamordia at Year's End 2021

Earlier we had our final session of "The Mists of Lamordia" for the year. This saw the party complete their confrontation with the Dark Powers in the Amber Temple, ending the Curse of the Neverborn, and thus completing the second act of the campaign. All of which is great.

The campaign continues to be run online, and continues to work pretty well, which is nice.

I expect the campaign to complete by Easter - in fact, for various reasons I have decided to set myself a hard stop for the campaign by the end of April. My expectation is that that will be very doable - there are three mini-adventures remaining in the campaign before it comes to its end.

And that is essentially all there is to say about that - it has been a successful year for the campaign, and it looks to be coming to a successful end.

Monday, 20 December 2021

Gaming in 2021

In many ways, 2021 was a disastrous year for gaming. As the year progressed, I felt increasingly disenchanted with it, to the extent that I have now fairly thoroughly fallen out of love with the whole thing. I think the two ongoing campaigns are now fairly definitively my last campaigns.

Throughout 2021 I have had two campaigns in progress, both of them online. The Work Game, "The Mists of Lamordia" has continued apace, completing the first two acts of the campaign and entering the third act at the end of the year - more on that it another post. The second game, "A Quest for Memory" started really brightly, but got bogged down in the first crucible and then bogged down again by scheduling issues. It hasn't really recovered - again, there will be another post on the topic. I expect the first of these to conclude by Easter, and am not sure about the second.

There has been no opportunity to play, nor to run anything other than D&D, in 2021. I don't expect that to change, nor am I looking for opportunities. Likewise, the tradition of the Christmas Game is now over - the last one was in 2015, and "Memoirs of a Companion" was as good a send off for that event as could be hoped.

I only read four RPG books this year, and made two other purchases. Sadly, the report card is not great: "Tasha's Cauldron of Everything" persuaded me not to touch WotC's rules-based supplements for 5e, and "Van Richten's Guide to Ravenloft" persuaded me not to touch their settings (and with "Storm King's Thunder" largely doing the same for adventures, that's basically it). "Tome of Beasts 2" was a solid book, but one I only really purchased because I needed a Christmas gift. I don't regret it, but I really don't need any more monsters. That leaves "Exploring Eberron", which was a solid work, but again leaves me feeling sated for Eberron material. The only other purchase was "Level Up", which I've downloaded but haven't started to read. Oh, and I bought "Monster Manual Expanded III", which was another solid work... but I still don't need any more monsters.

So, what went wrong?

Unfortunately, RPGs seem to be a key front in the ongoing Culture War that is wracking our society, and I really hate that. Because it seems that you have to buy into one side of the argument entirely or be forever branded a heretic... and there's one side that seems really quite awful, and the other that is mostly okay but with some fringe elements that I simply can't support. All of which just leaves me feeling unwelcome, dismayed and, quite frankly, unclean.

Couple that with the loss of physical gaming, huge disappointment at the recent products, and the loss of any regular touchstone (such as Dragon magazine), and I think I'm just done.

In 2022 I expect to bring one of my campaigns to its end, I expect the other to come to a halt one way or another... and then I'm probably hanging up the dice bag.

Monday, 1 November 2021

Thought I'd be Done By Now...

The "Mists of Lamordia" campaign is now very clearly into its final quarter - the PCs have to complete their investigations into the Amber Temple, which should both open the doors to the prison and resolve the Curse of the Neverborn, and then they can proceed to deal with the exorcism of Katya Rose, and finally deal with the Darklord and conclude the campaign.

All of which is good, except that I initially thought we'd be wrapping up in 2020, then I thought we'd be done by the time Surprise! made his appearance, and now it looks like we won't be done within this calendar year. It's not that I mind any of this, but I'm very much ready both for a break and then for a change!

Suggestion: Common and Uncommon Classes

One of the things introduced in the 5e PHB is the notion of common races (human, dwarf, elf, halfling) that are assumed to be present in 'every' campaign and uncommon races that may or may not be.

My suggestion for 5e Essentials would be to do much the same for classes - assume that the Cleric, Fighter, Rogue, and Wizard are found in 'every' campaign, but that other classes may or may not be. This then provides scope for other campaigns to introduce new classes of more specific utility, and indeed to replace some of the existing classes with local classes that fit better. And by encoding the split into the books, they also make it easier for the DM to sell the absences.

Addendum: Minor Spellcasting House Rule

Back in March I posted a house rule concerning "Minor Spellcasting" - where a character gains a small number of spells from their race, a feat, or other source, and where they also gain spellcasting from their class, the spellcasting ability from the minor ability is overridden by that from their class.

The addendum to that rule simply takes things a little further: the spells gained from Minor Spellcasting are simply added to the character's spells known (and considered "always prepared" in the case of prepared spellcasters such as Wizards), and slots added as appropriate.

For example, a 5th level Tiefling Sorcerer knows 5 cantrips and 6 spells. They also have 4/3/2 slots of each level. As a Tiefling, they also gain the thaumaturgy cantrip, hellish rebuke (as a 2nd level spell), and darkness (another 2nd level spell).

As a consequence of the house rule, they now know 6 cantrips and 8 spells, and have 4/5/2 spell slots of each level.

Finally, at various times the character has the ability to switch out some spells for others. This includes those spells and cantrips granted by the Minor Spellcasting trait.

It's worth noting that this does mean a small increase in flexibility, and consequently power, for such characters. But it's such a minor boost that the reduction in bookkeeping makes it worth it, at least for me.

Monday, 25 October 2021

Inspiration Still Doesn't Work For Me

I don't like Inspiration in 5e - while the rules as written seem to be broadly fine, the major issue I have is they I have to keep track of five "roleplaying" elements for each PC and remember to actually give Inspiration.

In that regard my revised Inspiration rule works better for me - each PC gets a reroll that can be used once per level. Except that that also falls short, because the rerolls become less and less valuable as time goes on and the gaps between levels increase, and because the players just don't use them.

All of which leads me to my latest 5e house-rule: just ignore Inspiration. It isn't replaced by anything; you just don't get it. Other means of gaining Advantage do, of course, apply.


Tuesday, 5 October 2021

Hopes for 5e Essentials

Shortly after my previous post, WotC announced that they're going to release new versions of the core rulebooks in 2024. These don't represent a new edition, as such, but are far closer in scope to a .5 edition. Or, indeed, describing them as "5e Essentials" would make much more sense, as they're intended to be fully compatible with the existing books, in a way that 3.5e wasn't quite with 3.0e.

In truth, it's quite unlikely that I'll be buying these books. I'm very strongly leaning towards my view that I'm just done with D&D as a whole, and as such this would represent a poor investment of £100 or so.

Still, there are some things I would hope for in a new version of the game, and if all of these were met I might just be tempted:

  • Firstly, no actual rules changes. The game should indeed remain compatible, which means that the core set of main rules should remain intact.
  • Secondly, and the big one, is that I'd like to see the various changes that WotC feel the need to make to excise 'problematic' material done and dusted - lance the boil so we can move on. I'm not actually sure whether that's possible, as I fear it's most likely a moving target, but I can hope.
  • As a consequence of that, it seems likely that the new rule that you can assign a +2 and a +1 as you see fit, regardless of 'lineage' (still hate that term, but it seems to be the one they've chosen), will be standard. In which case, we'll need new versions of the mountain dwarf and human.
  • Some of the classes and subclasses could use work, notably the Ranger. In particular, I'd ideally like to see every class have at least 3 subclass options, and would definitely like to see those be more playable options - in particular the Assassin, Battle Master, and Wild Magic all cause problems for one reason or another, making their parent classes very limiting.
  • It's time to drop alignment. Yes, that's a wrench for traditionalists, but frankly it's something that should have been done as soon as 4e divorced it from the last of its mechanical effects. And with the issues with problematic material they have, it really is time for it to go.
  • There is a lot of small-scale errata that should be made.
  • The DMG could do with an almost complete rewrite. The material is mostly fine (though of shockingly limited actual utility), but badly organised, confusing, and generally in need of a really good polish.
  • Conversely, the MM needs almost all of the rules material redone, with the rest of it being fine. One of the great weaknesses here is that the MM needs to include all the most iconic monsters of the game, but is also developed early in the edition cycle. This inevitably means that it can't benefit from the years of lessons the designers pick up afterward. These new versions represent an ideal time to fix the stat blocks, so let's see it done.
  • Better bindings, as the originals were unacceptably poor.
  • Likewise, a proper index is a must.

And that that. If all of that were done, such that we got a significantly better version (or, indeed, if only the final four were done, such that we got a significantly better version), I'd probably be inclined to invest the money.

Saturday, 18 September 2021

Review: Van Richten's Guide to Ravenloft

Oh dear. This one is a horror, but not in the way that was intended.

This book is partly a guide to running horror adventures, and partly a guide to a reimagined version of the Ravenloft setting. Unfortunately, though, the whole is holed beneath the waterline by a key decision, and so ends up totally defanged.

Back when "Mordenkainen's Tome of Foes" was released, WotC introduced the ability for some elves to swap sex at will. This was a fairly innocuous piece of world-building... but it was also pretty much the only thing that was ever discussed about the book online. That is a pretty strong indicator of just how interesting MToF really is.

With "Van Richten's Guide to Ravenloft", the key topic of discussion is the introduction of "safety tools" for horror campaigns. Now, I should note that these tools are actually a good thing - in fact, the only problem with them, per se, is that the groups that really really need them are also the ones least likely ever to use them. But that's not WotC's fault - they can't legislate for bad behaviour, but can only do what they can do.

But the problem is that those safety tools totally overshadow everything in the book - they're discussed in the introduction, they're discussed in chapter one, and they're discussed in chapter four. That's way too much - basically, they should have had chapter one to themselves, what needed said should have been said, and the job would have been done.

The other major problem, though, is that the "safety tools" make it very clear that groups have to be aware of sensitive material that may trigger various members. Which is fine - it's an important consideration. But the rest of the book then slavishly applies that same logic. Absolutely everything that could be even remotely controversial has been excised from the setting. It's not even a Disney-fication of the setting - Disney's "Hunchback of Notre Dame" wouldn't pass the censors here.

The big problem with that is the horror is by its nature inherently problematic. If it doesn't make people uncomfortable than it is failed horror. And that is the case with this book.

Anyway...

The book is split as follows:

  • The introduction is 8 pages. It's fine, giving the aforementioned discussion of the safety tools, some trappings of horror, and a brief precis of the setting.
  • Chapter one runs 26 pages, and deals with character creation: new lineages (also handled badly - WotC have obviously decided to replace the word 'race' with 'lineage', which is also fine, but rather than just assuming people will understand that that's what they meant all along, the language becomes awflly convoluted as they go), dark gifts, subclass options, backgrounds, and trinkets. It's all okay, but bland.
  • Chapter two runs 22 pages and deals with creating a domain of dread. This is also fine, with the discussion of horror subgenres being the most interesting part. Except for the oddly puritanical repeated refrain that the group must avoid various things.
  • Chapter three is the discussion of the actual Ravenloft setting, and fills the bulk of the book at 124 pages. This gives a detailed description of 17 domains and then a very brief summary of 22 more. This is fine, but far too many of those domains are one trick descriptions - here's the darklord, here's their unique activity, so here's the adventure to be had here. Very few of these feel like they could support an entire campaign. Additionally, because this is a reimagined version of Ravenloft, all the pre-existing lore is now void... and there's no real prospect of WotC ever filling in any of the gaps, so the setting suddenly feels very empty.

The original version of Ravenloft had most of the domains connected in "the Core", and then a number of disconnected islands. This new version gets rid of the concept of the Core, and makes everything an island. This is really unfortunate - while many of the linkages in the Core didn't make much sense, it's also true that some of the domains work much better if they do have neighbours to contrast again. Additionally, splitting everything up means that characters of domain-spanning fame now just doesn't make sense.

On the plus side, this book does provide loads of adventure opportunities, and introduces a very large number of unique antagonists suitable for PCs of a wide range of levels. Or it would, if they'd provided stats for any of those Darklords. Instead, they've taken the view that the Darklords should each provide a suggestion of a standard Monster Manual statblock to use. The argument here is that this allows the DM to tailor these opponents to their own PCs, and that that's more flexible. Well, yes... except that exactly that same logic applies to absolutely every other antagonist in every book ever. I found this decision extremely poor - if they can provide lengthy statblocks for the demon lords, and then repeat them in a second book (where those demon lords are such high CR that almost no groups will ever actually use them), then they should provide them for the Darklords here.

Finally, this chapter reintroduces the Vistani. Now, these were one of the most problematic elements in all of D&D lore. In truth, they should probably have been removed entirely - and indeed, they should probably have been retconned so they never existed. Well, I'm glad to say that this version does not make use of any problematic stereotypes. The downside is that these haven't been replaced by anything - the pages on the Vistani basically use a lot of words to say nothing.

  • Chapter four runs 38 pages, and covers horror adventures. This is okay, though given how defanged it is it's not really worth bothering with - this material has been handled much better in other books. The only thing of real value is the adventure, "The House of Lament", which runs 20 pages and is actually okay.
  • Finally, chapter five rounds out the book at 34 pages, and deals with monsters. The first bit of this talks about reskinning existing monsters for a horror game, and the rest describes some new monsters. It's fine.

And that's that. I really can't recommend this book to anyone. I don't consider it a good guide to horror adventures, I don't particularly care for this version of Ravenloft (I do have to concede that there are a number of really good ideas here, but as a whole it just doesn't grab me), and I found the whole thing unforgivably tame.

As a consequence of this, I'm now no longer interested in WotC's take on existing settings, and as a consequence of that I'm done with 5e books. And since that's two consecutive editions I've checked out of, I can't imagine 6e will be of any great interest when it comes.

It seems my love for D&D has ended with a whimper.

Thursday, 26 August 2021

Impossible Tests

As we near the endgame of my "The Mists of Lamordia" campaign, I'm reusing a section of "Curse of Strahd" - the "Amber Temple" segment of the book. This is going well, but I've hit on something that doesn't quite work.

All through the temple, there are a load of doors and other tests that can only be opened or passed using a password. And there's no way within the context of the dungeon for the PCs to learn those passwords - none of the inhabitants of the dungeon know the passwords (or are inclined to share), there seems to be no documentation... nothing.

Which is, frankly, a pain. That's exactly the sort of thing that a pre-published adventure should be making available for the DM.

Oh well, that's just one more frustration to add to my list of issues with WotC's published adventures!

Wednesday, 9 June 2021

You Can't Stand Still

In my experience, the single biggest cause of the game getting bogged down is simply player inertia, generally caused by decisions simply taking a long time. Part of that is that PC groups don't as a rule have a nominated leader (and nor should they), part of it is a lack of an obvious right thing to do (a feature, not a bug), and a large part of it is a simple lack of urgency - there's no need to take a decision, there's the fear of taking the wrong decision, and so they just wait.

The solution to this is fairly simple, at least in concept: apply that sense of urgency. If it's clear that a decision, any decision, is better than simply not making a decision, then there's suddenly an incentive to get on with things.

In D&D, my solution to that is mostly the use of the wandering monster, coupled with a clear statement that such encounters are a bad thing - they don't carry treasure and they don't grant XP. So you do need to get moving, because if you just stop then trouble will find you.

The next step to that is to reintroduce the formal Turn structure that older versions of the game had, where time is split into 10 minute blocks and the party is expected to do something (and, indeed, each party member does one thing) in each block of time. Which gives a nice, clear clock for events. I haven't got to that yet...

Thursday, 3 June 2021

The End of the Game

Unfortunately, but unsurprisingly, it looks like the work game is now entering its endgame, not just for the current campaign but permanently. We've been finding it increasingly difficult to gather a quorum for the sessions, and I've been feeling that the enthusiasm isn't quite as it once was. With us all having other commitments, that looks more likely to be the case in future rather than less likely.

The upshot of that is that I'm now planning to run the current campaign, "The Mists of Lamordia" through to its end and then call a halt - unless something significant changes in the next few months (a mass return to the office, an increase in enthusiasm, or some new players showing an interest), I'm disinclined to start the work of putting together a new campaign.

It's a little bit of a shame, but the game has now been running for three years, and largely successfully. Everything has its time, and it does now look like it is time up for this one.

Monday, 31 May 2021

Elves, Gnomes, and Mutability

Both the elves and the gnomes of Terafa (and also the ælves and goblins, of course) are arrivals on Terafa from another realm - from the Feywild in the case of the elves, with the origin of gnomes being more open to dispute. Both of these are extremely mutable creatures, who have retained some part of the mercurical nature of the plane that formed them.

In the case of the elves, they can perhaps be regarded as noble trees, growing tall, strong, and straight - beautiful, magestic, and proud. The goblins, on the other hand, are a much more fecund and hardy breed - they tend to be much more wrinkled and twisted, like shrubs, fungi, or otherwise life of the many varieties found in the woods (or the seas, mountains, or even under the earth).

One consequence of the mutability of both elves and gnomes is that they are much less fixed and permanent in appearance, albeit within certain bounds.

Elves have a variety of skin tones and colourations, though these tend to be both colours found in nature, and also not those found amongst humans - elven skin ranges from a rue white to a true black, through all manner of greens, golds, browns, and even blues and violet. It's worth noting also that elven skin colouration is not fixed. (Tattoos are therefore extremely rare amongst elves, fading quickly in any case. However, many if not most elves have various whorls and marks on skin that are much the same in aesthetic impact as tattoos are amongst humans - indeed, it is entirely possible that the practice of tattooing amongst humans was inspired by the elves.)

The same impermanence also gives elves the ability to heal small hurts more fully than humans, albeit over a fairly long time. For that reason, elves very seldom have scars, and even then only for a time. Even missing fingers, toes, ears, and even eyes and hands can eventually regrow.

Gnomes and goblins are similarly variable in their appearance, although humans tend to be blissfully unaware of any changes. Gnomes and goblins tend to become more wrinkled and bent as they age, and they generally grow all manner of lumps, hairs, and other growths. It is not at all uncommon for gnomes and goblins to have six or even more fingers or toes on one or more of their limbs. Additionally, gnomes and, especially, goblins regrow teeth at a prodigious rate, and even grow additional teeth wherever a space may be found.

In terms of skin colouration, gnomes and goblins are much more mutable than elves as a collective, but much less mutable as individuals. That is, gnomes and goblins of any and all colours may be found, mostly in tones similar to the environment around them. And, indeed, a goblin may not be of a single colour - stripes, spots, and other marks are very common. However, once a gnome or goblin reaches adulthood, their skin colouration remains fixed for the remainder of the life.

In much the same way, gnomes and goblins have the ability to heal many small hurts, but this trait manifests rather differently for them than for elves - goblins scar readily, and tend to remain scarred, but they are seldom impeded by these lasting marks. Likewise, a maimed goblin won't regrow a lost finger or toe... but is likely to grow an entirely new finger or toe to replace it. Thus their limbs remain entirely functional, despite sometimes looking like a mismatched collection of parts - though, of course, that is entirely a judgement made by humans, and who is to say that human notion of aesthetics is of any real merit?

Gnomes and Goblins of Terafa

The origin of gnomes and goblins is a matter of significant dispute amongst philosophers. Some claim that they are an ancient people who migrated to Terafa from the Feywild in ages past. Others claim that their origin was the Shadowfell rather than the Feywild. Yet other claim that they are not a people at all, but rather a manifestation of the energies of one or other of these planes made manifest in the realm.

For their part, gnomes and goblins keep their own counsel, and tend not to be drawn. Although many of them are offended by the bracketing of their peoples together: both gnomes and goblines vehemently deny the association with the other.

Whatever their origin, there is no doubt that gnomes and goblins have dwelt upon Terafa for a very long time - indeed, for as long as the elves. However, where the elves have a long and storied history, gnomes and goblins have seldom made the same mark. They have no great empires to speak of, no mighty works, and they have fought no wars. Their achievements tend to be much smaller, more personal, and less apt to be discussed than those of other peoples.

Beyond that, there is not much to say about gnomes and goblins, or at least not much to say as a collective. For both gnomes and goblins are a varied people, with little commonality between branches. Whether it is due to a multitude of mutations in their base stock, or experiementation by mad mages, or simply due their own inherent variety, both gnomes and goblins are split into a great many branches - some foul and poisonous, some gentle and magical, and some that appear the one but are actually the other.

Perhaps there is one more thing to say: both goblins and gnomes can be found in a wide variety of environments, and they are always marked by those environments. Further, it appears that this is not simply a correlation, with each branch seeking out those places best suited to them. Instead, it appears that goblins and gnomes fairly rapidly adapt to, and are moulded to, whatever environment they find themselves in. Perhaps this is the source of their great variety after all - simply that they have adapted wherever they find themselves?

Friday, 28 May 2021

The Death of Queens

Amongst both elves and ælves the Queen is immortal, or rather undying. However, per Cavcari's Last Invocation, anything that has a beginning must have an ending, and so it has proven amongst elvenkind. Some three hundred years ago a great plague sprang up amongst both elves and ælves. The source of the plague is unknown - perhaps it was a magical persilence, perhaps it was simply the will of nature, or perhaps it was a pollution of the ambrosia on which they fed. But the plague was most lethal... and seemed directed specifically against the Queens of those peoples. At a stroke, it seemed, every elven Queen was slain.

With the loss of their Queens, the elven hives were vulnerable, and their enemies were not slow to take advantage. Orcs and dvergar, and indeed sometimes human and dwarves also, struck and struck hard. Many hives were simply wiped out, others were decimated never to recover.

But by the grace of Choriam, that was not the end. Although reduced to a mere handful of Lords and Ladies, the elven and ælven peoples did include some Maids in their number. New sources of ambrosia were found, sources untainted by whatever pestilence had brought them low. New hives were founded, and the elves endure.

Alas, they are much diminished. Elven Maids who are promoted to Queen after reaching adulthood seldom have the same wisdom and majesty of those born to the role. The oldest living elves are now scarcely three centuries old, much younger than is the norm for those kin. And with so much of elven lore and history being passed on orally, much has been lost forever.

There is hope for the elves. As the next generation matures and new Queens are born into their role, their powers are restored, and the number of elves can increase rapidly. For now, though, their position remains precarious.

Monday, 24 May 2021

Reboot, Reset, Reimagine

With the release of "Van Richten's Guide to Ravenloft", WotC have now published guides to three of the 'classic' D&D settings (if you count the "Sword Coast Adventurer's Guide"). In each case they've taken a somewhat different approach to the material: the Forgotten Realms is essentially a continuation of the ongoing lore, albeit with a quasi-reset from the 4e material; Eberron is once again presented essentially as-is; and Ravenloft has been reimagined for a new era (and to remove some problematic material).

So, what to do for the other settings? Here's my recommendations:

  • Greyhawk: I would be inclined to present Greyhawk essentially as an historic artifact - reset it back to the state at the end of 1st Edition (that is, before the "Greyhawk Wars"), explicitly don't include homes for Dragonborn and Tieflings, and lean very much into the "Appendix N" derivation of the whole thing. That means it is more than a little rough around the edges, but it does also mean it has something to distinguish it from the Forgotten Realms, which any sort of an update is likely to lack.
  • Dragonlance: This setting suffers from a huge focus on the War of the Lance and, even more specifically, the Heroes of the Lance. For a new version, I would be inclined to reset this setting back to those Wars, but remove the Heroes - the campaign is about the PCs and their place in the war. Crucially, the setting would be almost entirely focused on the War of the Lance - while other settings may have wars, this is the one that is about an all-consuming war.
  • Dark Sun: The 4e version of this setting more or less did what was required. There are a couple of further tweaks required, mostly surrounding the issue of slavery, but I would build on what has been done rather than re-re-imagine it.
  • Spelljammer: I would essentially just republish this setting as-is. Though I would de-emphasise the links to Greyspace, Realmspace, and Krynnspace, while also putting in canonical links to those settings that came after.
  • Planescape: Other than merging some elements of the classical Great Wheel with the 4e World Axis, and resetting the setting prior to the Faction War (albeit, perhaps with some different factions), I would largely leave this one alone.
  • Birthright: This setting I would reimagine to be closer to "Game of Thrones", and probably aim at a significantly older audience as a result.
  • Mystara: Unfortunately, Mystara is all sorts of problematic - too much of the setting is based on real-world cultures with the serial numbers filed off, in a manner that simply isn't acceptable these days. So, much as I hate to say it, this is a setting that I would leave fallow, except insofar as it can be stripped for ideas for other settings (such as, for example, Glantri).
  • Al Qadim, Maztica, the Horde, Kara Tur: Technically, these are all parts of the Forgotten Realms. As with Mystara, they're all problematic for real-world reasons, and are probably best forgotten.
  • Taladas, the Hollow World, Jakandor: By this point we're getting into very obscure settings (and, incidentally, Taladas is technically part of Dragonlance and the Hollow World is part of Mystara). My expectation is that none of these would ever be revived, but if they were I would be inclined to recast each as a transplantable setting component - divorce them from any existing setting but instead present them as an area that can be dragged and dropped more or less anywhere.

And that is about that, really.

Tuesday, 18 May 2021

Bogged Down

I mentioned in my previous post that I had made a mistake in "A Quest for Memory".

The problem is fairly simple: I built up to the first crucible, locked the PCs into the dungeon... and then the whole thing bogged down. They've reached a point where they're on hostile terms with all the factions within the dungeon, so now it's a case of explore a bit/fight/explore a bit/fight/repeat. There's not a huge amount of interest left there, I could really use an opportunity to organically write one of the characters out, but because they're locked in we're all somewhat stuck.

There are two big lessons to learn from that:

Firstly, don't lock the PCs into a location for very long. Keep the crucibles short!

Secondly, make sure there's plenty of interesting things within the dungeon, so that even if the PCs do get locked in the whole thing is less likely to come to a grinding halt.

As regards the current campaign, the way forward is relatively straightforward now - cut a lot of the unseen material (or at least gloss over it) so that the PCs get out of the crucible and on to more interesting things as quickly as possible. That feels like a bit of a cheat, but on the other hand it's preferable to spending another six sessions stuck.

Saturday, 15 May 2021

The Mists of Lamordia: Act Three

After a break due to an Easter holiday and then paternity leave, I will be resuming "The Mists of Lamordia" on Thursday. We left the campaign with all the key mysteries revealed and a more-or-less clear path to the endgame in place: the PCs have to confront the vestiges of the Dark Powers, they have to end the curse of the Neverborn, they have to exorcise the demon from Katya Rose, and they have to confront the Dark Lord of the Domain.

All of that will take time, of course, but I think my intention is to seek to bring it to an end before the end of this calendar year. Additionally, I'm looking at the PCs gaining three or four more levels in the remaining sessions, taking them up to 10th or 11th level. And then there will be a break before the next campaign... if indeed there is a next campaign.

Looking back, the campaign has been reasonably good, but I think we spent way to long in the first section (in Ludendorf), and consequently not enough in the second (Lamordia as a whole). That's something I'll want to recify in future (and indeed, a mistake I haven't made in "A Quest for Memory"... though I have made a completely different mistake instead).

Thursday, 8 April 2021

Elves and Ælves

For various reasons, drow won't be appearing in any of my homebrew settings going forward. (Partly because the classical depiction of drow is genuinely one of the most problematic elements in D&D lore; and largely because they've been done to death.) Obviously, for those published campaign settings that feature them, they will still be available.

And before I proceed, by way of a quick summary, here's how things stand in the published settings I'm likely to use:

Forgotten Realms and Eberron: These settings feature drow in one form or another, so will continue to use them. (The same would apply to Greyhawk, though I'm highly unlikely ever to use it.)

Dragonlance: This setting has dark elves, but they're not drow. Instead, they're just elves that have been declared outcast.

Dark Sun: This setting's elves are radically different from the norm, and there are no drow or dark elves in the established lore.

Ravenloft: PCs who enter the realm from another setting may be drow. There won't be any native drow encountered, but may be some dark elves as below.

Spelljammer: As with Ravenloft, drow PCs will be permitted, but drow NPCs won't generally be encountered (except if visiting the Realms or Eberron). Some dark elves may be encountered, as below. (The same would apply to Planescape, though I'm highly unlikely ever to use it.)

Anyway...

Although I'm very much disenchented with drow, I very much like the concept of the dark elf - the dark mirror to the elven people. In particular, although the story of Terafa's elves indicates that those few that remain are all drawn from the ranks of the outcasts from the ancient wars, it does occur that there's a place for a dark mirror there too - those who started down the path towards darkness but then stepped away, and so were outcast from the Sirroth.

For that reason, I will be introducing the ælves (or älves). They will be the dark elves that I use in my homebrew settings, and also for Ravenloft and/or Spelljammer.

The story associated with the ælves is fairly standard: they're the dark cousins of the elves, who waged war on their kin in ages past. Or, alternately, if the elves were once creatures of faerie who stepped into the mortal world, the ælves are the unseelie cousins of their seelie kin.

In terms of depiction, there's nothing between elves and ælves - they're all humanoids slightly shorter than humans, lithe and graceful, with sharply pointed ears. Likewise, there's a full range of skin tones, but definitely without the association of alignment with tone! Finally, as discussed previously, almost all elven and ælven societies are matriarchal in nature.

With regard to game statistics, I'm inclined to allow players to choose any subrace they want, whether for their elves or ælves. I'm inclined to work up a couple of sets of stats for variant 'drow' - one keeping the spellcasting as-is but replacing the weapon proficiencies, representing a subset of ælves; and one that is very similar but grants different spells for the corresponding elven kin.

Of course, if ælves are just a dark mirror of elves, and statistically identical, there's an obvious question to ask: why bother? Why not just have elves, and go from there? The answer is... there's no good answer. Indeed, it may well just be that ælves are elves, and vice versa. Both of these kin would deny that, but...

Monday, 22 March 2021

Exploring Eberron

Another product from the DM's Guild, and another item supporting Eberron in 5e from the creator of the setting, "Exploring Eberron" is a 249-page PDF (with Print-on-Demand option) split into eight chapters. Intended as a companion piece to the hardback "Eberron: Rising from the Last War", this shows a slightly different slant on the setting - something of a "director's cut", bing Keith Baker's own take on the setting, or at least part of it.

The chapters in brief are:

  • Discovering Eberron: 26 pages on ancient and recent history, and then some material on forms of magic and artifice.
  • Races of Eberron: 16 pages covering Changelings, one Elven culture, Kalashtar, Shifters, and Warforged.
  • Faiths of Eberron: 32 pages on various religions, and a brief look at the Aasimar.
  • Uncharted Domains: 62 pages detailing heretofore uncovered areas: Droaam, the Dhakaan, the Mror Holds, and the Thunder Sea.
  • Planes of Existence: A further 62 pages looking at the various planes in a bit more detail.
  • Character Options: The inevitable grab-bag of new backgrounds, subraces, feats, and subclasses. This one runs to 16 pages.
  • Treasures: 12 pages of new magic items, focusing on items unique to Eberron - dragonshards, symbionts, etc.
  • Friends and Foes: 14ish pages of new monsters.

There is an awful lot to like here. It's composed, written, and illustrated in much the same way as an "official" book, and the experience of the team here rivals that of most published products. Plus, of course, Baker's knowledge of, and enthusiasm for, Eberron is second to none.

For me, the highlights were definitely the two chapters on Uncharted Domains and the Planes of Existence. As can perhaps be gathered, I wasn't so keen on the last three chapters - as noted, they pretty much felt like things that had to be there, rather than game-changers. That said, I don't think any of the material is bad, and may well use, or allow, it into my games. But it did leave me a little cold.

I would recommend this one to people who like Eberron, and liked "Rising from the Last War" but who want a bit more. (And I would definitely recommend it over "Morgrave Miscellany".) But I probably wouldn't recommend this in isolation, or to someone who didn't like, or didn't care for, Eberron as a setting.

One final thought: I'm now at a point where I think I have almost enough Eberron material. If WotC produce another hardback I'll certainly take a look, and if Keith Baker produces more products on the DM's Guild then I'll likewise consider them, but I'm probably only in the market for one of each now, at least until such time as I actually make use of the setting for another campaign...

Tuesday, 16 March 2021

Oops. Also, a name change

I've been reading a Eberron sourcebook recently (more on which soon), which has thrown up a realisation: the name of my Dragonborn empire of lore was lifted, albeit slightly modified, from Eberron. This was unintentional, of course, but probably somewhat influenced by the role that it played in a previous campaign.

As a consequence of this I have had to change the name of said empire: Atkalasa has become Talkalasa. (Tal-kalasa, rather than Talk-alasa...)

I've edited the three blog posts that made reference to the old name - a bit of revisionist history I would prefer to avoid, but given that the blog is essentially the repository of my work-in-progress, one that was probably necessary in this case.

Saturday, 13 March 2021

House Rule: Ability Score Generation

In light of recent events, WotC have decided to change the way that they're handling ability score adjustments for PCs. Specifically, they no longer want some races to be a better fit for some classes. Personally, I've never had a problem with this, but on the other hand I would also have much preferred to see racial ability score adjustments dropped with the advent of 5e, so I'm not particularly bothered by the change.

Unfortunately, I'm not at all keen on how they've chosen to implement it, so here is the alternative I'm considering adopting:

Note: In all cases, characters generated using these methods do not get the state ability score increases listed for their race. The whole point of these house rules is to eliminate those increases, after all!

Method 1: Random Roll

If you choose to random roll, you roll 4d6 and drop the lowest for each of your six ability scores, and then arrange these values to suit. In addition, you may choose a Feat for your character.

Two conditions:

  1. If you choose to randomly roll your character's ability scores, you are expected to accept the results of the roll however the dice lie. Randomly rolled characters are, on average, slightly more powerful than those generated by other means (and have at least the possibility of starting with an 18), but at the risk of suffering lower results.
  2. You are expected to play the resulting character in good faith. No suiciding the character!

Method 2: Standard Array

If you wish to use the standard array, check the table below and select the array listed for your character's race and/or subrace. Arrange those values to suit.

Note that if you choose to use the standard array you must use those values exactly as listed. Characters with the standard array are nominally slightly more powerful than those generated via point buy, but this comes at the cost of losing flexibility.

Method 3: Point Buy

If you wish to use point buy, check the table below to get a number of points to spend for your character's race and/or subrace. You may then spend these points according to the costs given in the following table:

Score Cost Score Cost
8 0 13 5
9 1 14 7
10 2 15 9
11 3 16 12
12 4 17 1

"Variant" Characters

If you prefer, you may accept a lower set of starting attributes in exchange for some additional Racial Traits.

To create a variant character, select either Method 2 (Standard Array) or Method 3 (Point Buy). Consult the table below for the array or point buy allowance for Variant characters. Additionally, variant characters generated using Method 3 are limited to a maximum ability score of 16.

In addition, variant characters gain the following traits:

  • Feat: You gain one feat of your choice.
  • Skill: You gain proficiency in one skill of your choice.

Main Table

The table below shows the standard array and point buy allowances for each race and/or subrace, as well as those used for variant characters:

Race Standard Array Point Buy Variant Array Variant Point Buy
Half-elf, Human, Mountain Dwarf 17, 16, 14, 12, 10, 8 38 16, 15, 14, 13, 10, 8 32
All others 17, 15, 14, 12, 10, 8 35 16, 15, 13, 12, 10, 8 30

A Quick Note on Table Construction

The point buy costs for scores of 16 and 17 were derived by extending the relevant table from the PHB - the rule seems to be that going from score N to N+1 costs a number of points equal to the modifier of the new score, with a minimum of 1.

The point buy allocations for the various races were then initially generated by assuming the most efficient allocation of the bonuses and working backwards. This was then rounded to reduce the number of entries. Essentially, though, if a race or subraces granted a +2 and a +1, or three +1s, this gave a value of 35 points; if a race or subrace granted two +2s, a +2 and two +1s, or six +1s then this gave a value of 38 points. The variant allocations represent the reduction of of the variant human from six +1s to two.

Finally, the standard arrays represent a point buy value of 40 points for humans, 35 for variant humans, 37 for most other races, and then 32 points for variants of those races. This represents a small increase in nominal power, but comes at the cost of flexibility - that is why characters who use the standard array must use it exactly as presented.

Friday, 12 March 2021

House Rule: Minor Spellcasting

I've been using a house rule in 5e right from the start without ever really mentioning it. I call it the "Minor Spellcasting Rule" - both because it relates to minor spellcasting and because it's a pretty minor rule.

There are several ways that a character can gain the ability to gain a small number of spells that are not directly associated with the characters class(es): the high elf, forest gnome, and tiefling races all grant one or more spells; and the magic initiate feat likewise. (And, of course, other means have been added in books after the PHB. Each of these means specifies a spellcasting ability for the spells granted.

The "Minor Spellcasting Rule" is a fairly small bit of tidying up: if you are a member of a spellcasting class and you also gain minor spellcasting via your race, a feat, or some other means, your spellcasting ability for the minor spellcasting is the same as for your class.

(For multiclass characters there are two additional considerations. Firstly, if you have two spellcasting classes and also gain minor spellcasting from somewhere else, you can choose which of your class spellcasting abilities to use. Secondly, if you have a spellcasting class and also a non-spellcasting class that grants some form of minor spellcasting, the Minor Spellcasting Rule applies - that is, the minor spellcasting from your non-spellcasting class uses the spellcasting ability from your spellcasting class. But then, I don't actually use multiclassing, so this is just listed for completeness.)

Sunday, 7 March 2021

Favourite Things About Each Edition of D&D

This discussion came up on ENWorld recently, and I thought it was interesting enough to duplicate here:

OD&D, B/X: Never played.

BECMI: My introduction to the game. I liked the relative simplicity of it all, and I also liked the way that the boxes gradually built on one another, allowing the game to become more involved as we gained experience with it. (I should note that I never got to the "MI" part of this version - moved to 2nd Ed.)

1st Ed: This edition seems to have the bulk of the best adventures, and also seems to be the place where many of the iconic concepts that we now take for granted originated. Even the relative rawness of it is something of a plus - it's unlikely that something like "Expedition to the Barrier Peaks" would be tried now if it hadn't been done before. So, lots of creativity here.

2nd Ed: Possibly controversial, but IMO 2nd Ed is better than 1st - largely because the writing is much cleaner and the organisation much better. (If I'd graduated from BECMI to 1st Ed it's likely I would not now be a gamer.) The expanded format of monsters used in the Monstrous Compendium (though not the folders!) was a highlight. But the best thing about the edition was the settings: for me, it was Ravenloft, Spelljammer, and Dark Sun that were the highlights.

3e/3.5e: On reading the 3e PHB it was immediately obvious to me that this was the edition I never knew I always wanted. Obviously, over time the weaknesses in the mechanics of this edition became sorely apparent, but just having a set of consistent mechanics was a massive step forward. Also, while 2nd Ed really shone in its settings, it was 3e that gave us my absolute favourite in Eberron, as well as the single best setting book I've seen in the FRCS.

4e: In most ways my least-favourite edition (hey, something has to be), 4e had a lot of good ideas, many of which have been sadly dropped. The Bloodied condition is something I still use. But my favourite was the explicitly-stated monster roles and the Solo/Elite/regular/Minion split - that really helped with encounter design.

5e: In many ways I find this to be a truer successor to 2nd Ed than the previous two editions, in a good way - it has the cleaned up mechanics, but also lacks the complexity of a 3e or 4e. But right now the single biggest highlights are the "Starter Set" (for "Lost Mine of Phandelver") and the "Essentials Kit" (for everything except the included adventure).

Wednesday, 24 February 2021

Terafa's Ancient History

Here's a brief timeline for Terafa. I should perhaps note that this is very much focused on the continent of Talara, largely because that is where my focus is right now. I should also note that this history essentially stops with the Unheaval, some three hundred years before the present day - everything after that is considered to be more modern history.

Approx 6,000 years before the creation of the world: The rise of the dragonborn empire of Talkalasa, Empire of the Seven Sins. This empire held sway over the whole of Terafa for several hundred years before coming to an end. The survivors are those involved in The Return to the Egg, and consequently know nothing of the exact mechanisms by which the empire ceased to exist. Given that these events occurred prior to Creation, the dates are of course disputed.

Creation of the World: There is remarkable consistency in the dating of the creation of the world: elves, goblins, and even the great dragons who numbered as the very first inhabitants of the world consistently identify it as occurring 5,781 years before the present day.

Passing out of Faerie: Approximately fifty years after the creation of the world, the primal beings who would become elves and goblins (and gnomes) left the Faewild to make their homes in Terafa. They were utterly changed by this transition, and inevitably diminished.

War of the Twins, and The Sundering: Some two centuries after the Passing out of Faerie the elven peoples engaged in a great war between siblings. Elven legend claims that until that point the elves had two great deities, Jolin and Lorissa, who were siblings and lovers. It is said that Lorissa became jealous of the greater love the elves bore for Jolin and so laid a trap, corrupting the inherent magic of the elves to draw them to her side. Horrified by her wickedness and the corruption of the elven peoples, Jolin struck back. Eventually, the elves were sundered into the Solra and Filos elves who followed Jolin, Lorissa's Sirroth elves who were defeated and driven below the surface, and the Ghorn elves who refused to take sides and were therefore shunned by both. Other elven offshoots were the aquatic and avian elves - prior to this point elves could change shape as needed, but this ability was lost at this time, along with the immortality they had previously enjoyed.

Awakening of the Dwarves, and Ascent to the Sky: After innumerable years enslaved by forces unknown, the dwarves awake in the depths with no memory of their past. They then spend many years climbing steadily to the surface of Terafa, leaving behind various offshoots as they climb. Eventually, about a hundred years after the elves are Sundered, the dwarves emerge onto the surface of Terafa.

The Arrival of Man: One of only a few events in ancient history with a clearly fixed date, the Arrival of Man occurred in the 1,656th year of creation. Choriam the morningstar, king of the heavens, was wandering the skies when he chanced upon Man, who at that time was fleeing some unknown catastrophe. In his great love for this new people he guided them to their new home on Terafa, whereupon they promptly multiplied to cover the world.

Shattering of the Gates: Shortly after the Arrival of Man, the Usurper attempted to claim humanity for his own. Launching a great war in heaven, he led fully one third of the angelic host in rebellion against Choriam and the rest of the Pantheon. On Terafa, this event coincided with terribly upheavals of all sorts: tempest, and avalanche, and eruption. Eventually, the War in Heaven was won, and the Usurper and his followers confined to the newly-created Fastness of the Divine. However, the Gates of Heaven were shattered, and they have never been rebuilt.

Alvarost: Starting in the year 2,682 the first human empire of Alvarost was founded. Led by the now-legendary King Tawan, a cadre of warriors carved out a kingdom from chaos. After years of struggle Alvarost finally secured its borders and entered a golden age for the remaining half-century of Tawan's unusually long life. However, almost immediately following the succession of his son Aldar the court collapsed into infighting and jealousy. In the year 2,747, after five years of bitter civil war, the empire formally collapsed. Legend blames the collapse of Alvarost on Pelenor Corariath, who became Tawan's advisor in the final year of his life and then advised King Aldar. It is claimed that his instigated the civil war as part of a bid for power in his own right. It should be noted that the dates of both the founding and dissolution of Alvarost are debated, with many placing these events prior to the War in Heaven.

Elven Wars of Conquest: In 2,786, after two (human) generations of darkness, the Solra forging their own empire, intending to bring order where there had previously been chaos. Perhaps notably, this time saw an inversion of the elven societal order - elven societies are almost universally matriarchal, with each nest presided over by a powerful Queen, but Solrakion was always ruled by a king. During their wars of conquest the elves would enslave the dwarven people, drive the orcs and goblins to the very fringes of Talara, and eventually bring humans to heel under their rule.

Founding of Solrakion: In 2,886, almost exactly a century after their first attack, the elves brought their wars of conquest to an end with the crowning of the first elven King, Rigerion. The empire would stand for almost a millennium in one form or another, though almost never without strife - orcs and goblins would continuously threaten the borders, while the dwarves would revolt several times before finally achieving their freedom.

Liberation of Khalvarlock: In the year 3,682, following decades of hard struggle, and several previous failed attempts, the dwarven people finally gained their freedom from Solrakion. The final treaty was signed by the six elven king, Odeskian  the Second, and the first dwarven Thane, Retorik. However, the animosity between the peoples would continue for an age.

Fall of Solrakion: The first elven empire came to its end in the year 3,747 with the destruction of the citadel of Naris by orcish hordes. Concurrently, humans who had long chafed under elven rule threw off their shackles, and the empire very quickly buckled. The final elven king, Galandia, was succeeded by Queen Hemmanis the Just. She led her people into a great retreat, from which they would not emerge for decades.

The Ride to Tharok: Fifty years after the fall of Solrakion the same orcish hordes that sacked Naris had overrun the entire eastern empire, and proceeded to the very gates of Tharok, foremost of the cities of men. As hope seemed lost, a great elven host arrived at the city, with Queen Hemmanis at their head. In light of this rescue, the first treaty of accord between men and elves was agreed.

Founding of Invala: In 3,880 central Talara saw the emergence of a new force as a legion of humans arrived. None know whence they came, but they proved almost uncannily adept at defeating orcish forces. Quickly securing a wide swathe of territory they established what would become the Invalan Empire, an empire that would stand for thousands of years - indeed Invala still exists to an extent, although it is irretrievably diminished.

Loosed Chaos, and the Rebirth: Around the year 4,000 the Usurper broke free from the Fastness of the Divine. Although eventually contained, he caused great havoc in the interim, slaying the sister of Shallanah (and thus passing portfolio of money to the patron of the halflings), seeding all manner of monsters across the land, and shattering the city of Telanos. The years following the recapture of the Usurper are known as the Rebirth, and are also considered the start of the Age of Empires.

The Second Elven Empire: In the year 3,911 the Solra saw the demise of Queen Hemmanis the Just in unusual circumstances. She was succeeded by her daughter, but Manterris was little more than a figurehead - the major power in Solrakion was her consort, King Algonian. He founded the second empire of Solrakion and began the wars of conquest again. The dwarven citadel of Khalnerak was quickly overrun and renamed Khaelum Nahl - the Thrall State. The second elven empire would span from the coasts to North and West to Khaelum Nahl in the East and the city of Tharok to the South. It never achieved the majesty of the first elven empire, but certainly rivalled it in terms of the brutality of its rule.

War of Elven Succession: While the Solra were engaged in their wars of conquest, the Filos had largely retreated to their kingdom of Mulhacen. In the year 4,012 the Queen Mallial died leaving no clear successor. Two claimants were quickly championed, one by the Solra and the other by the dwarves of Khalvarlock. This proved the spark that woke the long-dormant tensions between the kingdoms, and the War of Elven Succession began. This would run until the year 4,020, and consist of eight years of futility and waste before ending in exhausted stalemate. During the course of the war both claimants would be slain in battle, and Mulhacen itself became a republic of sorts, governed by a council of elven Lords and Ladies. The Queens of the nests would thereafter serve in a purely advisory capacity.

Reunification of the Sol: In 4,053 a great invitation was issued from Solrakion, that saw a gathering of Queens from all branches of elvendom - the Solra, the Filos, and the Sirroth, plus also the aquatic and avian elves. Only the Ghorn were not invited. Following this great gathering a ritual of enormous power was enacted that bound the elven peoples together once again, and the Sol were reborn. The ritual was not without a cost, as although the Sol were once again immortal (or, rather, ageless), and glorious in their pride and power, they did not regain their previous malleability of form. Worse, a great trap was sprung, as the Sol found that their Queens were no longer fertile. And so with no new generation to be born, they were doomed to eventually fade into extinction. Today the only elves that remain are the descendants of the Ghorn elves who had been shunned by all.

Rise of Moritovia: For most of its existence Moritovia was a kingdom of little significance in the far east of Talara. However, around the year 4,500 the archmage Drachias persuaded Prince Adrion to marry his daughter Sacha. Their union was short-lived, with Prince and Princess, as well as the final king, dead within two years. Drachias assumed the throne of Moritovia and engaged in a series of reforms that transformed the nation into a modern and powerful state. Moritovia would then expand rapidly, culminating with it subsuming the entire eastern portion of the Invalan Empire in 4,970.

The Upheaval: In 5,460 the Usurper broke free of the Fastness of the Divine once again. This event would see the end of the Age of Empires and the breaking of Talara, as portions of the Fastness of the Divine crashed to destroy eastern Talara. The kingdom of Moritovia ceased to exist, although Drachias was elevated to godhood. Invala was permanently crippled by its losses. Meanwhile, the last of the Sol died out, and with them much direct memory of the past. The modern age begins.

The Present: The current year is 5,781.

Saturday, 20 February 2021

Terafa's Fallen Empires

The continent of Terafa has seen the rise and fall of several empires, each of which has left ruins to be explored and treasures to be found. The five major empires, and the order in which they fell, is as follows:

Talkalasa: There is much debate about the dragonborn Empire of the Seven Sins, largely due to dating - the dragonborn insist that their empire lasted for some twelve thousand years before the cataclysm that led to the return to the egg. However, ancient sages have calculated the age of the world at 5781 years, leading to an obvious contradiction.

Regardless of the facts, it is unquestionable that artifacts of lost Talkalasa are out there to be found, and seemingly in increasing numbers. The ancient dragonborn empire was a place of obvious martial and magical might, and so those ruins that can be found are often the resting places of powerful items of interest to many adventurers.

Alvarost: The first human empire was founded in the centuries after the Arrival of Man, and lasted for scarcely a generation before being brought down by betrayal and infighting. The purported villain of this piece was the archmage Pelenor Corariath, who was said to have insinuated himself into the court and made a bid for power. However the truth is rather simpler - the court simply tore itself apart in a whirl of lust, jealousy, and betrayal.

Despite its short existance, Alvarost is viewed as a brief and shining golden age for Man, and the artifacts of the few remaining ruins from that antiquity reflect that - such artifacts tend to be both powerful and dedicated to the gods of the Pantheon as it existed in those days. (And, indeed, legend suggests that at that time the Pantheon was yet to become Unbalanced.)

Solrakion - the first Elven Empire: The elves have had two great empires, both named Solrakion. It is the first of these that has left extensive ruins. This was a place of peace and wonder, albeit bought through the sweat and exploitation of dwarves, humans, and orcs. It lasted for several centuries, but it waned in power considerably over that time as the elves grew ever more arrogant and ever less vigilant.

The might of Solrakion was significantly bolstered by their mastery of mithral. Consequently, many of the ruins of that time form the resting places for weapons and armours made of that metal.

Invala: The Invalan Empire still exists to an extent, but its reach has been diminished beyond rebuilding - at its height it covered almost the entirety of Talara, before the entire eastern empire was subsumed into Moritovia. Now it covers scarce a few hundred miles.

Invala was an empire founded on military might. Consequently, there are few places better for finding powerful weapons, both magical and constructed through artifice.

Moritovia: For most of its existence Moritovia was little more than an isolated kingdom in the far east of Talara. However, the final ruler of that empire was the archmage Drachias, who seized power and then held it for centuries. He agressively expanded the kingdom, founding a four-part empire ruled by his four satraps - now known only as the North, South, East, and West. Such was Drachias' paranoia that he implanted a mystical compulsion in his four lieutenants to remain always a hundred miles apart. At its height, Moritovia was able to annex the entire eastern portion of the Invalan empire.

At length, Moritovia was brought down by the Upheaval, which saw that entire region shattered as a great rock from the Fastness of the Divine thundered to the ground. In the chaos, Drachias was elevated to godhood, two of his of lieutenants were slain outright, and the remaining two each attempted to take control of the empire. However, the breaking of the world thwarted them both - each still exists and is plotting a bid for power, but for now they remain obscure.

The entire eastern portion of Talara is the ruin of Moritovia, and the treasures of an empire remain there waiting to be found and claimed. But few would dare such an expedition, for who knows what terrors may guard those treasures?

Monday, 8 February 2021

Slice of Life: The Rule of Three

Scenario: the PCs find themselves as the crew of a Spelljammer vessel. In order to provide some grounding in the setting there should be some sort of play dealing with the mundanities of running the ship, but the truth is that much of that is largely routine and therefore of little interest. So, what to do?

Musing on this, I have come to the conclusion that you want to cover this three times, but with a different experience and emphasis each time.

The first time out should occur pretty much right away. The PCs should encounter each of the key parts of running the ship, should have a scene involving each, including the relevant rolls, and should gradually accumulate XP for doing so - just as with any other challenge. These are likely to be short and fairly dull scenes, but that's okay. But be sure to intersperse them with more interesting events.

The second time should come a level or two later, but certainly in the next few sessions. This one should take the form of a cut scene, highlighting that the PCs are now expert in running the ship and all this is now second nature. The idea here is to highlight progression, while also noting that all that stuff hasn't just gone away.

Then the third (and subsequent) time(s) should be those rare occasions when something interesting happens. Perhaps the crew has to manage the ship when the helm fails, or in the teeth of a storm in the Flow, or while under attack, or... In a campaign of a decent length you probably do want to include at least one such scene, given that you're running this type of campaign and not some other, but it should also be reasonably rare.

And that, basically, is that - the rule of three.

Sunday, 7 February 2021

That First 3e Campaign

Thinking back, my first full 3e campaign had a distinctly different one from the rest - at that point we didn't really have a full appreciation of the system and so we played it basically like we had 2nd edition - in particular, PCs didn't make or buy magic items, they found relatively few such items, and they were consequently much less powerful.

By midway through that campaign, and certainly by the time we began the next, we had a much clearer idea of the system, and everything was much more optimised. And so we played the game the way it "should" have been played.

Thinking back, though, my feeling is that that first campaign was probably the most satisfying of them all, and it was precisely because of that "2nd Edition" style of play. (It's also worth considering that 5e plays an awful lot like a "better 2nd Edition", which is probably one of the reasons that I find it both so satisfying and so frustrating!)

The thing is, the initial 3e offering was balanced on the assumption of 4 PC parties consisting of the "big four" classes, and with no particular assumption of particular feats or magic items. Which held reasonably true at low levels, held in that first campaign, but was very quickly made mock of both as more books were released and as players learned the game. And that "emergent gameplay" was actually something built in to the game.

Except that that "emergent gameplay" didn't actually make the game more fun overall. Yes, it was satisfying for players to learn how to optimise their characters, and theygot the benefits that came from more powerful characters. But they advanced at different rates, harming balance, and it meant that the internal balance of the game really suffered. And that in turn meant that the DM had to disregard the mechanisms built in to try to build encounters and had to work hard to be at least as good with the mechanics as the best of his players.

3e started off as a fair amount of hard work, and only became harder to run as time went on.

That first campaign had its problems, and it was somewhat fortunate that it ended when it did (which turns out to be 9th level - with the PCs rising to 10th after the last session, if we had ever bothered to level up the characters), but it was also probably the most satisfying 3e campaign I ran, at least in terms of the ease of running the game.

Saturday, 6 February 2021

Lair Actions

One of the few things I really liked about 4e was the monster design - the division of monsters into roles and the Minion/Elite/Solo was extremely helpful. Consequently, one of the things I find most dissatisfactory about 5e is that same monster design, which feels very much like a retrograde step.

However, I do really like the use of Lair Actions in the game - certain key monsters, when encountered in their lair, have the ability to trigger a few extra actions or events, and thus proide a heightened challenge.

And yet...

I should note that I really like Lair Actions in theory only, because I've never actually had occasion to use one. The problem being that the key monsters that feature Lair Actions are inevitably the more powerful ones in the game, and as I'm yet to see a group reach double figures in terms of level I have therefore never been able to pit them against such a creature. Which is a real shame.

One thing I would ver much like to see, therefore, is much earlier use of Lair Actions in new monster books (although I'm unlikely to see them), but also the use of Lair Actions in the published Storyline books - and not just right at the end while facing the eventual BBEG. Indeed, there's little reason they shouldn't feature right from the start of the game, albeit with appropriately weak Lair Actions for much lower CR opponents!

Wednesday, 3 February 2021

Tome of Beasts II

This post may seem somewhat familiar...

I was all set to skip this book - as I said in my review of "Tome of Beasts", I really have enough monsters for 'general' use, and wasn't really in the market for a sequel. However, a lack of ideas for a good Christmas present brought this book to my attention.

As the third monster book from Kobold Press, this one follows a very familiar format - 400+ pages of monsters, rendered in glorious full colour, and all at a fairly competitive price. So if you liked "Tome of Beasts" and "Creature Codex", you'll probably like this one for the same reasons. If you didn't like those books, don't bother with this one. And if you don't have those books, then get "Tome of Beasts" first, "Creature Codex" second, and then decide. (Each book assumes that you have and can reference the earlier ones. They can certainly be used by themselves, but do work a little better taken together.)

If making recommendations for 'monster' books for 5e, my order of recommendation is as follows: "Monster Manual", "Tome of Beasts", "Monster Manual Expanded", "Creature Codex", "Monster Manual Expanded II", "Tome of Beasts II", "Mordenkainen's Tome of Foes", "Volo's Guide to Monsters", and finally "5th Edition Foes". Indeed, at this point I would stop well before the end of that list - I don't regret any of the purchases, but I just don't need all these monsters.

My recommendation here is necessarily conditional. If you're looking for even more monsters, this book is an excellent buy. If you're looking for specific WotC-owned monsters, then of course this won't do the job for you. Likewise, if you're looking for monsters that will appear in WotC products, or on the DM's Guild, this book isn't going to help. And if you're looking for anything other than monsters, this isn't the book for you. It does one thing, but does that one thing extremely well.

And that's that. As I said before, I'm now not in the market for any more 'general' monster books. I may pick up another "Guide To..." book from Wizards of the Coast, depending on the specific monsters that are present, and would certainly consider a 'themed' book of monsters. But for general use... well, I suppose there's always Christmas...

Saturday, 30 January 2021

Ideas in Retrospect: Two Good and One Bad

A very quick follow up on three ideas I've mooted on the blog, two of which have worked well, and one that has just fallen by the wayside.

Crucibles (good): The idead of building the campaign in phases with big, showpiece adventures to move between phases is a really solid idea. I highly recommend it.

XP for Magic Items (good): When the PCs exhaust a limited use magic item (potion, scroll, wand - but definitely not potions of healing, or scrolls that get added to a spellbook), they should get a small XP award (50 XP each feels good). Be sure to tell the players this - the major advantage of this approach is that it encourages them to actually use their items!

Removing Gods Entirely (bad): I've found that this just doesn't really work, and closes off more creative options than it opens. Some settings (Dark Sun) may work well that way, if built from the ground up, but I wouldn't recommend it as a default.

Monasteries and Nunneries in Terafa

I mentioned late last year that I was working on a post about this topic. It hasn't really come together, so I'll quickly just post the highlights.

When reading "The Pillars of the Earth", one of the things that it made a big deal of was that travellers could present themselves at a monastery and request lodgings - strictly for a single night, and they'd be expected to offer some sort of a gift on parting, but it was there.

Adapting that for D&D gives a neat tie for the Monk class - if we assume that the setting is dotted with monasteries, but posit that these are much more like armed camps than the historical equivalent, we get a nice bit of D&D flavour without too much changed. In a "Points of Light" setting that makes a lot of sense - the isolated tavern on the road actually would be horribly vulnerable, but an armed outpost of martial artists?

In Terafa, then, I will be placing such outposts fairly frequently. Some of these will be men-only, some women-only (hence monasteries and nunneries), and some mixed sex. Additionally, I'm inclined to divorce these orders from the religious aspect that was the case historically. Instead, monasteries and nunneries will be engaged in a quest to protect and retrieve lost lore following the Upheaval - a great event about three hundred years ago that shattered a lot of things.

Or something like that. It still needs some work, but as I said, it hasn't fully come together yet.

Monday, 25 January 2021

Audio Quality is King

Over the last year huge numbers of groups have moved their games online. The upshot of that is that I've suddenly found I'm playing more than I have for some years, and to an extent lamenting the fact that I don't have time for more games - it turns out that it's super fun.

But with the rise of online gaming we have also seen the rise of endless articles about how it should be done. And that's good, except they invariably start in the wrong place - they start with "how to play D&D online", when in fact they should be going for "how to play D&D online".

That is, the articles talk about getting a group together, managing the rules, handling dice rolls, what software to use, and so on. All of which are important, but it's only then, and as an afterthought, that they address the single most important thing.

Audio quality.

The blunt fact is that the second most important thing for a successful online game of D&D (after a good group) is the ability to hear one another clearly. Once you've got that, everything else can be negotiated. Without that, you're stuck.

So invest in the best internet connection you can afford, and the best microphone (and, as a lesser concern, camera) you can afford. Then choose your software package based solely on the metric of audio quality.

You can then build anything you want on top of that foundation, and it will be good. But get that foundation in place first, because audio quality really is king.


Monday, 18 January 2021

Tasha's Cauldron of Everything

RPGs supplements are generally marketed as being "must have" books for the respective game, without which the game will be somehow incomplete or lacking. The truth, of course, is that they're nothing of the sort. In fact, it very much seems that adding supplements to your game will actively make it worse, and the more supplements you add, the greater the problem. Which is a real shame.

"Tasha's Cauldron of Everything" is a frustrating book. On the one hand, 5e is sorely in need of additional subclasses (in my case, especially for Bards, though I suspect each DM has a different class or classes where that applies), which TCoE adds in abundance. On the other hand, some of the material is troublesome, or just plain bad.

The books is divided into four chapters.

The first chapter deals with character options, and this is where both the best and the worst material resides.

Firstly, the good: this chapter provides additional subclasses for each of the twelve classes in the PHB, and also reprints the Artificer from "Eberron: Rising from the Last War" (along with one additional subclass). This is all good stuff. (I wasn't keen on the additional spells for the new Sorcerer subclasses, but can live with those.)

The flip side is... controversial.

As noted previously, WotC have accepted that there is some problematic material in D&D, and has been making slow but genuine efforts to address that. One of the problems they have identified is that the ability score modifiers for the various races drive them very strongly towards certain classes, while the fixed proficiencies granted likewise stereotype the races. (I'm really not sure I agree on either count, but never mind...)

This book therefore takes steps to redress this, which is something I applaud... in principle. Except that it seems quite apparent that WotC don't really know how to fix the issue, which is embedded quite strongly in the game, and therefore their solution is just to allow players to re-assign those items anywhere they want. Which makes for a massive power-boost across the board, and makes the Mountain Dwarf an extremely appealing choice for all classes.

So it's a noble aim ruined by half-assed execution.

(On the other hand, the book does also give the "Custom Lineage" option for characters like the Scarecrow, Tin Man, or Cowardly Lion. Which is cool.)

The other very odd aspect of this chapter is that each class is given some "Optional Class Features". When I first came to these, I thought they were alternate class features that players could choose instead of existing features to give more customisation, but no. With the exception of the Ranger (probably the weakest class anyway) these are just additional features that the player can either choose to have or not. I'm not entirely sure why they'd choose not to, to be honest. (The book does say they should consult with the DM, but it says it is the player's decision.)

Oh, the chapter also includes a bunch of new feats, some of which are good, some of which suck, and none of which are likely to ever feature in my game. They're okay I guess.

Chapter 2 deals with group patrons. This is fine, but no more than that - did we really need guidance on how to have PCs work for a crime guild, military force, or similar?

Chapter 3 contains more spells and magic items. These are pretty cool. (The highlight are the "Summon X" spells, which are handled extremely well - these finally solve the single biggest problem that dragged 3e down. I very much approve.)

Chapter 4 provides fifty pages of miscellaneous 'stuff' for the DM. Again, this is fine but didn't hugely impress. The only thing that I really liked was the rules for Sidekicks, which are reprinted and expanded from the "Essentials Kit". By contrast, the twenty or so pages given over to puzzles were largely a waste of paper.

And that's that. Given the price point of $50 and the page count of 192 pages (and the slightly lower text density than the comparable "Xanathar's Guide to Everything"), this book really needed to be stellar to justify the value proposition. And it isn't that. On the other hand, if you can get a really good discount, are happy to ruthlessly ban a lot of the material that is there, you might be able to justify it.

For me, I'm frustrated by this book, rather disappointed with large parts of it (and especially the botched but very important changes to races), and frankly quite glad that I'm not DMing in an environment where I have to deal with players who would expect to be able to use it. Because I have little doubt that, used as a whole and as-is, it would make the game actively worse.

I've also reached a point where I'm done with WotC's player-facing supplements for 5e - both "Xanathar's Guide" and "Tasha's Guide" have fallen far short of the mark. The monster-focused books are likewise probably going to be something I skip unless they happen to be strongly-themed on something that appeals. That just leaves the occasional storyline to buy into (but mostly not), and possibly some of the settings - I'll at least look at any book on Eberron, Spelljammer (but absolutely not "Planejammer"), Ravenloft, or Dark Sun. I find it oddly disheartening to have come to that position, especially for an edition I actually very much enjoy, but there it is.