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	<title>Comments on: Adventure Prep: To Analyze and to Fluff</title>
	<atom:link href="http://chattydm.net/2008/04/23/adventure-prep-to-analyze-and-to-fluff/feed/" rel="self" type="application/rss+xml" />
	<link>http://chattydm.net/2008/04/23/adventure-prep-to-analyze-and-to-fluff/</link>
	<description>A DM's quest for Nirvana (or Mechanus, or the Abyss...)</description>
	<pubDate>Fri, 29 Aug 2008 00:45:31 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.6.1</generator>
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		<title>By: Michael Phillips</title>
		<link>http://chattydm.net/2008/04/23/adventure-prep-to-analyze-and-to-fluff/#comment-8552</link>
		<dc:creator>Michael Phillips</dc:creator>
		<pubDate>Fri, 25 Apr 2008 21:35:39 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=530#comment-8552</guid>
		<description>On the hitpoint thing
For my next game, which will probably be a 3.5 Eberron game, I'm planning on using a modified version of the 2nd edition starwars Wound Points and Vitality Points system.
It is buried in this post:http://ronin-kakuhito.livejournal.com/235200.html

Michael Phillipss last blog post..&lt;a href="http://roninkakuhito.blogspot.com/2008/04/feminist-issues.html" rel="nofollow"&gt;feminist issues&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>On the hitpoint thing<br />
For my next game, which will probably be a 3.5 Eberron game, I&#8217;m planning on using a modified version of the 2nd edition starwars Wound Points and Vitality Points system.<br />
It is buried in this post:http://ronin-kakuhito.livejournal.com/235200.html</p>
<p>Michael Phillipss last blog post..<a href="http://roninkakuhito.blogspot.com/2008/04/feminist-issues.html">feminist issues</a></p>
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		<title>By: ChattyDM</title>
		<link>http://chattydm.net/2008/04/23/adventure-prep-to-analyze-and-to-fluff/#comment-8517</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Fri, 25 Apr 2008 18:42:29 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=530#comment-8517</guid>
		<description>This stuff is just so awesome...  

Thanks everyone!</description>
		<content:encoded><![CDATA[<p>This stuff is just so awesome&#8230;  </p>
<p>Thanks everyone!</p>
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		<title>By: Ripper X</title>
		<link>http://chattydm.net/2008/04/23/adventure-prep-to-analyze-and-to-fluff/#comment-8420</link>
		<dc:creator>Ripper X</dc:creator>
		<pubDate>Thu, 24 Apr 2008 20:30:08 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=530#comment-8420</guid>
		<description>RE: Noumenon

It's not that I don't describe combat, if something warrants it, then I do. I hate being repetitive. I describe enough so that the players know exactly what the creature is doing and everybody can get a visual on what's happening. I don't get too gory, as this can be misleading to players, and totally destroy what should be a great combat.

I don't use any bloody Critical Hits lists, because this can damage my campaign. I may not be a slave to all of the rules, but I am a slave to creating a good yarn! Somebody getting a lucky hit on an enemy NPC that I spent good prep time on would make me as mad as me doing it to one of my players characters.  

In regards to hit points and combat, I did have somebody explain their own personal logic about how it works and I really loved it! In a nutshell, Health always stays the same, but a more experienced fighter knows how to minimize the damage caused by getting hit, thus he can take more hits then a novice fighter that doesn't have this degree of skill.

Ripper Xs last blog post..&lt;a href="http://advancedgaming-theory.blogspot.com/2008/04/prep-and-game-weathermay-estate-pt-2.html" rel="nofollow"&gt;Prep and Game: Weathermay Estate pt. 2&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>RE: Noumenon</p>
<p>It&#8217;s not that I don&#8217;t describe combat, if something warrants it, then I do. I hate being repetitive. I describe enough so that the players know exactly what the creature is doing and everybody can get a visual on what&#8217;s happening. I don&#8217;t get too gory, as this can be misleading to players, and totally destroy what should be a great combat.</p>
<p>I don&#8217;t use any bloody Critical Hits lists, because this can damage my campaign. I may not be a slave to all of the rules, but I am a slave to creating a good yarn! Somebody getting a lucky hit on an enemy NPC that I spent good prep time on would make me as mad as me doing it to one of my players characters.  </p>
<p>In regards to hit points and combat, I did have somebody explain their own personal logic about how it works and I really loved it! In a nutshell, Health always stays the same, but a more experienced fighter knows how to minimize the damage caused by getting hit, thus he can take more hits then a novice fighter that doesn&#8217;t have this degree of skill.</p>
<p>Ripper Xs last blog post..<a href="http://advancedgaming-theory.blogspot.com/2008/04/prep-and-game-weathermay-estate-pt-2.html">Prep and Game: Weathermay Estate pt. 2</a></p>
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		<title>By: jason</title>
		<link>http://chattydm.net/2008/04/23/adventure-prep-to-analyze-and-to-fluff/#comment-8379</link>
		<dc:creator>jason</dc:creator>
		<pubDate>Thu, 24 Apr 2008 16:13:08 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=530#comment-8379</guid>
		<description>That's a good description, Tommi. HP is stamina. The final blow that drops you into negatives is the one that got through. Critical hits, if you use the Critical Hit Deck like I do, are when actual blows happen. A leg gets broken, an vein gets severed. That kind of thing.</description>
		<content:encoded><![CDATA[<p>That&#8217;s a good description, Tommi. HP is stamina. The final blow that drops you into negatives is the one that got through. Critical hits, if you use the Critical Hit Deck like I do, are when actual blows happen. A leg gets broken, an vein gets severed. That kind of thing.</p>
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		<title>By: Tommi</title>
		<link>http://chattydm.net/2008/04/23/adventure-prep-to-analyze-and-to-fluff/#comment-8376</link>
		<dc:creator>Tommi</dc:creator>
		<pubDate>Thu, 24 Apr 2008 15:17:31 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=530#comment-8376</guid>
		<description>On combat description: Let players describe hits that put opponents on negatives, especially if they are crits. This all assuming the players want to do it, of course. If they don't, go for it yourself.

Hit points being reduced means that the character's stamina is running low. An opponent attacks with a barrage of swift and powerful blows that the character can barely defend against, for example.

Tommis last blog post..&lt;a href="http://thanuir.wordpress.com/2008/04/22/summer/" rel="nofollow"&gt;Summer&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>On combat description: Let players describe hits that put opponents on negatives, especially if they are crits. This all assuming the players want to do it, of course. If they don&#8217;t, go for it yourself.</p>
<p>Hit points being reduced means that the character&#8217;s stamina is running low. An opponent attacks with a barrage of swift and powerful blows that the character can barely defend against, for example.</p>
<p>Tommis last blog post..<a href="http://thanuir.wordpress.com/2008/04/22/summer/">Summer</a></p>
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		<title>By: nw_meyer</title>
		<link>http://chattydm.net/2008/04/23/adventure-prep-to-analyze-and-to-fluff/#comment-8375</link>
		<dc:creator>nw_meyer</dc:creator>
		<pubDate>Thu, 24 Apr 2008 14:56:41 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=530#comment-8375</guid>
		<description>When I design cityscapes it's always themed, because once a theme is established it's easier to work inside that framework and add attributes to your visit there that fall in line with what you already have.  Some examples:

Ruined City:
Blasted building licked by fire and filled with rubble, with no complete buildings and only hidden rooms and half-standing floors.  The smell of sulfur and a fine coating of dust always floats on the wind, with forlorn cries and whimpers always off in the distance.  What few people are caught out in the open are scared or dangerous, moving quickly and always looking for the advantage.  Random puddles of burning liquid, smoke filled skies, and faint fires that dim the skyline by night should complete the feel.  Food is scarce, perhaps the residents favor cannibalizm, and water is always dingy and brackish.  Only alcohol is safe, but it's potency here is doubled by the aura of hopelessness and senseless violence the permeates the place.  Sorrow is on every street corner.

Abandoned City (almost):
Think Silent Hill with dark skies, thick gray clouds and dark rain that leaves trails of dirt and ash.  Light is scarce, as everything prefers the dark and light draws the nasties.  The whole city smells damp, decayed, spoiled.  Grease and oil are everywhere, thick and hard to get off so that once it touches you the PC's feel infected by it.  Only glimpses of movement several blocks down, the whispers of children in fear, and the soft moans of undead should permeate.  Evil, mutated animals with glowing eyes and snarling sounds should haunt the PCs, following  just a ways before stopping suddenly.  Every building is hollow, dark, and has a haunted feel as though you're being watched.  Supplies are scarce, but still viable, and random dried blood splatters and locked doors with undead and demonic entities should persist.  Chase scenes and mob sudden mob battles are the bread and butter here.

City of Insanity:
Things should be startling, and nothing here makes any sense.  Mobs stoning others because they wore shoes on holiday, people lining up to taste the blood of a captures angel bound in the multitude of the public stocks with demons selling parts of him like a grocer's market.  Packs of homeless children and giant rats fighting turf wars over midden piles and garbage heaps, then eating the other sides casualties.  A necromancer who pimps out his undead, charging extra for the one or two free-willed ones.  Crowds that gather to cheer random people jumping off buildings, and demons that randomly walk the streets and offer fine food and wine to those to sell them their sorrows and pains in return... selling their lives away little bits at a time.  The city should smell like sweat, open sewers, and fresh coppery blood.  The sounds of city are fighting, often between groups of people, of screams and laughter, lots of senseless laughter.  Battle should be scarce, and random without reason or rhyme.  Insanity wears ones morals into tatters, and the PC's should feel this the longer they stay.

These are just the ones off the top of my head, and you can use just one or makes each type into it's own sub-city with clearly defined borders and walls so that once the PC's enter they can't leave again unless they can buy/fight/manipulate their way out.  Remember that the concept of Hell is relative to the human condition, and that an easily relate-able human weakness will strike to the core of the player's mentality and always leave a more tangible impression.  

Persistent horror in a campaign is not about the threat of death, it's about the sense of hopelessness and meaninglessness that comes with realizing that the worst of humanity is not something we can beat or destroy, but something we all must learn to somehow accept and transcend... slowly.

Hope that helps!

nw_meyers last blog post..&lt;a href="http://www.dfwd20.com/introduce-yourself/774-ne-metroplex-dm.html" rel="nofollow"&gt;NE of Metroplex DM&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>When I design cityscapes it&#8217;s always themed, because once a theme is established it&#8217;s easier to work inside that framework and add attributes to your visit there that fall in line with what you already have.  Some examples:</p>
<p>Ruined City:<br />
Blasted building licked by fire and filled with rubble, with no complete buildings and only hidden rooms and half-standing floors.  The smell of sulfur and a fine coating of dust always floats on the wind, with forlorn cries and whimpers always off in the distance.  What few people are caught out in the open are scared or dangerous, moving quickly and always looking for the advantage.  Random puddles of burning liquid, smoke filled skies, and faint fires that dim the skyline by night should complete the feel.  Food is scarce, perhaps the residents favor cannibalizm, and water is always dingy and brackish.  Only alcohol is safe, but it&#8217;s potency here is doubled by the aura of hopelessness and senseless violence the permeates the place.  Sorrow is on every street corner.</p>
<p>Abandoned City (almost):<br />
Think Silent Hill with dark skies, thick gray clouds and dark rain that leaves trails of dirt and ash.  Light is scarce, as everything prefers the dark and light draws the nasties.  The whole city smells damp, decayed, spoiled.  Grease and oil are everywhere, thick and hard to get off so that once it touches you the PC&#8217;s feel infected by it.  Only glimpses of movement several blocks down, the whispers of children in fear, and the soft moans of undead should permeate.  Evil, mutated animals with glowing eyes and snarling sounds should haunt the PCs, following  just a ways before stopping suddenly.  Every building is hollow, dark, and has a haunted feel as though you&#8217;re being watched.  Supplies are scarce, but still viable, and random dried blood splatters and locked doors with undead and demonic entities should persist.  Chase scenes and mob sudden mob battles are the bread and butter here.</p>
<p>City of Insanity:<br />
Things should be startling, and nothing here makes any sense.  Mobs stoning others because they wore shoes on holiday, people lining up to taste the blood of a captures angel bound in the multitude of the public stocks with demons selling parts of him like a grocer&#8217;s market.  Packs of homeless children and giant rats fighting turf wars over midden piles and garbage heaps, then eating the other sides casualties.  A necromancer who pimps out his undead, charging extra for the one or two free-willed ones.  Crowds that gather to cheer random people jumping off buildings, and demons that randomly walk the streets and offer fine food and wine to those to sell them their sorrows and pains in return&#8230; selling their lives away little bits at a time.  The city should smell like sweat, open sewers, and fresh coppery blood.  The sounds of city are fighting, often between groups of people, of screams and laughter, lots of senseless laughter.  Battle should be scarce, and random without reason or rhyme.  Insanity wears ones morals into tatters, and the PC&#8217;s should feel this the longer they stay.</p>
<p>These are just the ones off the top of my head, and you can use just one or makes each type into it&#8217;s own sub-city with clearly defined borders and walls so that once the PC&#8217;s enter they can&#8217;t leave again unless they can buy/fight/manipulate their way out.  Remember that the concept of Hell is relative to the human condition, and that an easily relate-able human weakness will strike to the core of the player&#8217;s mentality and always leave a more tangible impression.  </p>
<p>Persistent horror in a campaign is not about the threat of death, it&#8217;s about the sense of hopelessness and meaninglessness that comes with realizing that the worst of humanity is not something we can beat or destroy, but something we all must learn to somehow accept and transcend&#8230; slowly.</p>
<p>Hope that helps!</p>
<p>nw_meyers last blog post..<a href="http://www.dfwd20.com/introduce-yourself/774-ne-metroplex-dm.html">NE of Metroplex DM</a></p>
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		<title>By: ChattyDM</title>
		<link>http://chattydm.net/2008/04/23/adventure-prep-to-analyze-and-to-fluff/#comment-8372</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Thu, 24 Apr 2008 14:10:52 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=530#comment-8372</guid>
		<description>Excellent idea... since I won't have time to write anything significant tonight (I've got Appointments back to back until after 9 PM)!</description>
		<content:encoded><![CDATA[<p>Excellent idea&#8230; since I won&#8217;t have time to write anything significant tonight (I&#8217;ve got Appointments back to back until after 9 PM)!</p>
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		<title>By: Noumenon</title>
		<link>http://chattydm.net/2008/04/23/adventure-prep-to-analyze-and-to-fluff/#comment-8371</link>
		<dc:creator>Noumenon</dc:creator>
		<pubDate>Thu, 24 Apr 2008 14:07:36 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=530#comment-8371</guid>
		<description>You should post a Chatty's Challenge of the Day to get someone to write a post about the tension between pacing and description in combat, and then link to it.</description>
		<content:encoded><![CDATA[<p>You should post a Chatty&#8217;s Challenge of the Day to get someone to write a post about the tension between pacing and description in combat, and then link to it.</p>
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		<title>By: ChattyDM</title>
		<link>http://chattydm.net/2008/04/23/adventure-prep-to-analyze-and-to-fluff/#comment-8361</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Thu, 24 Apr 2008 09:31:42 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=530#comment-8361</guid>
		<description>I agree about the 'long' part yes. 

Pacing is everything in combat and D&#038;D 3.5 are long enough as it is.  When I'm 'in the zone' I try to focus on  punchy description of key maneuvers... when a critical hit is scored I go bananas...

But that brings me a question... how do you  accurately describe a combat where hit points are only an abstract representation of one's stance, endurance and health?  I some times feel that I spend 1 hour describing the numerous scratches the PCs get...</description>
		<content:encoded><![CDATA[<p>I agree about the &#8216;long&#8217; part yes. </p>
<p>Pacing is everything in combat and D&#038;D 3.5 are long enough as it is.  When I&#8217;m &#8216;in the zone&#8217; I try to focus on  punchy description of key maneuvers&#8230; when a critical hit is scored I go bananas&#8230;</p>
<p>But that brings me a question&#8230; how do you  accurately describe a combat where hit points are only an abstract representation of one&#8217;s stance, endurance and health?  I some times feel that I spend 1 hour describing the numerous scratches the PCs get&#8230;</p>
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		<title>By: Noumenon</title>
		<link>http://chattydm.net/2008/04/23/adventure-prep-to-analyze-and-to-fluff/#comment-8355</link>
		<dc:creator>Noumenon</dc:creator>
		<pubDate>Thu, 24 Apr 2008 08:47:11 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=530#comment-8355</guid>
		<description>So you agree with Ripper that there's no point trying to do a lot of colorful description on combat?</description>
		<content:encoded><![CDATA[<p>So you agree with Ripper that there&#8217;s no point trying to do a lot of colorful description on combat?</p>
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