SotC plus D&D

Posted on : 24-10-2009 | By : Brian | In : 4th Edition, D&D, House Rules, Indie Games, Links

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I’ve been reading Spirit of the Century recently in preparation for a freelance project that I’m about to start working on, and it’s giving me ideas. Specifically, I’ve been coming up with ways to incorporate some of the ideas and mechanics in Spirit into my regular D&D game. I’ll try to explain this in such a way that people who aren’t familiar with Spirit can still understand what I’m talking about.

Aspects: This is the big one, the obvious one. In Spirit, each character starts with ten aspects; these are words or short phrases that collectively give an overall impression of who the character is. They may be physical characteristics, personality traits, notable quotes, goals, important NPCs, or other, similar things. In addition, players get fate points that they can use to invoke their aspects. Whenever a player makes a roll, he or she can spend a fate point and invoke a relevant aspect in order to get a bonus to the roll after the fact, or re-roll the roll altogether (though the second roll sticks, unless another aspect is invoked and another fate point is spent). You can also tag other peoples’ aspects, which is functionally the same as invoking an aspect except that you’re doing it to someone else’s aspect for your benefit. Finally, the GM can compel an aspect, offering the player a fate point in return for the player acting in accordance with the aspect in question; this typically restricts behavior in some way, and often complicates things for the players.
In D&D: I plan on starting each PC with one aspect from the outset, as well as two aspects that they can choose at a later time, whenever it seems dramatically appropriate. When a player invokes or tags an aspect, it can grant one of three effects. First, it can allow the player to reroll the d20 roll, taking the second result. Second, it can grant a +5 bonus to the roll, after the roll is made but before success or failure is determined. Third, and this is really a very D&D combat-specific use of an aspect, if an d20 roll comes up 18 or higher on the die, an aspect can be invoked to treat it as a natural 20. Compels work in much the same way as described above; there’s really no need to convert.

Declarations: Spirit has a number of skills that can be used for gaining information, such as Academics, Mysteries, Art, or even Burglary. Gaining information is one thing, but players can actually make skill rolls in order to declare facts about a situation. For example, let’s say the players walk into an ancient temple full of traps. A player could say, “According to my extensive knowledge of the history of this temple, I know for a fact that there are numerous secret passages that we can use to our advantage.” The GM then calls for a roll, maybe Academics, and if it’s high enough, the statement is true. In Spirit, this usually means placing an aspect on the scene, one that can be tagged later for the players’ benefit.
In D&D: The knowledge skills (Arcana, Dungeoneering, History, Nature, and Religion) can all be used to make declarations as above. I’d also allow skills like Insight, Perception, or Streetwise to be used to make declarations given sufficient justification or under the right circumstances. Declaration can cause a narrative effect, can place an aspect on the scene or on a person that can be tagged, just like in Spirit, or might create a terrain feature or power that can be used during an encounter. Now, to limit how often this happens, I’d probably cap declaration usage at once per scene per player, a scene being roughly equivalent to an encounter.

Left 4 Dead, 4 Realz

Posted on : 24-10-2009 | By : Brian | In : Links, Zombies

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Check it out. Pretty good special effects for a YouTube video.

Some thoughts on encounters

Posted on : 01-10-2009 | By : Brian | In : 4th Edition, D&D, DM's Journal, Session Reports

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The most recent session report is up. The encounters in this session got me thinking about ways that you can use encounters.

The first encounter of the session was just a fairly straightforward fight against some gnolls. It was fun, but nothing too out of the ordinary. The second encounter was where things got interesting. I’ll set it up for you.

The players were tasked by some druids to go and investigate a clearing that was imbued with an otherworldly presence. They got to the clearing, which contained a circle of standing stones, and saw that there was a large glyph on the ground in the center of the stone circle. Shortly afterward, some floating balls of light descended and attacked.

Ok, so the glyph was a prophecy mark, an idea that I lifted from Eberron. The balls of light were custom creatures called ‘prophecy motes’, and they didn’t so much attack as try to make you understand the prophecy, forcibly. The motes, themselves, were minions, and they had a ranged attack that did some psychic damage and dazed the target. The trick was that, if you killed a prophecy mote, two more appeared on their next turn. I had set this combat up so that a straightforward fight would not win the day; there was simply no way to beat it through strength of arms alone. In a way, the encounter was kind of a puzzle, and the players figured this out very quickly.

As soon as they saw additional prophecy motes appear, they decided to investigate the prophecy mark. I hadn’t anticipated how closely they would investigate it (they tried to read it), but I had enough prepared that I was able to easily improvise. And this really highlights one of the most useful rules of DMing that I’ve learned: whenever possible, say ‘yes’.

‘Can I read the prophecy mark?’ Sure. Here’s what you manage to decipher. And that allowed me to drop clues as to the nature of the mark. The players soon figured out that they were supposed to enter the mark, which they did, thus succeeding the encounter. It was a lot of fun.

The third and final encounter was actually two planned encounters that wound up happening concurrently because of the way the players planned out their ambush. They were trying to catch an assassin in the act of killing the Lord Warden of Fallcrest, and they all hid around the manor and laid in wait. It was a tough encounter–three elites and a solo, all of them higher level than the PCs–but I never really intended for it to continue until one side was dead. In this encounter, both sides had very specific goals. The PCs wanted to catch the assassin and save the Lord Warden, while the bad guys wanted to assassinate their target and escape. It became a very tense affair, with the fighter holding off the three elites downstairs (fade assassins, custom creatures modeled after the myrdraal of Robert Jordan’s Wheel of Time series) and everyone else focusing on the assassin and his target.

In the end, the assassin succeeded and escaped, and this highlights something else: recurring villains. I love recurring villains, mainly because I feel that players will get attached to their dislike of those villains. You don’t want every villain to be a recurring villain; that makes the players feel like they can’t seem to stop anyone for good. But if you do want a recurring villain, you can do a lot worse than use a solo and have him escape when he’s bloodied. If you’re going to do that, make sure he’s got an escape contingency. My assassin (Judgement, a warforged former avenger of the Raven Queen) had a long-range teleport ability that would take him 20 squares, provided he ended in an area of darkness or dim light. Because it was dark outside, he was able to teleport out the window and escape precisely when I needed him to. The reaction I got from my players was priceless; I can tell they really have a vested interest in stopping Judgement now, or at least confronting him again.