<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Gamecrafters&#039; Guild &#187; Downloads</title>
	<atom:link href="http://www.gamecrafters.net/categories/downloads/feed" rel="self" type="application/rss+xml" />
	<link>http://www.gamecrafters.net</link>
	<description>Brian Engard, freelance game writer and enthusiast.</description>
	<lastBuildDate>Wed, 28 Jul 2010 00:23:28 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0</generator>
		<item>
		<title>Current House Rules</title>
		<link>http://www.gamecrafters.net/archives/737</link>
		<comments>http://www.gamecrafters.net/archives/737#comments</comments>
		<pubDate>Tue, 25 May 2010 22:39:31 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[4th Edition]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[DM's Journal]]></category>
		<category><![CDATA[Downloads]]></category>
		<category><![CDATA[House Rules]]></category>
		<category><![CDATA[Links]]></category>

		<guid isPermaLink="false">http://www.gamecrafters.net/?p=737</guid>
		<description><![CDATA[I&#8217;m using very few house rules in my current game (I don&#8217;t consider custom monsters to be house rules), and I thought I&#8217;d share them. I&#8217;ve talked about a few of them already, but I&#8217;ll give you some updates. Renown Points I&#8217;ve already explained my rationale for using Renown Points, and I like the way [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m using very few house rules in my current game (I don&#8217;t consider custom monsters to be house rules), and I thought I&#8217;d share them.  I&#8217;ve talked about a few of them already, but I&#8217;ll give you some updates.</p>
<p><b>Renown Points</b><br />
I&#8217;ve already explained my rationale for using <a href="http://www.gamecrafters.net/archives/687">Renown Points</a>, and I like the way it worked in the last session.  I monkeyed with some of the values and achievements so that rarer achievements are worth more, and so that they work a little more as intended.  Here&#8217;s my new <a href="http://www.gamecrafters.net/wp-content/plugins/download-monitor/download.php?id=7">score card</a>.</p>
<p><b>Ally Cards</b><br />
I shamelessly stole this idea from <a href="http://gregbilsland.wordpress.com/2010/05/16/ally-cards/">someone else</a>.  I&#8217;m modifying it a little to suit my tastes.  Here&#8217;s how they work in my game.</p>
<p><i>Actions</i><br />
Allies do not have their own actions; each ally is attached to one of the players and is under his/her control.  Whenever a PC takes a move action, that player&#8217;s attached ally can also do so.  The PC can spend a minor action to activate one of the ally&#8217;s encounter or daily abilities.  Allies do not make opportunity attacks or take any other actions on their own.  Some allies have passive abilities; these do not require an action to take effect.  When an ally uses an encounter or daily ability, no roll is required; however, an ally cannot deal damage automatically.  Instead, any ally power that deals damage must do so as a result of a PC&#8217;s roll, effectively granting bonus damage to a PC&#8217;s attack.</p>
<p><i>Damage and Healing</i><br />
Allies do not have hit points; instead, they have hit boxes.  When an ally takes damage from any source, mark off a hit box.  Like minions, allies do not take damage from a miss, but can take automatic damage from an aura or other effect.  When all hit boxes are marked off, the ally is unconscious.  If an unconscious ally takes damage, that ally dies.  Allies do not make death saving throws while they are unconscious; they are automatically stable.</p>
<p>Whenever an ally benefits from a healing ability that allows that ally to spend a healing surge or heal as if a healing surge had been spent, that ally erases one marked off hit box.  Allies do not, however, have healing surges.  During a short rest, an ally can erase all marked off hit boxes.</p>
<p>Resistances and vulnerabilities do not apply to allies.</p>
<p><a href="http://www.gamecrafters.net/wp-content/plugins/download-monitor/download.php?id=8">Sample Ally Cards</a></p>
<p><b>Healbots</b><br />
One of my players plays a warlord, and is the only leader in the party.  The paladin and warlock can both do some healing, but not much, and both have access to healing on a daily basis rather than an encounter basis.  The warlord is often unavailable, and until recently I simply had another player run his character.  That, however, slowed things down and was, in general, complicated and not as effective as it could be.  I also tried creating a monster version of the warlord, Sredni, so that he&#8217;d be easier to run.  This, too, left a bad taste in my mouth.</p>
<p>Then, I came across <a href="http://feedproxy.google.com/~r/4eblogs/~3/DvGrM9xrAZY/healbot-aka-what-to-do-when-healer-cant.html">this post</a>, which I&#8217;m going to shamelessly steal from (again).  I&#8217;m modifying the healbot rules a little to give Sredni a little bit more autonomy, and so that the players still benefit from his passive abilities (warlords have awesome passive abilities).  I&#8217;m also going to continue to have a player run him, but now there will be significantly less for that player to have to keep track of.  I give you Sredni Vashtar, healbot:</p>
<p><a href="http://www.gamecrafters.net/wp-content/uploads/Sredni-Healbot.jpg"><img src="http://www.gamecrafters.net/wp-content/uploads/Sredni-Healbot-126x300.jpg" alt="" title="Sredni Healbot" width="126" height="300" class="aligncenter size-medium wp-image-738" /></a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamecrafters.net/archives/737/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>More on Renown Rewards</title>
		<link>http://www.gamecrafters.net/archives/691</link>
		<comments>http://www.gamecrafters.net/archives/691#comments</comments>
		<pubDate>Sun, 09 May 2010 18:37:58 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[4th Edition]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[Downloads]]></category>
		<category><![CDATA[House Rules]]></category>

		<guid isPermaLink="false">http://www.gamecrafters.net/?p=691</guid>
		<description><![CDATA[A couple of my players have given me feedback on my post on using Renown Points in your home game. They seem to like the idea, but they think it was maybe a little too complex and required a bit too much book-keeping in some cases. After looking at it again and giving it the [...]]]></description>
			<content:encoded><![CDATA[<p>A couple of my players have given me feedback on my <a href="http://www.gamecrafters.net/archives/687">post</a> on using Renown Points in your home game.  They seem to like the idea, but they think it was maybe a little too complex and required a bit too much book-keeping in some cases.  After looking at it again and giving it the old hairy eyeball, I tend to agree with them.</p>
<p>I&#8217;ve tweaked a few of the Renown achievements, and lifted a lot of the per encounter/per session restrictions.  None of the once-per-session achievements still carry that restriction, but some of the point values have been changed a little.  As far as the ones that were once per encounter, I&#8217;ve lifted that restriction sort of.  What I&#8217;ve done is I&#8217;ve created a <a href="http://www.gamecrafters.net/wp-content/plugins/download-monitor/download.php?id=6">score card</a> for keeping track of your Renown Points.  </p>
<p>For the stuff that is free of restrictions, basically the DM tells you that you earned that achievement, and you immediately add those Renown Points to your total.  For the encounter-based ones, I included four spaces for check marks for each of those.  Any time you hit that achievement, put a check mark in one of the spaces; when all your spaces for that achievement are full, you can&#8217;t earn any more check marks.  At the end of the encounter, each check mark that you&#8217;ve earned turns into a Renown Point, and you erase all of those check marks so you can earn them again in the next encounter.  </p>
<p>Because you can earn these achievements multiple times in an encounter, I&#8217;ve tweaked a couple of them.  Now, instead of hitting for 15+ damage (which my strikers do pretty often), you have to hit for 20+ damage.  It&#8217;ll happen a little less often, but it&#8217;ll still happen.  Also, the achievement for taking 50 damage in one encounter seemed like too much book-keeping, like it would get forgotten a lot.  Now, instead, you have to take damage equal to your bloodied value in a single round to earn a check.</p>
<p>You&#8217;ll also notice that the costs of the rewards have increased a little; specifically, each one is 5 points more expensive.  This is to compensate for the fact that players will likely be earning more Renown Points than they would have before.  Anyway, take a look at it, and feedback, as always, is welcome.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamecrafters.net/archives/691/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Random Encounters: Orc Ambush</title>
		<link>http://www.gamecrafters.net/archives/671</link>
		<comments>http://www.gamecrafters.net/archives/671#comments</comments>
		<pubDate>Fri, 07 May 2010 01:36:42 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[4th Edition]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Random Encounters]]></category>

		<guid isPermaLink="false">http://www.gamecrafters.net/?p=671</guid>
		<description><![CDATA[When planning encounters for an adventure, I like to throw in at least a few that are unconnected to the main story, to build verisimilitude and give a sense that not everything in the world revolves around the PCs. I don&#8217;t use random encounters; that is, I don&#8217;t create these encounters on the fly using [...]]]></description>
			<content:encoded><![CDATA[<p>When planning encounters for an adventure, I like to throw in at least a few that are unconnected to the main story, to build verisimilitude and give a sense that not everything in the world revolves around the PCs.  I don&#8217;t use random encounters; that is, I don&#8217;t create these encounters on the fly using a table of any kind.  They&#8217;re very much planned encounters, with the appearance of randomness.  Still, I like the term for this series of posts, so I&#8217;ll use it.</p>
<p>At any rate, this encounter is designed to be used when the PCs have camped for the night in a cave, taking shelter from a bad snowstorm.  Orcs who are used to the weather and who know the area take advantage of the weather and the late hour to spring an ambush on the unsuspecting PCs.</p>
<p>Without further ado, I give you <a href="http://www.gamecrafters.net/wp-content/plugins/download-monitor/download.php?id=5">Orc Ambush</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamecrafters.net/archives/671/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Encouraging Terrain Powers</title>
		<link>http://www.gamecrafters.net/archives/654</link>
		<comments>http://www.gamecrafters.net/archives/654#comments</comments>
		<pubDate>Sat, 01 May 2010 00:40:17 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[4th Edition]]></category>
		<category><![CDATA[Advice]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[DM's Journal]]></category>
		<category><![CDATA[Downloads]]></category>
		<category><![CDATA[GMing Methodology]]></category>
		<category><![CDATA[House Rules]]></category>
		<category><![CDATA[Links]]></category>

		<guid isPermaLink="false">http://www.gamecrafters.net/?p=654</guid>
		<description><![CDATA[The DMG 2 introduced the concept of terrain powers. These are pretty much what they sound like: they&#8217;re effectively environmental effects structured as powers, to make them easier and clearer to use. I like the system quite a bit, and actually utilized some props to encourage their use in my last session. To encourage the [...]]]></description>
			<content:encoded><![CDATA[<p>The <i><a href="http://www.amazon.com/Dungeon-Masters-Guide-Core-Rulebook/dp/078695244X/ref=sr_1_1?ie=UTF8&#038;s=books&#038;qid=1272673750&#038;sr=1-1">DMG 2</a></i> introduced the concept of terrain powers.  These are pretty much what they sound like: they&#8217;re effectively environmental effects structured as powers, to make them easier and clearer to use.  I like the system quite a bit, and actually utilized some props to encourage their use in my <a href="http://gamecrafters.net/docuwiki/doku.php?id=the_prince_of_dusk">last session</a>.  To encourage the players to use these powers, I printed out power cards for them.  This allowed them to see just what a terrain power could do before they used it, and allowed them to weigh cost versus reward.  I tended to err on the potent side for terrain powers (since they can be used by either side), but I also tended to make them limited in their ability to be used; that is, most were single-use, while others had a limited-use mechanic.  </p>
<p>Overall, it worked fairly well; the players used the terrain powers, and they used them to very good effect.  There was one thing missing, though: my monsters never really used the terrain powers, because I forgot to.  While the players had a handy visual reminder of what they could do with the terrain, I had neglected to give myself one; as the DM, I had a lot of powers to keep track of, and without something to remind me that they were there, I tended to focus on what my monsters could do by themselves.  There is, I realized, a very simple solution to this problem: put the terrain powers right in the monster stat blocks.</p>
<p>Thanks to the Monster Builder, it&#8217;s easy enough to modify monster stat blocks and to copy terrain powers from one monster to another.  Having terrain powers in the monster stat blocks acts as a handy reminder of what tactics are available to your monsters, as well as a good reference for how powerful those powers are in relation to their own.  You can also use this technique to remind yourself of specific tactical tendencies of monsters.  If you&#8217;re running a combat with a lot of different terrain powers, it&#8217;s easy enough to only put the powers in a given stat block that that monster is likely to use.  Is there a mounted ballista that does less damage than your artillery monster&#8217;s own weapon?  It doesn&#8217;t need that power.  The skirmisher or brute might, though, until the PCs close the distance.  Zombies aren&#8217;t likely to utilize the environment a lot, but orcs and goblins probably will, and you can bet your bottom dollar that kobolds will.</p>
<p>Here is a very simple <a href="http://www.gamecrafters.net/wp-content/plugins/download-monitor/download.php?id=4">example</a>, an encounter from my last session that I modified after the fact.  I encourage you to experiment with this technique, and I also encourage you to share your results and modifications here on this blog.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamecrafters.net/archives/654/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Roll for Initiative!</title>
		<link>http://www.gamecrafters.net/archives/625</link>
		<comments>http://www.gamecrafters.net/archives/625#comments</comments>
		<pubDate>Sun, 18 Apr 2010 17:36:17 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[4th Edition]]></category>
		<category><![CDATA[Advice]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[DM's Journal]]></category>
		<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Links]]></category>

		<guid isPermaLink="false">http://www.gamecrafters.net/?p=625</guid>
		<description><![CDATA[The Newbie DM has a really nice post up about an analog initiative tracker that I like. It&#8217;s good for heroic tier games, but would require some modification for paragon and epic. This has prompted me to share what I do for initiative tracking. I&#8217;ve actually gone through three different methods, and I&#8217;ll share them [...]]]></description>
			<content:encoded><![CDATA[<p>The Newbie DM has a really nice post up about an <a href="http://newbiedm.com/2010/04/18/analog-initiative-tracker-for-heroic-tier/">analog initiative tracker</a> that I like.  It&#8217;s good for heroic tier games, but would require some modification for paragon and epic.</p>
<p>This has prompted me to share what I do for initiative tracking.  I&#8217;ve actually gone through three different methods, and I&#8217;ll share them all here.</p>
<p>Method one was extremely old-school.  I would print out this <a href="http://www.gamecrafters.net/wp-content/plugins/download-monitor/download.php?id=1">initiative tracker</a> and hand-write characters and monsters in their initiative slots as initiative was rolled.  It was time-consuming, especially when someone moved around in the initiative order via a delay or readied action.  To save time, I&#8217;d often pre-roll monster initiative and write them in before the game, but that delay/ready problem was still a factor.  It does allow you to track conditions and hit points, but things got overlooked a lot, and I ran into problems when two or three combatants had the same initiative count.</p>
<p>This prompted me to move to method 2.  In method 2, I used a magnetic whiteboard and a number of magnetic index card-style tiles (all of them dry-erasable) to track initiative.  Each PC, monster (or group of monsters), and trap/hazard would have its own card, and the cards would be arranged in initiative order as it was rolled.  Hit points and conditions could be written directly on the cards, and they could be moved as initiative counts changed.  There were a couple of problems with this method.  First, because it was a dry-erasable product, text often got smudged and erased.  Second, without an easel, there really was no easy way to prop it up so the whole group could see it, and it kept falling down.  Third, I had to dragoon one of my players into being responsible for it, because it was too distracting for me while I was trying to run the combat.  Below, you can see what it looked like in play.</p>
<p><a href="http://www.flickr.com/photos/nengard/3828533542/" title="D&amp;D Day by nengard, on Flickr"><img src="http://farm3.static.flickr.com/2492/3828533542_8eea8bf0ff.jpg" width="375" height="500" alt="D&amp;D Day" /></a></p>
<p>So, because of the above issues, I only used this method for a few games before adopting a new one.  I cannot, for the life of me, remember where I heard about this method, as it took a while for me to adopt it, so unfortunately I can&#8217;t give credit where it&#8217;s due.  Suffice it to say, I like it quite a lot.  It does take some prep before-hand, but now that the bulk of it is done, future games should be easier to prep for than the first time I used this method (I&#8217;ve only used it once, so far).  So, what is it?  First, I created <a href="http://www.gamecrafters.net/wp-content/plugins/download-monitor/download.php?id=2">this file</a>, and <a href="http://www.gamecrafters.net/wp-content/plugins/download-monitor/download.php?id=3">another file</a> like it with the monsters I was using.  Then I printed everything out on card stock (a DM&#8217;s best friend, by the way), cut it all out, and folded everything along the center line.  I used a bead box to organize my condition cards.  During the game, as initiative is rolled, I drape these cards over my DM screen with the pictures facing the PCs and the info facing me.  If someone changes their order in the initiative, I can just pick up a card and drop it in the right place.  If someone applies a condition to someone else, I drape on of the condition cards over that combatant&#8217;s initiative card until the condition no longer applies.  It works great, gives the players a nice visual representation of all of the combatants, and gives me a lot of useful information.  It&#8217;s also easy to use in play, and doesn&#8217;t take up a lot of space or time at the table.  Again, you can see it in action below.</p>
<p><a href="http://www.flickr.com/photos/nengard/4531899204/" title="DSCF0051 by nengard, on Flickr"><img src="http://farm5.static.flickr.com/4011/4531899204_f4d5caa67a_b.jpg" width="1024" height="768" alt="DSCF0051" /></a></p>
<p><a href="http://www.flickr.com/photos/nengard/4531899644/" title="Game Stuff by nengard, on Flickr"><img src="http://farm5.static.flickr.com/4020/4531899644_2b71369110_b.jpg" width="1024" height="768" alt="Game Stuff" /></a></p>
<p><a href="http://www.flickr.com/photos/nengard/4531266043/" title="Game Stuff by nengard, on Flickr"><img src="http://farm5.static.flickr.com/4023/4531266043_26bb4bdd32_b.jpg" width="1024" height="768" alt="Game Stuff" /></a></p>
<p>So how do you track initiative?</p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamecrafters.net/archives/625/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>The Shadow Rift</title>
		<link>http://www.gamecrafters.net/archives/515</link>
		<comments>http://www.gamecrafters.net/archives/515#comments</comments>
		<pubDate>Sat, 05 Sep 2009 02:49:49 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[4th Edition]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[DM's Journal]]></category>
		<category><![CDATA[Downloads]]></category>
		<category><![CDATA[House Rules]]></category>
		<category><![CDATA[Links]]></category>

		<guid isPermaLink="false">http://www.gamecrafters.net/?p=515</guid>
		<description><![CDATA[As, I&#8217;m sure, many of you who have run, or are currently running, Keep on the Shadowfell, I modified the adventure as written. I added in a bunch of stuff at the beginning in order to get the PCs to Winterhaven, and I made numerous minor modifications to various encounters throughout the adventure. Mostly it [...]]]></description>
			<content:encoded><![CDATA[<p>As, I&#8217;m sure, many of you who have run, or are currently running, <i>Keep on the Shadowfell</i>, I modified the adventure as written.  I added in a bunch of stuff at the beginning in order to get the PCs to Winterhaven, and I made numerous minor modifications to various encounters throughout the adventure.  Mostly it was a monster here and a monster there being replaced with something that I found more interesting, either mechanically or thematically (or both), but nothing too drastic.  Even the replacement of a deathjump spider with a more powerful monster, a cave troll, is something I consider a relatively minor modification; it altered the feel of the battle a little bit, but didn&#8217;t have implications that were all that far-reaching.</p>
<p>The single greatest modification that I made to the published adventure was in the final battle of the adventure, against Kalarel.  In the published adventure, Kalarel is accompanied by some skeletons and a wight, and there&#8217;s a trap in the form of the Thing in the Portal, which grabs and draws nearer adventurers who draw too near in the first place.  When I first read the adventure, I thought it was a cool encounter, but that was before I had experienced more of the breadth of what 4th Edition had to offer.  I do think that, for those who are still undecided about the new edition, taking D&#038;D for a <a href="http://www.wizards.com/default.asp?x=dnd/4dnd/dndtestdrive">test drive</a> with the adventure as written is perfectly viable, and probably lots of fun.  But I wanted to do something different.</p>
<p>So, I completely rejiggered the final encounter.  For starters, I created the corpse mound that I <a href="http://www.gamecrafters.net/archives/484">talked about</a> before.  Then I added a couple of hazards; one represented the darkness emanating from the portal, the other the subtle and seductive call of said darkness.  Then I reduced Kalarel&#8217;s level a bit and modified some of his abilities so that the encounter&#8217;s level was a little more in-line with my party&#8217;s level.  </p>
<p>It&#8217;s a level 7 encounter, all said, but with a lot of potential to be very, very difficult.  There are some nasty threats in there, and all of them had at least a couple of levels on the party.  So I staggered things a little bit.  Initially, Kalarel is involved in completing the ritual, so the party only has to contend with the corpse mound.  After a couple of rounds, Kalarel completes the ritual, joining the fray.  The following round, the two hazards activate, and every round thereafter the darkness expands, filling more of the room.</p>
<p>Now, I had a way for the PCs to reverse the effects of the ritual built into the encounter, but I&#8217;m a firm believer that a big failure should not be a show-stopper, but should rather make things more interesting.  Thus, I created a skill challenge that would trigger if the darkness expanded too much.  This had the effect of also putting a time limit on the encounter, which prevented it from turning into too much of a slog.</p>
<p>At any rate, here is my <a href="http://www.gamecrafters.net/wp-content/uploads/Shadow-Rift.pdf">writeup</a> of the encounter.  The experience per party member assumes a party of 5 characters, and there&#8217;s no treasure included in that writeup (I had that in a separate document for some reason).  The encounter does use the standard battle map that the original encounter used; Kalarel starts in front of the altar, while the corpse mound appears as a mere pile of corpses in the pool of blood in the center of the room.  The darkness, as you&#8217;d expect, emanates from the portal once Kalarel has completed the ritual.  Enjoy.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamecrafters.net/archives/515/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Masterplan</title>
		<link>http://www.gamecrafters.net/archives/473</link>
		<comments>http://www.gamecrafters.net/archives/473#comments</comments>
		<pubDate>Sat, 15 Aug 2009 02:53:14 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[4th Edition]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[Downloads]]></category>

		<guid isPermaLink="false">http://www.gamecrafters.net/?p=473</guid>
		<description><![CDATA[By pure chance, I stumbled upon Masterplan. I have to say, this tool is absolutely fantastic. Need to create a flowchart of your adventure? It&#8217;ll do that. Want to make an encounter? Got it. How bout a trap or a skill challenge? That&#8217;s covered, too. There are some things that I wish it did that [...]]]></description>
			<content:encoded><![CDATA[<p>By pure chance, I stumbled upon <a href="http://www.habitualindolence.net/masterplan/">Masterplan</a>.  I have to say, this tool is absolutely fantastic.  Need to create a flowchart of your adventure?  It&#8217;ll do that.  Want to make an encounter?  Got it.  How bout a trap or a skill challenge?  That&#8217;s covered, too.  There are some things that I wish it did that it doesn&#8217;t; it&#8217;s difficult, for example, to print just one encounter out in a printer-friendly format.  Importing monsters from the Rules Compendium is possible, but not intuitive, and you have to do it one monster at a time.  Some things, like DCs for skill challenges, are auto-calculated, while other things, like damage and attack bonuses for traps, are not.  </p>
<p>All that aside, though, this is a great tool that is under active development, and the creator is receptive to feedback.  I hope that the Adventure Tools that Wizards is making will be something like this, because I&#8217;m imagining something with the functionality of Masterplan, but tied to the Rules Compendium and to the Monster Builder, and it makes me very happy.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamecrafters.net/archives/473/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>A Session Report, and some musings</title>
		<link>http://www.gamecrafters.net/archives/467</link>
		<comments>http://www.gamecrafters.net/archives/467#comments</comments>
		<pubDate>Thu, 13 Aug 2009 13:33:40 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[4th Edition]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[Downloads]]></category>
		<category><![CDATA[House Rules]]></category>
		<category><![CDATA[Links]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.gamecrafters.net/?p=467</guid>
		<description><![CDATA[Hello, all. Apropos of the quickly approaching D&#038;D Day, I thought I&#8217;d post a session report from the last D&#038;D Day. The party is almost done with Keep on the Shadowfell; this next session should finish it off. I have, however modified the end of the adventure pretty heavily. Other things. Dungeon Delve, it turns [...]]]></description>
			<content:encoded><![CDATA[<p>Hello, all.  Apropos of the quickly approaching D&#038;D Day, I thought I&#8217;d post a <a href="http://gamecrafters.net/docuwiki/doku.php?id=the_troll_and_the_warchief">session report</a> from the last D&#038;D Day.  The party is almost done with Keep on the Shadowfell; this next session should finish it off.  I have, however modified the end of the adventure pretty heavily.</p>
<p>Other things.  <i><a href="http://www.amazon.com/Dungeon-Delve-4th-Supplement-Adventure/dp/0786951397/ref=sr_1_1?ie=UTF8&#038;s=books&#038;qid=1250169484&#038;sr=1-1">Dungeon Delve</a></i>, it turns out, is a fantastic resource, not just for the obvious reason of having 30 pre-made delves at your fingertips.  If you pay attention, you can glean a lot about what makes a good encounter, not just in terms of what monsters to use together, but also how to use traps and terrain to make things interesting.  Even less obvious but, I think, more interesting, the book shows you how to use your Dungeon Tiles in creative ways, using features on specific tiles to represent interesting and important terrain.  </p>
<p>Also, as you may have discerned from previous session reports, an NPC has joined the group: Splug the fey goblin.  I&#8217;m using homebrewed follower rules to represent him in the battles (I&#8217;m aware that the <i>Dungeon Master&#8217;s Guide II</i> includes official rules for this, and I&#8217;m eager to see how close I am to the mark).  For those who are interested, <a href="http://gamecrafters.net/docuwiki/lib/exe/fetch.php?media=splug.pdf">here</a> is a PDF of Splug&#8217;s statistics as well as the rules for using followers.</p>
<p>You may have noticed that the stats for Splug were made using Wizards&#8217; own beta version of the <a href="http://www.wizards.com/default.asp?x=dnd/insider/monsterbuilder">Monster Builder</a>.  I absolutely love this tool.  For a beta, it&#8217;s extremely functional and remarkably free of show-stopping bugs (not to say that there aren&#8217;t any, just to say that I haven&#8217;t run into anything too inconvenient).  There&#8217;s clearly some work left to be done on it, but there&#8217;s a lot of potential there.  More than that, there&#8217;s a lot of functionality and ease of use already built into it, which is a great boon to me, and to other DMs that like to make stuff up for their campaigns.  Now I just need something like this for traps.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamecrafters.net/archives/467/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Nipping at your nose</title>
		<link>http://www.gamecrafters.net/archives/403</link>
		<comments>http://www.gamecrafters.net/archives/403#comments</comments>
		<pubDate>Mon, 22 Dec 2008 00:40:22 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[4th Edition]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Gamecrafting]]></category>
		<category><![CDATA[House Rules]]></category>
		<category><![CDATA[Humor]]></category>
		<category><![CDATA[Links]]></category>

		<guid isPermaLink="false">http://www.gamecrafters.net/?p=403</guid>
		<description><![CDATA[Here&#8217;s some holiday fun for all you 4th Edition fans out there. This was made using Asmor&#8217;s Monster Maker, which is a cool little program. Enjoy.]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s some holiday fun for all you 4th Edition fans out there.  This was made using <a href="http://www.asmor.com/programs/monstermaker/index.php">Asmor&#8217;s Monster Maker</a>, which is a cool little program.  Enjoy.</p>
<p><img src="http://www.gamecrafters.net/wp-content/uploads/jackfrost.jpg" alt="Jack Frost" title="jackfrost" width="506" height="536" class="size-full wp-image-406" /></p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamecrafters.net/archives/403/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>D&amp;D Stuff</title>
		<link>http://www.gamecrafters.net/archives/396</link>
		<comments>http://www.gamecrafters.net/archives/396#comments</comments>
		<pubDate>Sun, 30 Nov 2008 16:30:58 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[4th Edition]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Session Reports]]></category>

		<guid isPermaLink="false">http://www.gamecrafters.net/?p=396</guid>
		<description><![CDATA[First of all, the most recent session report is up. Second, I recently downloaded the beta version of the D&#038;D Character Builder. I have to say, it&#8217;s very impressive. The program makes it really easy to make D&#038;D characters, and it&#8217;s fantastic how they&#8217;ve got content from Dragon and other published products, like the Adventurer&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p>First of all, the most recent <a href="http://www.gamecrafters.net/wiki/Session_Reports/Session_Four__A_Roadside_Ambush.html">session report</a> is up.</p>
<p>Second, I recently downloaded the beta version of the <a href="http://www.wizards.com/default.asp?x=dnd/insider/characterbuilder">D&#038;D Character Builder</a>.  I have to say, it&#8217;s very impressive.  The program makes it really easy to make D&#038;D characters, and it&#8217;s fantastic how they&#8217;ve got content from <i>Dragon</i> and other published products, like the <i>Adventurer&#8217;s Vault</i> right in there for you to use, even if you don&#8217;t own the physical product.  It&#8217;ll automatically generate a character sheet for your character, which you can customize to a pretty great degree, and it&#8217;ll generate power cards, magic item cards, and reference cards for you, too.  It&#8217;s pretty sweet.</p>
<p>It isn&#8217;t perfect, though; there are a few things it could use.  The ability to create your own items would be really nice, since most DMs are going to be giving their PCs various things that aren&#8217;t in any published product.  I&#8217;m not even talking about new weapons or magic items here; the ability to give a PC an item like &#8220;an old, tattered journal&#8221; or &#8220;a necklace depicting a skull with ram&#8217;s horns&#8221; would be fantastic.  Similarly, it would be nice if you could edit the text in the character sheet and power cards.  Most of it is pretty good, and there&#8217;s a lot of auto-calculation (though there could be more), but I would like to be able to type in my own notes in various places.  There are also some issues with the personalized information that it puts on your power cards.  The ranger&#8217;s Twin Strike, for example, allows you to attack with both your primary weapon and your off-hand weapon, but the power card only includes an attack bonus and damage for your primary weapon.  It would be nice if your off-hand weapon were included, or if you could type that in yourself.  Since many of the ranger&#8217;s powers allow you to attack with two weapons, this seems like a glaring omission.</p>
<p>It is, however, still in beta, and there&#8217;s time for it to be tweaked still.  As it stands, even with a few things missing, it is a fantastic product, and when the full version comes out, I&#8217;ll be really happy to be a D&#038;D Insider subscriber.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamecrafters.net/archives/396/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The Thrifty DM: Resources for DMs</title>
		<link>http://www.gamecrafters.net/archives/338</link>
		<comments>http://www.gamecrafters.net/archives/338#comments</comments>
		<pubDate>Sun, 10 Aug 2008 17:04:57 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[4th Edition]]></category>
		<category><![CDATA[Advice]]></category>
		<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Links]]></category>

		<guid isPermaLink="false">http://www.gamecrafters.net/?p=338</guid>
		<description><![CDATA[As a long-time DM, I&#8217;m always on the lookout for tools and such that make my job a little bit easier. Since I really haven&#8217;t shared all this stuff with you guys yet, I figured I would. Most of this stuff is relatively inexpensive, if not downright free. Some of it is designed for RPGs [...]]]></description>
			<content:encoded><![CDATA[<p>As a long-time DM, I&#8217;m always on the lookout for tools and such that make my job a little bit easier.  Since I really haven&#8217;t shared all this stuff with you guys yet, I figured I would.  Most of this stuff is relatively inexpensive, if not downright free.  Some of it is designed for RPGs some of it is not, but can be used for such.  Anyway, in no particular order:</p>
<ul>
<li>Wizards of the Coast actually puts out some quality products that I use, and I would be remiss if I didn&#8217;t at least give them a mention on this post.  First is their line of <a href="http://www.amazon.com/s/ref=nb_ss_b?url=search-alias%3Daps&#038;field-keywords=dungeon+tiles&#038;x=0&#038;y=0">Dungeon Tiles</a>, which are excellent.  They feature good artwork, clean, easy to see and use, 1-inch grids, they&#8217;re modular, and they&#8217;re somewhat dry-erasable.  Also, they&#8217;re only $10 a pop, which is nice.  One caveat: I say they&#8217;re somewhat dry-erasable because I&#8217;ve got a few tiles with what seem like permanent marks from dry-erase ink that sat on the tile too long.  So be careful.  That said, if you find yourself having to replace some tiles, they&#8217;re not that expensive.  Also useful if you use Dungeon Tiles is <a href="http://www.jailoco.net/jai.hordelings/dungeontilesmapper.htm">Jai&#8217;s Dungeon Tile Mapper</a>, a free program for creating DT-based maps on your computer.  It&#8217;s basically the same program that Wizards hosts, except that it&#8217;s actually been updated since the third DT set came out; the only one currently missing is the newest one, <i>Hall of the Giant Kings</i>, which may be added soon.</li>
<li>Also by Wizards is their line of D&#038;D Miniatures, which I am a recent enthusiast and collector of.  <a href="http://www.amazon.com/Dungeons-Dread-booster-Miniatures-Product/dp/0786947551/ref=pd_bbs_sr_1?ie=UTF8&#038;s=books&#038;qid=1218386366&#038;sr=8-1">Booster packs</a> are reasonably priced, and are even more so if you <a href="http://www.amazon.com/gp/offer-listing/0786947551/ref=pd_bbs_sr_olp_1?ie=UTF8&#038;s=books&#038;qid=1218386366&#038;sr=8-1">shop around</a> a little bit, but are randomized.  If you want specific, individual minis, <a href="http://paizo.com/store/byCompany/w/wizardsOfTheCoast/byProductType/miniaturesGames/dnd/singles">Paizo.com</a> is a good resource, as is <a href="http://search.ebay.com/dungeons-of-dread_W0QQfrppZ50QQfsopZ1QQmaxrecordsreturnedZ300">ebay</a>.</li>
<li>But what if you don&#8217;t want to drop all that money on minis?  What if you need a mini that doesn&#8217;t exist, is hard to get, or you can&#8217;t wait for it to ship because you&#8217;re playing tomorrow?  Cardboard counters are a good way to go.  I usually make my own, printed on card stock, which is pretty cheap at <a href="http://www.staples.com/office/supplies/StaplesSearch?searchkey=card+stock&#038;storeId=10001&#038;catalogId=10051&#038;langId=-1&#038;fromUrl=home">Staples</a> and other office stores.  As far as images for said counters, there are a number of good resources available.  Wizards hosts a number of <a href="http://www.wizards.com/default.asp?x=dnd/arch/pc">character portraits</a>, as well as a <a href="http://www.wizards.com/default.asp?x=dnd/arch/ag">multitude of images</a> from their catalog of products that can be chopped up in your favorite image editing software.  You could also check out <a href="http://dndcounters.tripod.com/">these</a> D&#038;D counters.  Finally, the <a href="http://www.enworld.org/forum/forumdisplay.php?f=55">art forum</a> on EN World is a fantastic resource for all kinds of RPG-related artwork; of particular note is <a href="http://www.enworld.org/forum/showthread.php?t=161795">Storn&#8217;s thread</a>, not only because his artwork is excellent but because it&#8217;s all released under a Creative Commons license.  Beware, though; EN World can sometimes run a little slow due to their massive server load.</li>
<li>Another thing that&#8217;s often required for D&#038;D (especially under 4th Edition) is small counters and beads of various descriptions to keep track of conditions like marked, cursed, bloodied, and others.  You could go to a gaming store, but you could also go someplace like AC Moore or Jo-Ann Fabrics.  They have lots of <a href="http://www.joann.com/joann/catalog.jsp?CATID=cat3139&#038;PRODID=prd31656&#038;source=search">beads</a>, as well as <a href="http://www.joann.com/joann/catalog.jsp?CATID=cat2119&#038;PRODID=prd53261">bead boxes</a> that can be used to store and organize your beads or other things.  I use bead boxes to store my Dungeon Tiles, for example.</li>
<li>Finally, I recently found a <a href="http://www.dragonavenue.com/dnd/resources/">website</a> that has all sorts of great stuff, including a nice landscape character sheet, some cards for tracking conditions, and some very nice power and magic item cards (I use the <a href="http://magicseteditor.sourceforge.net/">Magic Set Editor</a>, but these are nice too).</li>
</ul>
<p>I hope this has been helpful to people out there who want to DM, or already do DM.  Maybe I saved you some time.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamecrafters.net/archives/338/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Keep on the Shadowfell initial impressions</title>
		<link>http://www.gamecrafters.net/archives/316</link>
		<comments>http://www.gamecrafters.net/archives/316#comments</comments>
		<pubDate>Thu, 22 May 2008 23:57:50 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[4th Edition]]></category>
		<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Links]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.gamecrafters.net/?p=316</guid>
		<description><![CDATA[Yeah, I just got my copy from Amazon. I&#8217;ve glanced through it briefly (and red through the entire quick-start guide), and I like what I see so far. The product comes in a very nice pocketed folder. The books themselves have paper similar to what you&#8217;d find in a magazine; not terribly sturdy, but if [...]]]></description>
			<content:encoded><![CDATA[<p>Yeah, I just got my copy from <a href="http://www.amazon.com/exec/obidos/redirect?tag=tagyoureit-20&#038;path=tg/browse/-/283155/ref%3Dtab%5Fgw%5Fb%5F3">Amazon</a>.  I&#8217;ve glanced through it briefly (and red through the entire quick-start guide), and I like what I see so far.    The product comes in a very nice pocketed folder.  The books themselves have paper similar to what you&#8217;d find in a magazine; not terribly sturdy, but if you&#8217;re careful they should hold up fine.  It&#8217;s a little odd that the books have no back cover.  They are in full color, though, with plenty of artwork.  So far, I&#8217;m really digging 4E&#8217;s art style, as well as the new cover designs.  Very nice.  I also like that the adventure comes with three double-sided poster-sized battle maps, for a total of six encounter maps usable with standard 1&#8243; minis or counters.  I think I would have preferred it if Wizards had included counters for all of the creatures instead, but I&#8217;m hardly going to complain since <a href="http://www.fierydragon.com">Fiery Dragon</a> <a href="http://www.fierydragon.com/downloads/castle_shadow.pdf">already did that for us</a>.</p>
<p>Also, while there are three pregens in the quick-start book, Wizards has released a <a href="http://www.wizards.com/default.asp?x=dnd/4dnd/20080522a">sixth</a> on D&#038;D Insider.  Nice.</p>
<p>[Edit: <i>Five</i> pregens.  There are <i>five</i> pregens in the quick-start booklet.]</p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamecrafters.net/archives/316/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Random Junk</title>
		<link>http://www.gamecrafters.net/archives/312</link>
		<comments>http://www.gamecrafters.net/archives/312#comments</comments>
		<pubDate>Mon, 19 May 2008 20:20:36 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[4th Edition]]></category>
		<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Geeking Out]]></category>
		<category><![CDATA[Links]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.gamecrafters.net/?p=312</guid>
		<description><![CDATA[May 10th?! Sheesh, it sure has been a long time since I&#8217;ve posted. Bad blogger, bad! At any rate, I thought I&#8217;d post with some random stuff that&#8217;s been on my mind lately, some of it 4E-related, some not. We&#8217;ll start with the not. Zombies. Who the hell doesn&#8217;t love zombies? Besides the unfortunate people [...]]]></description>
			<content:encoded><![CDATA[<p>May 10th?!  Sheesh, it sure has been a long time since I&#8217;ve posted.  Bad blogger, bad!  At any rate, I thought I&#8217;d post with some random stuff that&#8217;s been on my mind lately, some of it 4E-related, some not.  We&#8217;ll start with the not.</p>
<p>Zombies.  Who the hell doesn&#8217;t love zombies?  Besides the unfortunate people who can&#8217;t outrun them and get their brains eaten, I mean.  Zombies are awesome.  It is for this reason precisely that <i><a href="http://en.wikipedia.org/wiki/Left_4_Dead">Left 4 Dead</a></i> looks freaking awesome.  For those who know nothing about it and can&#8217;t be bothered to click on the Wikipedia link provided, let me sum it up for you.  You and a band of three other survivors are miraculously immune to a new and extremely virulent form of rabies that has turned 99% of the world&#8217;s population into ravening, bloodthirsty (brainthirsty?) zombies.  These zombies are fast, they&#8217;re smart enough to dodge attacks, and they&#8217;re accompanied by a number of mutated super-zombies with special powers like the ability to scale walls and jump really high, 50-foot tongues, super strength and endurance, or a belly full of gas that allows projectile vomit and the ability to explode like a grenade when shot.  Not interested yet?  What if the other three survivors were played by other human beings via the Internet?  No?  Well, that&#8217;s not all.  You can also play against human-controlled boss zombies for extra challenge.  Still not enough?  All of the zombies are spawned procedurally, in response to the perceived stress levels of you and your compatriots, to make sure you get the optimal experience each time and to ensure that it&#8217;s never the same experience twice.  Trust me, it&#8217;s made of awesome.</p>
<p>And speaking of zombies, I just saw <i><a href="http://www.imdb.com/title/tt0289043/">28 Days Later</a></i> (yeah, I know, that&#8217;s been out for a while), and absolutely loved it.  Great zombie flick, even if the infected are never actually referred to as &#8216;zombies&#8217; within the film.</p>
<p>Oh, and games.  I&#8217;ve recently downloaded <a href="http://www.gametap.com/">GameTap</a>, and even if you don&#8217;t want to pay for the service I suggest that you go out and download the free version and give it a whirl.  Even for free, GameTap provides you with access to some pretty good games, such as <i>Tomb Raider: Legend</i>, <i>Psychonauts</i>, and the first two <i>Hitman</i> games.  I&#8217;m currently playing through <i>Legend</i> and loving it, and I plan on diving into <i>Psychonauts</i> next.  The sheer brilliance of GameTap, though, is that even though I get access to these great games completely free, I still want to sign up for a gold account and get access to even more games.  And heck, a gold account is only about $60, slightly more than the cost of a brand new PC game, for an entire year&#8217;s subscription.</p>
<p>And finally, 4E.  Ah, 4E.  I don&#8217;t believe I&#8217;ve mentioned this, but I ordered the <a href="http://www.amazon.com/Dungeons-Dragons-Core-Rulebook-Gift/dp/0786950633/ref=pd_bbs_sr_1?ie=UTF8&#038;s=books&#038;qid=1211227523&#038;sr=1-1">Core Rulebook Gift Set</a> for myself a while ago, so it should arrive shortly after launch.  I also recently pre-orderd <i><a href="http://www.amazon.com/Keep-Shadowfell-Dungeons-Dragons-Adventure/dp/0786948507/ref=pd_bbs_sr_1?ie=UTF8&#038;s=books&#038;qid=1211227590&#038;sr=1-1">Keep on the Shadowfell</a></i>, and Amazon just sent me an email today letting me know that it had been shipped, and that I should expect it sometime around Saturday.  Once I&#8217;ve digested that material, you can expect a review of it on this site (probably sometime in the next two weeks or so).  Similarly, I&#8217;ll likely be reviewing the Core Books as I read them.  I must admit that my excitement has been amped up to a fever pitch lately as the release date draws closer, in a large part because Wizards is releasing excerpts from the core books every Monday, Wednesday, and Friday on <a href="http://www.wizards.com/default.asp?x=dnd/welcome&#038;authentic=true">D&#038;D Insider</a> (which is, for the moment, free).  Everything I hear about the game makes me excited.  I&#8217;m serious.  I haven&#8217;t heard a single thing about the game that has made me want it less.  Admittedly, some of this may be the novelty factor, and only time will tell if that is the case.  But all signs indicate that 4E is going to be a very, very good game.</p>
<p>And speaking of 4E, I designed a <a href='http://www.gamecrafters.net/wp-content/uploads/4e-dd-character-sheet.doc'>4E D&#038;D Character Sheet</a> in .doc format.  Cute PDF does strange things with the table headers, so if someone else would like to convert it to PDF using something a little more robust, I&#8217;d gladly host it here.  I&#8217;ve also been messing around with the character creation rules (those that I know at this time, at least), and I&#8217;ve created a couple of 1st-level characters: a <a href='http://www.gamecrafters.net/wp-content/uploads/human-rogue.doc'>human rogue</a> with some warlock multiclassing, and a <a href='http://www.gamecrafters.net/wp-content/uploads/dwarf-warlord.doc'>dwarf warlord</a>.  Both of these use the format for my character sheet.  I should warn you that I&#8217;m not completely sure that all the math for attack bonuses and defenses is entirely kosher, since I don&#8217;t have access to the full rules.  In particular, I think it&#8217;s a little weird that the rogue&#8217;s Reflex is higher than his AC.  If someone wants to give them the old hairy eyeball and correct them for me, feel free and I&#8217;ll update the links.</p>
<p>Later.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamecrafters.net/archives/312/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Crysis: A Narrative</title>
		<link>http://www.gamecrafters.net/archives/294</link>
		<comments>http://www.gamecrafters.net/archives/294#comments</comments>
		<pubDate>Thu, 08 Nov 2007 01:24:26 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Geeking Out]]></category>
		<category><![CDATA[Links]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.gamecrafters.net/archives/294</guid>
		<description><![CDATA[I&#8217;ve been on the fence about Crysis for a while. Actually, that&#8217;s not entirely accurate. I knew there was a fence, I was aware of it. I knew that you could, theoretically, be on it. But I didn&#8217;t pay much attention to it. I just assumed that it wouldn&#8217;t run on my computer, and that [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been on the fence about <i><a href="http://www.crytek.com/games/crysis/overview.html">Crysis</a></i> for a while.  Actually, that&#8217;s not entirely accurate.  I <i>knew</i> there was a fence, I was <i>aware</i> of it.  I knew that you could, theoretically, be on it.  But I didn&#8217;t pay much attention to it.  I just assumed that it wouldn&#8217;t run on my computer, and that it would be too much like <i><a href="http://www.crytek.com/games/far-cry/overview.html">Far Cry</a></i> (I played the demo for that game, and was pretty underwhelmed by it).  So <i>Crysis</i> and I existed in the same world, but were content to exist separately, aware of each other but not actually interacting.</p>
<p>About a week ago I downloaded the demo, just out of idle curiosity.  And didn&#8217;t install it.  Forgot about it, in fact.  Then, two days ago, I was listening to the <a href="http://www.pcgamerpodcast.com/">PC Gamer Podcast</a> (which I highly recommend for any fans of PC gaming and/or game-related humor), and was privy to a lively debate about said game.  It was fun to listen to, mainly because of the dialog rather than the content.  The discussion boiled down to this: Norm, Logan, Dan, and Chuck all liked <i>Crysis</i>, and were hailing it as the Second Coming of PC Gaming (though not in those exact words).  Jeremy and Garry, on the other hand, had each played the demo and had not been impressed.  Their arguments were primarily that the &#8220;future-proofing&#8221; of the game was a gimmick, a sort of bait-and-switch tactic, that it was sluggish and unresponsive, that the system requirements were too high, that it was, effectively, <i>Far Cry 2</i>.  Such comments did not make me any more likely to play the game, or the demo I had downloaded, and the arguments to the contrary sounded too much like simple evangelism to sway me in any other direction.</p>
<p>Still, the discussion had planted a seed.  Something was percolating in my mind, growing legs and running about, messing with the silverware and knocking the pictures askew.  Because of all these and other mediocre metaphors, I decided, when I got home, to install the demo and try it out, for no other reason than to see what all the fuss was about.  I installed the demo, and it took a very long time.  So far I was unimpressed.  It finally finished and I loaded up the game, and was immediately assaulted by no fewer than four (!) advertisements for various sponsors.  An unfortunate necessity, I know, but it rubbed me the wrong way none the less.  I went in and fiddled with the options, clicked the button that would detect the optimal settings for my machine, and was told that everything had been set to &#8216;Low&#8217;.  Not surprising, but still disappointing.  Then I started playing.</p>
<p>And everything changed.  The opening sequence was eye-catching and memorable, as my avatar and four other soldiers in nano-suits parachuted out of an airplane onto a tropical island in the dead of night.  The graphics, despite being on the absolute lowest setting possible, were sharp and crisp and not at all disappointing.  I had reared myself on sneakers like <i>Thief</i> and its ilk, so the slightly lower movement speed felt not at all uncomfortable, and encouraged the stealthy play that I prefer (a play style that, I&#8217;m glad to say, <i>Crysis</i> fully supports).  I met my first pair of enemies, quickly dispatched them, and became engrossed in the game.</p>
<p>The environment is wide-open and allows for multiple solutions to problems.  The enemies, while not always brilliant, try to do things like outflank you, flush you out with grenades, and take cover.  The weapons are satisfying and effective.  And the nano-suit, the game&#8217;s central mechanic, is well-realized and integral to play.  While I rarely used the Maximum Speed or Maximum Strength settings, I could not possibly have traversed the demo without Maximum Armor and Stealth Mode, upon which I relied heavily.  The suit, and the tactical options that it grants you, allow you to take on forces which are both numerically superior and better-armed than you, provided you think your way through the battle rather than charging in, guns blazing.</p>
<p>When I finished the demo, I had come to the conclusion that this is exactly the kind of game I enjoy playing.  It has the right combination of verisimilitude and science fiction weirdness, the right amount of brains-over-brawn philosophy, the right degree of player freedom.  I immediately went online afterward and added it to my Amazon wishlist.  For those who are still on the fence (or otherwise), I suggest you <a href="http://www.crysisdemo.com/">download the demo</a> and let it make up your mind for you.  If you are like me, you will likely enjoy it and want more.  If you don&#8217;t like the demo, chances are the game holds nothing that will change your mind.</p>
<p>Update: Thinking to tide myself over until I get <i>Crysis</i>, I went ahead and gave <i>Far Cry</i> another try.  It&#8217;s like night and day.  Where <i>Crysis</i> rewards tactical thinking and a stealthy approach, <i>Far Cry</i> seems to both require <i>and</i> punish such things.  You cannot stand toe-to-toe with a large group of enemies, and most groups are large.  Thus, you have to try to sneak up on them and take them out one by one, much as in <i>Crysis</i>.  However, <i>Far Cry</i> (at least, up until the point where I got frustrated and gave up) gives you no tools for doing such.  It&#8217;s very, very difficult to take out a single enemy without alerting the rest of them if you don&#8217;t have a silencer, and the lack of any reliable way to hide yourself exacerbates this.  Combine this with the fact that the enemies are hyper-aware, capable of hearing a man walking slowly and quietly on grass, thirty feet below, and above the ambient jungle noises, and it makes a stealth-based approach stupidly difficult to affect.  Oh, and the enemies are apparently psychically connected; once you alert one, they all know where you are.  Finally, the checkpoint save system is a bad fit for this style of game.  Twice I whittled down an enemy base to one or two mercenaries, only to be killed by those last one or two.  The fact that I don&#8217;t get to choose when I save my game means that, when that happens, I have to start back at square one.  Not fun.  I have no idea why <i>Far Cry</i> was ever as popular as it was; it&#8217;s simply not a well-designed game.</p>
<p>Update, Part 2: I have now finished the full game of <i>Crysis</i>.  While its system requirements were such that my computer often begged to run something else, it was fantastic from start to finish.  I&#8217;ve rarely played a game that felt completely different at the end than it felt at the beginning, managing to stay fresh and provide new obstacles constantly.  It kept me interested and engaged every second, and there&#8217;s very little about it that I wouldn&#8217;t recommend.  Whenever I manage to score a new rig, I&#8217;m going to install it and play it with the settings cranked up higher.  I hear it&#8217;s almost like a brand new experience, and the gameplay is such that replayability is high.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamecrafters.net/archives/294/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Using Star Wars Saga Edition to modify D&amp;D</title>
		<link>http://www.gamecrafters.net/archives/270</link>
		<comments>http://www.gamecrafters.net/archives/270#comments</comments>
		<pubDate>Fri, 29 Jun 2007 15:56:39 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[Downloads]]></category>
		<category><![CDATA[House Rules]]></category>

		<guid isPermaLink="false">http://www.gamecrafters.net/archives/270</guid>
		<description><![CDATA[As should be clear by now, I&#8217;m really digging on Star Wars Saga Edition. A lot of the rules changes are really slick, and I think that D&#038;D would benefit from them. Some people are saying that Saga Edition is the herald of 4th Edition D&#038;D, and that a lot of the rules changes are [...]]]></description>
			<content:encoded><![CDATA[<p>As should be clear by now, I&#8217;m really digging on <i>Star Wars Saga Edition</i>.  A lot of the rules changes are really slick, and I think that <i>D&#038;D</i> would benefit from them.  Some people are saying that <i>Saga Edition</i> is the herald of <i>4th Edition D&#038;D</i>, and that a lot of the rules changes are indicative of what&#8217;s going to be in that game.  If that&#8217;s the case, then it&#8217;s going to be very, very good.  However, I can&#8217;t wait that long to start using these rules in <i>D&#038;D</i>.  The problem is, I don&#8217;t really have the time or inclination to rework the whole system, and there are quite a few supplements that I&#8217;d like to be able to use after modifying the system.  So, I&#8217;ve created a short, three-page document presenting some rules modifications for <i>D&#038;D</i>, strongly influenced by <i>Saga Edition</i>.  I&#8217;ve left a lot of stuff alone; skills, feats, classes (for the most part) are pretty much the same.  What I&#8217;ve changed are broadly applicable rules rather than specific ones.  Anyway, enjoy.</p>
<p><a href="http://www.gamecrafters.net/wp-content/uploads/dd-rules-modifications.pdf">D&#038;D Rules Modifications</a> </p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamecrafters.net/archives/270/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Games and stuff</title>
		<link>http://www.gamecrafters.net/archives/267</link>
		<comments>http://www.gamecrafters.net/archives/267#comments</comments>
		<pubDate>Thu, 28 Jun 2007 20:19:50 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Links]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.gamecrafters.net/archives/267</guid>
		<description><![CDATA[Just a few things, in no particular order: 1. I&#8217;ve been fiddling around with making characters in Star Wars Saga Edition, and it&#8217;s very easy, quick, and satisfying. Things like picking skills and such take a lot less time than they used to (or do in other d20 games), and the talent-and-feat-based class system allows [...]]]></description>
			<content:encoded><![CDATA[<p>Just a few things, in no particular order:</p>
<p>1. I&#8217;ve been fiddling around with making characters in <i>Star Wars Saga Edition</i>, and it&#8217;s very easy, quick, and satisfying.  Things like picking skills and such take a lot less time than they used to (or do in other d20 games), and the talent-and-feat-based class system allows for a lot of customization.  So far I&#8217;ve created a dark side Jedi, a failed Jedi-turned-bounty hunter, and a combat droid with two extra arms that serve as blaster mounts.  It was all pretty darned easy.  The only complaint that I have is that the <a href="http://www.wizards.com/starwars/downloads/SW_charsheet.pdf">official character sheet</a> doesn&#8217;t have space for enough information.  As such, I created my own (available in <a href="http://www.gamecrafters.net/wp-content/uploads/star-wars-character-sheet.pdf">PDF</a> and <a href="http://www.gamecrafters.net/wp-content/uploads/star-wars-character-sheet.doc">MS Word</a> formats).  It&#8217;s pretty plain-looking, but it&#8217;s more functional than the official sheet.  If anyone would care to fancy it up some with graphics and such, I&#8217;d gladly host it on my site.</p>
<p>2. I just got my review copy of <i><a href="http://www.tablestargames.com/G_OW_Main.html">HeroCard: Orc Wars</a></i> in the mail today.  I&#8217;ve played it once already (the introductory scenario, &#8220;The Prisoners&#8221;), and it was fun, though I don&#8217;t think the introductory scenario is a good indicator of what the game&#8217;s going to be like, as it removes a number of the more interesting rules and systems.  I plan on playing it some more over the next few days, and I&#8217;ll have a review up soon.  I do not have the Ranger or Sorceress expansion decks, so I&#8217;ll be reviewing it strictly as a two-player game.  If TableStar decides to send me the expansion decks sometime in the future, I&#8217;ll post a second review, treating it as a multiplayer game.</p>
<p>3. I&#8217;m moving soon.  We got an offer on our house, and we hope to make an offer on a house soon.  So we&#8217;ll probably be moving soon.  Exciting, but nerve-wracking, too.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamecrafters.net/archives/267/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>My Saga playtest, and another rules update</title>
		<link>http://www.gamecrafters.net/archives/261</link>
		<comments>http://www.gamecrafters.net/archives/261#comments</comments>
		<pubDate>Mon, 11 Jun 2007 21:37:34 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Gamecrafting]]></category>
		<category><![CDATA[Saga]]></category>
		<category><![CDATA[Session Reports]]></category>
		<category><![CDATA[Wild Blue]]></category>

		<guid isPermaLink="false">http://www.gamecrafters.net/archives/261</guid>
		<description><![CDATA[On Saturday, I got together with my friends Mike and Rich, and Rich&#8217;s friend John, and we played some Saga/Wild Blue. All three players were Wardens (a sort of jurisdiction-transcending lawman), and were sent to investigate a series of murders in a tiny village called Tom&#8217;s Crossing. Mike played Thor, a hulking berserker formally of [...]]]></description>
			<content:encoded><![CDATA[<p>On Saturday, I got together with my friends Mike and Rich, and Rich&#8217;s friend John, and we played some <i>Saga/Wild Blue</i>.  All three players were Wardens (a sort of jurisdiction-transcending lawman), and were sent to investigate a series of murders in a tiny village called Tom&#8217;s Crossing.  Mike played Thor, a hulking berserker formally of the Tribes of the Dragon but now a Warden.  He didn&#8217;t say much, but what he said carried a lot of weight with those he talked to.  Rich played Cristof, a nobleman&#8217;s son with some magical powers who wanted nothing more than to redeem his family&#8217;s tarnished name.  John played Mason, a cunning thief-turned-Warden whose primary goals were sex, greed, and proving himself (probably in that order).  </p>
<p>There was a lot (and I do mean a <i>lot</i>) of talking and investigating, and only one big fight at the end.  There were a few minor social conflicts throughout, but overall I think I could have made the game more challenging, rules-wise; most of the NPCs were pushovers (though the PCs never actually <i>won</i> one of the social conflicts; it ended in a stalemate, but they found information through . . . alternative means).  The final, climactic battle went pretty well, I think.  There was some physical combat and one big push of mental combat toward the end that did some serious damage to the PCs.  They wound up winning, but I think they doubted that they would for a second there.</p>
<p>Things I took away from the game were that the rules on pushing needed to be revised, clarified, and made more useful (which I did in Beta 3, yesterday).  I also looked at kismet damage and how it works, and revised it to make it a little more deadly.  I also noticed that the PCs tended to roll huge handfuls of dice when they were playing to their strengths.  As in, 20 or more.  A few too many, in my opinion.  So, I&#8217;ve done two things in Beta 4 to combat this issue.  First, I&#8217;ve made a few changes to the way assets work that, I think, will make them easier to use, will reduce the number of dice rolled somewhat, and will make conflicts a little more challenging for the PCs (all goals I had in mind when I made the change).  I also added a rule whereby you can trade in three dice for an automatic mark.</p>
<p>At any rate, here&#8217;s Beta 4.  Hope you like it.  Really, these changes should have been in Beta 3, yesterday, but I didn&#8217;t think of them then.  It was 1am, after all.</p>
<p><a href="http://www.lulu.com/content/844836">Saga, Version Beta 4</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamecrafters.net/archives/261/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Saga Update</title>
		<link>http://www.gamecrafters.net/archives/260</link>
		<comments>http://www.gamecrafters.net/archives/260#comments</comments>
		<pubDate>Sun, 10 Jun 2007 05:11:51 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[Downloads]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Saga]]></category>
		<category><![CDATA[Wild Blue]]></category>

		<guid isPermaLink="false">http://www.gamecrafters.net/archives/260</guid>
		<description><![CDATA[Following a largely successful and very fun playtest of Saga using the Wild Blue setting on Saturday, I&#8217;ve made some minor updates to the core system. Of note is the fact that I changed the way pushing works in the game; rather than being based off of spending additional tokens, it&#8217;s based on how many [...]]]></description>
			<content:encoded><![CDATA[<p>Following a largely successful and very fun playtest of <i>Saga</i> using the <i>Wild Blue</i> setting on Saturday, I&#8217;ve made some minor updates to the core system.  Of note is the fact that I changed the way pushing works in the game; rather than being based off of spending additional tokens, it&#8217;s based on how many net marks you roll.  Pushing also has more specific effects, and is generally (I think) more useful.  I also removed the concept of burning a token from the game to eliminate confusion; you now always spend tokens, but you regain tokens at different rates in and out of a conflict.  Also, since the version on Lulu is free, too, I&#8217;m just going to point you there (after all, you get cover art that way).</p>
<p>At any rate, here&#8217;s the new revision:</p>
<p><a href="http://www.lulu.com/content/844836">Saga, Version Beta 3</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamecrafters.net/archives/260/feed</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Saga on Lulu</title>
		<link>http://www.gamecrafters.net/archives/249</link>
		<comments>http://www.gamecrafters.net/archives/249#comments</comments>
		<pubDate>Mon, 07 May 2007 23:56:05 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Links]]></category>
		<category><![CDATA[Saga]]></category>

		<guid isPermaLink="false">http://www.gamecrafters.net/archives/249</guid>
		<description><![CDATA[I&#8217;ve just finished posting Saga as a free PDF on Lulu.com. It&#8217;s the same file you can get on this site, except that it&#8217;s got a cover.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve just finished posting <i>Saga</i> as a <a href="http://www.lulu.com/content/844836">free PDF on Lulu.com</a>.  It&#8217;s the same file you can get <a href="http://www.gamecrafters.net/archives/243/">on this site</a>, except that it&#8217;s got a cover.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamecrafters.net/archives/249/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Saga</title>
		<link>http://www.gamecrafters.net/archives/243</link>
		<comments>http://www.gamecrafters.net/archives/243#comments</comments>
		<pubDate>Sat, 21 Apr 2007 20:12:31 +0000</pubDate>
		<dc:creator>Brian</dc:creator>
				<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Gamecraft 2.0]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Saga]]></category>

		<guid isPermaLink="false">http://www.gamecrafters.net/archives/243</guid>
		<description><![CDATA[Alright, some news: Gamecraft 2.0 is no more. Wow. That was misleading. What I mean to say is, the project is still happening, but the name is changing. Gamecraft 2.0 has always been a working title for me, and I&#8217;ve been wanting to change it for a while; it&#8217;s too wordy, and the system has [...]]]></description>
			<content:encoded><![CDATA[<p>Alright, some news: <i>Gamecraft 2.0</i> is no more.</p>
<p>Wow.  That was misleading.  What I mean to say is, the project is still happening, but the name is changing.  <i>Gamecraft 2.0</i> has always been a working title for me, and I&#8217;ve been wanting to change it for a while; it&#8217;s too wordy, and the system has never really been that similar to the original <i>Gamecraft System</i>.  More a spiritual successor than an actual successor.  Thus, I&#8217;ve changed the name to <i>Saga</i>.  </p>
<p>Oh, and one more thing: it&#8217;s done.  Sort of.  The system is mechanically complete, but still under development.  To put it in computer terminology, it&#8217;s entered beta phase, and is ready for open testing.  As such, I&#8217;m releasing it on this website, in this very post.  Feel free to download it, peruse it, play with it, and give me feedback on it (please).  Also note that it&#8217;s being released under a different Creative Commons license from everything else on this site; effectively, you can use it, modify it, and create and sell a commercial product with it, as long as you give me credit for its original inception (the full license is in the document, itself).  Anyway, here you go:</p>
<p><a href="http://www.gamecrafters.net/wp-content/uploads/sagarules.pdf">The <i>Saga</i> Rules System (Version Beta 2)</a></p>
<p><a href="http://www.gamecrafters.net/wp-content/uploads/sagacharsheet.pdf">The <i>Saga</i> Character Sheet</a></p>
<p>[Edit 5/18/07: Saga has been updated; specifically, the rules on using skills and tokens outside of conflicts have changed.]<br />
[Edit 6/10/07: Another Saga update.  Mainly rules clarifications, but the rules for pushing have been improved, too.]<br />
[Edit 2/6/09: The file that you used to be able to download from Lulu was corrupted somehow, and I'm unable to replace it.  I'm now hosting the file directly on this website.]</p>
]]></content:encoded>
			<wfw:commentRss>http://www.gamecrafters.net/archives/243/feed</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
	</channel>
</rss>
