Mixtape

As the name implies, today I talk about all kinds of things!

First: as I mentioned Wednesday, Operation SHIELDWALL starts today at 6:00 PM PT! Be sure to get out there and get those promotions in-between beach time and BBQs!

Second: the Mass Effect 3: Rebellion Pack comes out on TUESDAY! Bioware hinted at this in the description for Operation: SILENCER, and it’s coming sooner than I expected and it’s FREE! Super pumped (despite the fact that I STILL haven’t unlocked any Geth or even all of the launch class/race combos), especially for the new maps!

Things of note:

  • SIX new class/race combos including VORCHA!
  • New guns!
  • Two new maps!
  • New equipment!
  • Whatever this totally kick ass power is! (see below)
Ex-Cerberus class screenshot from Rebellion Pack

WINNING.

You can check out the full list of details here. Drops on Tuesday, May 29th stateside!

TAKE THIS POLL:

 

Third: In non-Mass Effect news, looks like Skyrim is getting even more free goodies! The Kinect patch came out a while ago, adding some very handy voice commands to the X-Box. I didn’t realize how much the limited real-estate on the controller hampered you until I started mixing in the Kinect commands … Sort By Value by itself would have been worth an update. And now, we are getting MOUNTED COMBAT.

This is a first for the Elder Scrolls franchise, and if it’s at all usable I may finally buy a good horse, because up until now there has been no point in owning one (aside from watching them kick dragons in the face). Okay, so now there will be MORE reasons to own a horse. Looks like both melee and ranged combat will be possible from horseback, which could make some outdoor battles pretty cool!

No word on when that will drop for consoles, but PC players can hop on the Beta now. The update will be free and will contain some mild bug-fixes as well, so grab it when it comes out!

But free mounted combat isn’t the only thing in the works for Skyrim; Dawnguard is on the horizon! The first paid DLC for the Elder Scrolls V has some sketchy details at best, but Bethesda is planning to reveal more at E3 in just a couple short weeks! Stay tuned for more!

Dawnguard teaser pic

Mmm Dovahkiin.

Fourth: since I haven’t posted any crunchy goodness in a while, I leave you with a simple list.

What’s that hallway like, anyway?

  1. Water stains are evident on the ceiling in several places. A DC 17 Perception check notices some water actively dripping down the walls.
  2. The walls are bowed inward slightly, as if there is pressure from the other side.
  3. The walls are covered in hideous wallpaper. A DC 15 Perception check notices that the wallpaper is relatively new.
  4. The floor has been covered with a series of once-beautiful rugs. Lifting them up reveals a large number of stains on the wood floor.
  5. The walls have been hastily whitewashed. A DC 20 Perception check and some time scraping with a knife reveals that the white wash covers mad writing, haphazardly painted in black ink.
  6. A series of portraits hangs on the walls. Close inspection (and a DC 18 Perception check) reveals that the paintings have recently been re-arranged.

Enjoy!

COMMENTORS: What feature would you most like Bethesda to intruduce to Skyrim in the Dawnguard DLC?

Dungeon Hacking

Justin Alexander wrote a cool piece (and a follow up) about modeling a hacking system similar to the one found in Deus Ex: HR in a d20 game. This got me thinking: could the same mechanical structure be applied to a different purpose? In this case, interrogating/talking to the denizens of a dungeon?

One of the challenges faced in creating a living dungeon is information; who has it and who does not. Say we take a dungeon populated by a tribe of goblins who have displaced and enslaved a tribe of kobolds. If the PC’s capture one of the residents of the dungeon, how do we as GMs keep track of what information said resident has?

By applying the structure Justin came up with to dugeon dwellers instead of computers, we can create a simple structure to keep track of who knows what.

Basics:

First, we must come up with a list of information, similar to a Knowledge or Gather Information table.

The DCs represent Intimidation or Diplomacy checks needed to acquire the relevant information.

DC 12 This mine used to belong to the Daggerfang kobolds before goblins took over.
DC 12 The goblins arrived two months ago and killed the Daggerfang Chief.
DC 12 Many Daggerfang’s were killed or ran away; the remaining kobolds have been enslaved to work the mine.
DC 12 Some of the goblins are bored and have been fighting amongst each other
DC 15 The goblins are from the Ripear tribe, a bigger force in the surrounding region know for their riding skills.
DC 15 Big Mama, the leader of this group of Ripears, killed Chief Daggerfang in single combat.
DC 18 The goblins have been driving the kobolds really hard to mine whatever they can. The results are sent out every three days.
DC 18 Big Mama is always guarded by her two handmaidens, a priestess and an insane alchemist.
DC 20 There is an old vein that has been collapsed by the goblins, but still contains a gobln sized secret passage hidden in the rock.
DC 22 When ore and gems are sent back to the Ripear tribe, the goblins only have a token force left in the mine; the kobolds would easily outnumber them.
DC 25 Big Mama is Chief Ripear’s personal consort.
DC 28 Chief Daggerfang was not killed; he was crippled and Big Mama keeps him around for entertainment.

Next Steps

After you develop the information table, you need to apply the following things to the creatures that populate the dungeon.

Information Threshold: Each denizen has an Information Threshold. Any check over this number only reveals information of the Threshold and below.

Unique Information: certain creatures may know one or two pieces of information above their Threshold that can be revealed with a high enough check.

Networking: some dungeon denizens might not have information over their Information Threshold, but know who does. Diplomacy or Intimidate checks that get their attitudes to friendly or helpful cause them to reveal this information.

This can be done during prep or on the fly. I recommend applying Information Thresholds to large groups of dungeon residents ahead of time.

Example

A goblin guard has an Information Threshold of 18, knows about the secret passage (Unique Information), and knows that his boss Grablemouth can tell them more about Big Mama (Networking).

One of the kobold miners (a non-combatant) only has an Information Threshold of 12, but they DO know one of the surviving kobold warriors has more information (Networking).

Final Thoughts

By applying this to the NPCs in your dungeons, you can easily figure out who knows what if the PCs decide to talk to or take someone alive.

This also works well for townsfolk, castle residents, soldiers, etc.

COMMENTORS: Thoughts? Criticisms? Critiques?

Being a good GM

When it comes to pen and paper role-playing games, no-one has it harder than the Game Master (or Dungeon Master, or Referee, or Storyteller, etc). They tasked with world-building, scenario design, and playing all of the NPCs in game. They are arbiters on rules questions. They have to juggle the most content in game. They have to draw out maps (if the group uses them). In short, the GM has to do all the work!

They also have to contend with players. A dreaded life-form who’s sole purpose is to ruin all of the GM’s carefully laid plans, jumping off the rails and wrecking the story whenever and wherever they can!

Image courtasy of NBC; from the show Community

This guy, for example.

And that right there is where so many Game Masters (myself included) go wrong.

Playing a pen and paper RPG is not listening to the GM telling a story; it is EVERYONE telling a story together. As Justin Alexander wrote, a good GM doesn’t prep Plots, they prep Situations. The definition of players I outlined above stems from a situation in which the GM has a “grand vision” of an epic story that the players partake in. The players are guests in the GM’s world, privy to the GM’s whims. That attitude sets up an adversarial relationship of GM vs. Players, a mindset of My Ideas Are The Only Good Ideas, and it inevitably leads to problems.

One of the hardest things I had to learn (and frankly am still learning) is that RPGs are not novels, short-stories, or screenplays; they are more akin to improv sessions. What’s the situation? Who are the major characters? What is everyone’s motivation? Got it? Okay, let’s run with it!

The issue is rather simple: if the GM writes a story, all of the key decisions are made before anyone picks up a blank character sheet and a pencil. In order for it to unfold as written the players are no longer active participants but passive viewers. And to be perfectly frank, there are MUCH better mediums in which to tell people a story! Novels, short fiction, films, animation, comics, poetry. Pretty much anything other than collaborative roleplaying.

Image courtesy of NBC - from the show Community

Modules require flexibility too! Don’t be fooled by their seductive written-for-you-ness!

So what does this mean for Game Masters? It means one simple thing:

The most important thing every GM needs to have is flexibility.

Flexibility is useful regardless of system, players, materials or setting. Flexibility allows you to take part in the story as it’s being told. Flexibility lets you deal with mechanical oddities, broken systems, overpowered characters and renegade players. Flexibility is essential to being a good GM.

If you are flexible, you can handle pretty much any situation thrown at you. If you are flexible, you can turn a disaster (say, the players taking the BBEG (Big Bad Evil Guy) out of the picture too soon) into a boon. If you are flexible, you can let the rules work for you instead of the other way around. If you are flexible, you can keep the game going even if everyone is having an off night.

That all sounds great! But as with most things, it is easier said than done. Flexibility is HARD. It means prepping less and prepping more efficiently. It means going off book. It means letting go of control (something my friends and loved ones will be SHOCKED to know I struggle with); control of the story, control of the game.

Because the GM is not the hard-nosed, tyrannical authority figure who hands down judgements on the rules, kills player characters with abandon, and dictates the story from atop their chair of paper-mache skulls. The GM is the gateway to another world, the conduit through which everyone gets to experience grand adventures, daring escapes, deadly combats, lurid romances, and so much more. The GM is not an adversary; they are simply playing the other side so that there is an other side! The GM is the person who poses the timeless question:

“Okay, what does everyone do next?”

And if the GM doesn’t have flexibility, there is only one answer to that question: whatever the GM already had planned. And at that point, why are we playing at all?

So be flexible. Roll with the punches. Don’t be afraid to make it up as you go and build upon that later. Not everything you come up with will be great, but no-one expects it to be! And remember, the players have a responsibility to be flexible, too. Which is why the second most important thing every GM has is:

Good communication skills!

Image courtesy of NBC - from the show Community

For example, asking your player why they’re reading the module …

A good GM doesn’ t need to be an Obama-esque orator, or a Maryl Streep caliber actor, or a Terry Pratchett skilled writer. They DO need to be able to clearly communicate an idea, lead a discussion, and sell a performance. For some GM’s (myself included) this means doing silly voices, using props, and making faces. For other GMs, it might mean writing descriptive text they can read aloud when the players encounter a new NPC or location, or wearing costumes!

Ultimately, what it all comes down to is the ability to engage the players in a dialogue about their actions in game, and their reactions out of game. It means being able to gauge everyone attention span for the evening and (going back to flexibility!) playing down the creepy ambiance in favor of simple descriptions and head-bashing combat. Or playing UP the ambiance and dialing back the combat! Or dropping extra hints about where to find the next clue, or having the cute tavern owner make googly eyes at the character who’s been quiet all night and might need some attention, or realizing that no-one is interested in your scenario about rival gangs in the town they just came to for supplies. But they ARE interested in finding out why the local temple has closed its doors to the public!

RPGs are all about communication. D. Vincent Baker, in the RPG Apocalypse World, said “roleplaying is a conversation. You and the other players go back and forth, talking about these fictional characters in their fictional circumstances doing whatever it is that they do.” And that conversation leads to the stories we all love so much. It helps everyone get into the mindset of the characters, to experience this fictional world.

The GM is the window to that world; if the GM can’t communicate effectively, it’s a pretty opaque window.

And there we have it. The two most important aspects of being a good GM: flexibility and good communication. Master this, and the rest will fall into place, whether you’re running Dungeons and Dragons, Eclipse Phase or Bunnies and Burrows.

Commentors! What are some traits YOU think every GM should have?

News You Can Use

Hooray for news round-ups, space cadets!

First, everyone needs to go to google.com rightnow and type in Zerg Rush.

Second, Blizzard and prominent South Korean e-sports teams met to discuss a new “Starcraft 2 e-sports Vision.” Starcraft: Brood War is HUGE in South Korea, and they haven’t made the switch to SC2 as of yet (although some b-rank players from the major teams have been playing in western tournaments). When they do, rest assured: shit gonna be cray.

In other StarCraft News, the first issue of GLHF Magazine (Good Luck, Have Fun) is available online for free! It’s a gorgeous 64-pages of Starcraft goodness, check it out!

For all of you D&D fans out there, some troubling news about D&D Next: Monte Cook has left the building. Citing “differences of opinion with the company,” this news was followed by the announcement that the public playtest will begin on May 24th. Time will tell whether or not Monte leaving harms the final game, but it doesn’t bode well for what’s already a tumultuous enterprise.

In non-game related news, THE AVENGERS COMES OUT NEXT WEEK YOU GUYS OMG.

That is all! Enjoy your weekend, space cadets!

Wait, I lied: watch this totally awesome Starcraft 2 game featuring Stephano!

Join Securicorp!

Yeah. This game is badass.

I’ve been on a Syndicate kick lately. This game (which I first talked about way back in this post) is AWESOME. A bit glitchy (I saw a clipping glitch the other day where I went through a corner and ended up below the map!), but super fun. And the game is more fun when you’re gaming with friends and can chat.

The other day I was playing some co-op online and I ended up in a game with two players from the UK. We went through a bunch of missions together, and ended up friending each other on XBL. Yesterday, I was playing with one of them for a bunch of matches and I ended up joining their syndicate, Securicorp.

For those of you who haven’t played the game, let me explain. There are nine co-op maps, each with different mission objectives, designed for four players. As you play, you earn points based on kills, breaching, heals, using software, completing objectives and so on. The game tracks your statistics against other players and even creates challenges for you based on how your friends are doing (complete challenge A by getting one more reactive armor kill then you buddy, and so on). Completing challenges earns points!

Players can band together by creating a “syndicate” with a custom name and logo. The creator is titled CEO, and the CEO can make other players Board Members; CEO’s and Board Members have the ability to invite new players to the syndicate.

All points earned while you are a part of a syndicate count towards the syndicate’s overall score, which is tracked on the leaderboards (currently they show the top 1000 syndicates).

Why do I bring this up?

Because we want to get onto the leaderboards, and we want more members to help us get there!

So here’s the deal, space cadets: if you play Syndicate or are looking for a new (awesome) multiplayer game, get online and find me on X-Box Live! We can play some matches and if the CEO is down I’ll bring you on board!

Let’s take Securicorp to the top!

Gamertag

Comments Space cadets! Who out there is playing Syndicate? What do you like/not like about co-op? What are your favorite guns?

A quick update

Hey there space cadets! CJ here with some news.

First, I haven’t forgotten about you guys. I am working on several homebrew projects for 4e that I’m planning to post here (including more of Trolls Will Be Trolls) in the near future. I’ve also beaten Mass Effect 3, which was awesome. I’ll be doing a podcast about it (rife with spoilers) that should go up next week on my other site, www.chroniclespodcast.com, so check it out!

 

Hope everyone’s having fun out there!

-CJ

Skyrim: the beginning

Or: How Skyrim is super awesome but I need to play more before reviewing it guys seriously guys it’s super long.

Courtesy of manatank.com

Hey there space cadets! Like many of you, I have been playing the Skyrim. It is super good. In point of fact, it’s the most fun I’ve had with a Bethesda game in a LONG time, probably since Morrowind. The graphics are great, the skill trees are great, I don’t miss the old level up system even a TIIIINY bit, and I’m loving how much attention and care they gave the environments.

Case in point: I was exploring a dungeon during the Black Star quest. It was this old Imperial fort that had sunk into this river; you had to swim around a bit to find the entrance and then the interior was AWESOME. Water spilling off of old balconies, whole sections submerged, and the place felt damp and wet and it was super cool. I’ve never felt so engaged in exploring a place in a Bethesda game before, or not for a while at least! Good stuff.

In any rate, I shall return later with more exploits of my Argonian warrior, member of the Companions, the Dragonborn warrior clad in the scales of his foes, but for now, I present two videos:

The first is entitled “100 Ways to Die in Skyrim.” Which pretty much says it all.

The last is entitled “Skyrim Archer SkillShot 4 (Headshot),” and you have to see it to believe it.

Both videos were found by My Other of Some Significance (MOSS), who really is too awesome for words. Hope you enjoyed the vids and that my American readers had a great Thanksgiving!

Commentors! Who is playing Skyrim? What’s your favorite environment so far?

Noms while gaming

Random thought, space cadets, but I figured I’d share. THINGS THAT ARE IMPORTANT: eating.

Seriously, there is a reason gaming groups are notorious for having tons of junk food around. Something a little salty, a little sweet; with that crunch. Maybe some jerky or some trail mix, get that soda, get that caffeine baby.

It is a little known fact that enough mountain dew in this configuration is the deadliest deadly doom gun ever.

If it's good enough for Master Cheif, it's good enough for you, rookie.

Issue is, of course, that after a while (especially during those marathon sessions I’m so fond of) you get to flaggin’, energy sapped, what have you. Need that JUICE!

So you gotta keep up with the calories, yo. Some recommendations:

  • Frozen Pizzas (FUCK YEAH)
  • A pile of menus from local restaurants that deliver
  • Trail Mix (can be a bit high in fat, but comes in a lot of varieties)
  • KIND bars (just found these, they are delicious)
  • Jerky (good jerky is expensive, but awesome)
  • Tea
  • Water
  • Hummus and Pita
  • Carrots/sliced peppers/cucumbers (probably also with hummus)
  • Chips and dip, son! (get that dippin’ sauce)
  • Candy (Halloween may be over, but that’s one of the nice things about being an adult: you can buy candy WHENEVER YOU WANT)
it rots your teeth

It's fucking delicious.

Also, see if there is a local place that does timed deliveries or pickups; you can take the order early and then you don’t have to break in the middle of the game to figure out who wants to eat what. Added benefit: often by the time you DO break, it’s too late, and when the food arrives you are STARVING. This makes me a cranky bitch, so if you’re like me, plan ahead! We do this in my Monday group; during the day, everyone sends me a Chipotle order, and when I get hope I submit it online. Then one of our players picks it up and we’re good to go, no dealing with food during game time.

Also, Chiptole is awesome.

Finally, if you decide to go pick up some food, it can be a good way to take a quick break from the game and recharge the batteries. Take everyone along, have a car party, and get some booze! (only if you’re old enough. Or know someone cool who will buy for you)

Commentors: what food do you always have at the gaming table?

The Advanced Dungeons and Dragons DMG

Putting the ridiculous cover art aside, the AD&D Dungeon Master’s Guide is a really awesome book.

The original.

Seriously, that is one silly looking demon. And the lady it's holding doesn't seem that scared, either.

Penned by the one and only Gary Gygax, this was pretty much the first major resource for DMs planning to run a D&D game. A good friend of mine got me a copy years ago, with the words “this is an invaluable resource.” And he is correct.

I haven’t looked at it recently, but as I’m starting a new campaign (tonight, in fact!), I thought it worth pulling out some of my old resources. After flipping through it I realized why it’s so damn useful: it’s basically 240 odd pages of random tables.

Now some of these tables are out of date; this is AD&D after all, we’re over 3 editions past it at this point. And even though the Pummeling Table (Page 72) might be needlessly complex, the Random Encounter tables are still amazing. The NPC generating tables are outstanding. There are tables for creating a random dungeon, random wilderness terrain, random weather; there are hireling tables, rules for henchmen … it’s a pretty sweet resource.

And the reason it’s useful is that it gives you TOOLS. Tools for when you go off book, which, let’s face it, is pretty much all the time. Party wants to interrogate that guard? Roll some quick dice and determine his or her personality! Bartender, shopkeeper, blacksmith, secretary? Check the tables and you have something to play with. Running around the wilderness? How about an urban environment? What do the PCs run into? Roll and find out!

This may seem antithetical to how you “should” run a game; it may seem like you’re leaving too much up to chance, messing with the story. And, in a very linear story, that’s true! But if your PCs like to run away from your scripted events and go off book, it can be VERY helpful to have some tables to help you determine what happens next. And who knows, it may be way more fun than what you had planned anyway (for both sides!).

So if you get a chance, take a look. Try to find a copy. See what the mastermind of Dungeons and Dragons came up with to help fellow GMs out. Laugh at the silly art. And let me know what you think!