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The One-Sentence NPC contest! A ton of cool prizes!


Johnn Four and Chatty brings you our biggest RPG themed contest yet!

You have until July 13th to submit one (or many many) entries. One entry = one chance for a prize from our stash!

See details here.



Jun 28 2008

Taking a break for some Gen Con Prep

All right, up to now, whenever I posted about posting less, I always ended up posting more.

However, I now have to write quite a few pages worth of Trope and Player type GM tips and advice for the Gen Con seminar I’ll be co-hosting with DNAPhil and Vicki Potter.

I also need to do them now!

So since my free time has already been eaten up by the blog (and World of Warcraft), I’m going to trade the 1-2 hours I spend daily on writing posts and focus on the Seminar for the next week or so.

Of course, I know myself, so I might drop a few short (i.e. less than 100 words) posts if something cool comes up (like WotC’s Fan Site Policy), but if it takes me more than 15 minutes to type, I’ll save it as a draft and revisit later.

So see ya in a week (or whenever I decide to cheat on my promise, no wonder I can’t lose weight!).

In the mean time, don’t forget the Contest.

Also, it’s Worldwide Adventuring Month, maybe you’d like to give it a try?

Also, my blogger buddy Propagandroid recently moved his gamer wiki over here. Have a look,  post some things!

Jun 27 2008

Chatty’s Wow Posse: So it starts

Image Credit: Heliopolis at Deviant art

So I joined the Kirin Tor Server after reading that Shamus Young was trying it (and if you read between the lines of his recent posts) liking it.

I was well received in the Pig & Whistle Society guild and have also had the pleasure of buggin Shamus with my semi-witty remarks on the game’s chat.

He’s a super nice guy who will take few seconds from being killed by wolves to chat you up. He’s also very generous with the drops he finds and has mailed me some lots of nice things!

Thing got even more interesting when I was joined by my friend Mike (no not that one… at least not yet) and Asmor with other low level characters.

Joy!

So I’m going to spend this Friday evening playing the level 10-15 Dranei quests, feel free to join and add Pathuun the Dranei Mage and his Paladin Buddies. We are hyper casual and like to banter on the chat channels (I won’t go voice yet as I don’t want to impose My French Canadian Accent to the world just yet).

Can this lead to something bigger?

Wow is going to be my summer D&D!

Jun 26 2008

Chatty’s Review: The D&D 4e Player’s Handbook

Last week, I reviewed the DMG and found it to be the best version of this long-lived book. It wasn’t without flaws, chiefly among those was how the writing of Skill Challenges was doing the mechanic near-criminal injustice.

This week, I’ll tackle the 4th Edition Players Handbook, from the standpoint of its content and then its organization.

I’ll also apply something I learned from making scientific presentations, I’ll give you my conclusions up front and you can read on to see how I got there.

Chatty’s flash review of the Player’s Handbook:

The new 4e rule set deliver what the designers promised and actually achieves much more than I would have expected from an exception-based designed Core product when compared to similar designs (Collectible Card/Miniature games).

The book presents the new rules in a clear, concise and well organized manner, making it a great reference book.

While the book shines as a great set of rules and ease of reference at the gaming table, it seriously lacks in terms of walking a new player through the game and making a character. Char Gen requires constant, somewhat confusing page flipping throughout the book. That should not be seen in such a State of the Art game design.

The Player’s rules

In the book, you’ll find everything that players need to know to play D&D, including predictably Character Generation (taking most of the book), equipment, Magic Items (which is a first) and combat.

As some have noticed it’s the about Martial, Arcane and Divine Heroes. I know it’s no surprise that WotC will print more source books but this time the book actually comes out and mentions things like “in future volumes of the Player’s Handbook”.

At least they are being brutally honest about it, and let’s face it, that’s what a lot of fans want, more crunch . For instance, I have over 45 D&D 3.5 books!

The Players Handbook is the core of the crunch of D&D 4e. About 80% of the games’ rules are in there. Like D&D 3.X, giving out the combat engine and task resolution mechanics to the players makes it a shared responsibility game. I’m all right with that and after nearly a decade of D&D 3.X, I think most players are comfortable with that.

It’s been said in countless other venues, but D&D 4e is about action scenes, well defined class roles and equal opportunities for all characters to have a significant impact both inside and outside combat.

The rules are built around a few key concepts such as:

  • Roll high with a d20 against target number
  • A set number of actions per round
  • Death and healing mechanics and so on

All these concepts can be explained in about 15 minutes and don’t need to be re-explained.

However, as simple as the game core mechanics are, the strength of D&D 4e comes out in the way each power, feat, magic Item and other sub-component interact in a synergistic way and allow players to break the core rules.

Having played Magic: The Gathering casually and competitively since it’s release, I’m very comfortable with this approach and this gave me an advantage in learning the new ruleset.

Such an approach actually makes rules argument easier to resolve and allows easier adjudication of out of the ordinary events (you just find a simple way to break the rules that maintain suspension of disbelief in your players).

For this, the Player’s Handbook, as the embodiment of the D&D 4e rules, shines like a bright star in my book. I’m actually impressed that so many things can be done with this Core game. When you buy a Core set of other exception based design games, you don’t get as much stuff… (but then again, with an average 80$ entry price, it’s to be expected).

In fact, I will go against the current opinion on the subject and say that D&D 4e was probably not designed to get the Video game/MMORPG crowd to adopt Tabletop RPGs. I actually believe that Wizards of the Coast are trying to eat market shares of the very large and lucrative collectible/non-collectible card/miniatures gamer pool.

Business analysis comments aside, the PHB is a very dense read, with the tons of powers, feats, magic items and rituals. I often found myself skimming ahead to the next chapter.

So dense is the book in fact that after a certain time, all powers and Magic Items start to feel like they are one and the same. I’ve since found out that they are boring to read but fun to play, so stage a few fake fights with your new characters.

The Players Handbook Organization.

From a DM’s perspective, I like how the PHB is organized. Having read it only once, I was able to find whatever combat rule or piece of equipment in mere seconds when I played my first few trial games.

The combat section is well laid out and the various special actions (like Bull Rush and so on) are found alphabetically. The same goes for skills, feats magic Items and so on.

A limited but useful Index is found at the end of the book and I found it to complement the table of content admirably.

I found the book to be on par to with the 3.5 D&D Compendium in terms of at-the-table usability. (Note that the 3.5 Compendium was among my favorite D&D books).

Actually, maybe that’s where the book’s greatest problems lie. In making the book more useful at the game table than on your desk it might have partly defeated it’s purpose of being a helpful reference to new players and to create characters.

I did two characters so far with it and I must say that the organization of the book does not lend itself to a seamless, linear process.

I don’t know if it’s because I haven’t mastered the book’s layout yet but creating a character leads to a series of page hunting exercises where you dive in all over the book, front and back, to get to whatever choice you have to make.

I’m sure it was sensibly the same in D&D 3.5 but it’s was bad enough that I got annoyed by it.

I mean, Gurps was published 15 years ago and had from the 1st edition, a linear approach to character generation.

What it needs to be fixed (and please don’t tell me about D&D insider, this book needs to be a stand-alone product) is at the very least a series of tables with page-referenced Powers arranged by class and by level. Like in the Monster Manual, those tables need to followed by an alphabetical Powers index.

These two additions would make it a bit easier on players making PCs and would speed up in game reference more.

I’m starting to think that D&D would have been better served (regardless of the outcry it would have generated) with a Character Generation/Equipment/Magic Item Players Handbook and a Combat/Task resolution Adventuring Handbook.

The designers said they weren’t afraid to change what needed to be changed, maybe a 4th Core Book would not have been that far fetched.

So there you have it. Great fun rules, great for referencing during a game book, somewhat hostile to new players, especially during character generation.

Jun 25 2008

Chatty’s Debates: The Relative Merits of Action-Oriented RolePlaying

I know that this here site has been somewhat content-lighter lately.  Summer has arrived and I start to feel the pull for other evening activities than blogging.

Also, since I don’t have a game going anymore, gone are the periodic DM logs or Game Prep posts.  There’s nothing to be worried about, just a more infrequent stream of RSS feeds from your neighborhood Chatty DM.

While I’m at it, why don’t you have a look at my latest guest post over at Geek’s Dream Girl.

All right, time for another little debate!

The 4th edition of the World’s Most Popular Roleplaying game has embraced Action Roleplaying as it’s most basic philosophy.  It’s all about the encounter (mostly combat) and their resolution in the most entertaining way possible.

This double focus on Action and the ‘fun’ that must be derived from it is apparent in all parts of the game’s design.  From the ton of powers available to players during Character Generation/Leveling up, in rules that try to foster speedier resolutions, in the actual DMing tips that support this playstyle to the somewhat minimalist designs of monsters in the Monster Manual.

Let’s be honest here, D&D has always had the potential to be all about action, but in editions prior to the third one, it was just one of the playstyles the game could easily embrace, especially in the 2nd edition.  In fact the A D&D 2e Planescape campaign Setting repeatedly mentioned that Killing and Looting was not the ‘best way to play the game’ anymore.

My debate questions are thus:

  • Is Action-Oriented Roleplaying game more likely to entice new Role players in the hobby?
  • Can one have an immersive story-intense roleplaying expercience in a such a system?
  • Do the rules that foster such action (Combat, skill challenges) act as a barrier preventing immersion to a certain degree? (or: Can you Roll-Play and Role play at the same time?)
  • Do other action oriented system (like Savage Worlds and maybe Burning Wheel) have the same features and barriers?

My take on it:

Action oriented Roleplaying games are the best entry-level systems for new players.  The designers of D&D 4e were going after a new market  nd time will tell how succesful they’ll be. I predict that we’ll see significantly more new players with the release of the ‘Starter Game’ in large-chain bookstores later this year.

As one learns the many specific rules around an action-based (tactical) Roleplaying game, the mechanics take center stage and pretty much occludes  Story-driven method acting.  As the rules get mastered, action scene accelerate and players who enjoy this type of gaming immerse themselves in this action.  Battle moves and stunts may start getting described outside of mere mechanical constructs and players may start quipping NPCs and each others.

However, as any modern action film can attest, an action scene is all about the action and the special effects.  The story more or less grinds to a halt for that Chase in the markets of Marrakesh or that fisticuff with the Ogre-Sized Nazi underneath a parked bomber plane.

To that effect I believe that D&D’s approach to Core Game action rules will tend to squelch role-playing in favour of Roll-playing in most player types.  As anything else about RPGs, I find it a perfectly valid way of playing a game.

I believe that this is a conscious design/business decision. The Core Game is mostly only about action and conflicts and straight up go-beat-the-bad-guys heroics. Later products will likely explore wider possibilities and playstyles.

That’s why I hope that later campaign settings will, like A D&D 2e, explore the game’s potential outside of relentless action and mayhem.

Sound Off

Jun 23 2008

Chatty’s Gen Con (and contest update)

It’s done, I just purchased my plane tickets for Gen Con Indianapolis 2008.

I will be there mostly for one thing, and it’s meeting with fellow bloggers, readers and some industry people I’ve quipped and had fun with since I have been online (You better have those Electo-fluff cannons ready and buffed Mr. Baur).

I have been absolutely unable to tame the Gen Con reservation app so I decided that I would let others decide for me.

To that effect, I will therefore be a Season 0 Paizo Pathfinder Society GM for 4 sessions (Thursday morning and Afternoon, Friday morning and Afternoon). So maybe one of you (un)lucky readers will have to endure my horrendous French accent® while I gleefully walk you through one one the 4 scenarios.

On top of it all, they’re paying for my badge! Weeee!

I also registered to try RPGPundit’s Forward to Adventure game on Thursday night (ID: RPG01714). However, I’m still the only one who registered… so feel free to join me and I will pay a few drinks to any reader who joins me (or we’ll blow the game and go drinking with the GM who publishes Pundit’s game, see below).

On Saturday Morning, I will co-host a two-hour GM preparation Seminar with DNAPhil, Vicky Potter and Zach Houghton.

On Sunday morning, I’ll join the Stupid Ranger Crew to participate in some sort of crazy ass open-ended RPG.

I’m also up for a yet undisclosed RPG Blogger seminar.

If possible, I want in on an Industry party like Paizo’s or Wotc’s!!! (anyone connected enough to get me in?).

Also, I still hope to get an invite for the Ennies (I submitted the website, like I promised in my New Year’s goals) but I’m not banking on this too much.

So that leaves me with quite a lot of free time. I’d love to spend some meeting some of you, playing games and getting roaring drunk!

Here’s what I would like to do:

  • Set up a D&D 4e game in my Hotel Room (the Hyatt) with some of my close online buddies. I’d love to DM an adventure of my own or whatever exclusive script someone would like to submit to me for playtesting.
  • Go to dinner with the Stupid Ranger Crew as promised last year.
  • Get to meet and greet people!
  • Get free swag! (One can hope!)

I would love, love love to have a get together on one of the evenings! Friday night if I don’t make the Ennies would be great or Thursday.

Anyone available?

Contest Update:

Our latest contest is going strong (but I know it could be stronger). A lot of people are becoming interested in it.

In fact, James and Harry of Men with Pens/Capturing Fantasy/Escaping Reality have offered to join the action and add prizes of their own:

  • 1 hardcover copy of White Wolf’s World of Darkness
  • 1 copy of their ebook, “How to Get what you Want Out of RolePlaying”
  • 1 copy of thier ebook, “How to Create a Believable Character”
  • Maybe something else!

Now Harry is a hardcore World of Darkness fan and he’s got an army of fluff minions that could give us a run for our money. You guys need to throw in your lot massively before his crowd drowns us in creative writing-fueled characters!

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