A Look At Roll20

A couple of weeks ago I took a look at Tabletop Forge, a VTT for use in a Google+ Hangout. I used it to run a Dungeon Crawl Classics RPG one-shot game. One of the comments on that post asked about Roll20, another VTT that has the ability to be used within a Google+ Hangout. I had glanced at the Roll20 VTT prior to that comment but that spurred me to take a closer look.

This week I ran another Dungeon Crawl Classics RPG game over Google+ Hangouts using the Roll20 application. Roll20 is in open beta and has a good sized features list. Roll20 can be accessed via a web browser and includes its own voice and video system. It can also be integrated into a Google+ Hangout as an application. The testing I did with it was as a Google+ Hangout application, so this commentary will not cover the integrated voice and video chat of Roll20.

Roll20 has several other features including a searchable art library to allow easily dragging tokens and such to the map, a jukebox to play background music to the players, built in text chat, dice rolling, macros, fog of war, turn tracker, drawing tools, health bars and more. Roll20 also allows you to prep a campaign file prior to the game and it will be there when you connect for your actual session.

For the game I ran I did some pre-game prep. Roll20 let me prep multiple map pages before the game. So on the first map I just dropped the module cover into the map. As players assembled in my Google Hangout and launched Roll20, they saw the initial opening image.

On the second map I used a player copy of the map from the adventure I ran and applied the fog of war to it. Since DCC RPG is able to be played gridless, I dropped a single token on the map to indicate the party’s location, but did not represent each character. I tested the revealing of the fog and it seemed to work great during my prep.

Fog of War in Action.

I also took advantage of the macros and setup attack rolls and damage rolls for each of the encounters in the module. This was a nice feature as when combat occurred I could just call my macro and get the roll I needed. It was relatively simple to setup.

Come game time I went to the Roll20 website and chose launch the campaign in a Google+ Hangout. That launched the Hangout, I invited my circle of gamers for this game and the Hangout was live. As players connected I had them go to the apps tab in the Hangout and launch Roll20 from there. All save one connected with no issue. The player with problems launching the app did need to reboot, but quite likely not fault of Roll20.

Page Selection in Roll20

Once the players were connected I moved the player ribbon from the start page with the module cover to the map I had prepped. The fog of war feature worked great and we used the chat based dice roller for our rolls. All seemed to work well and a good time was had.

I followed up with my players this morning and asked them what they thought of the setup and had overwhelmingly positive reactions from them. The fog of war received good reviews. Some thought the dice rolling was a little complicated for doing some of the multiple dice rolls needed in DCC RPG. Some of these issues could be minimized with a little more time with the tool I think.

Overall as a GM I found the Roll20 app a really solid product offering. The application easily integrated with Google+ Hangouts which is nice as Google+ provided me with the tools to meet gamers, schedule the games and then a place to play. The fog of war worked well for me to show a map as the players moves along and the macros were quite useful as well for pre-prep. I could easily see myself running more games over the Roll20 application.

VTTs have come a long, long way in a few short years. With a lot of my online gaming happening over Google+ Hangouts it is great to have two very strong VTT contenders. At the moment I probably give Roll20 a bit of an edge. But with Tabletop Forge’s kickstarter complete I expect them to close the gap in very little time.

I will be keeping a close eye on both Tabletop Forge and Roll20 going forward.

PaizoCon 2012 Banquet Commentary

PaizoCon 2012 was this weekend in Redmond, Washington. PaizoCon is sponsored by Paizo of course and an event packed with Pathfinder fans. While I did not attend the event, thanks to social media I was able to keep up with the announcements that occurred at The PaizoCon Banquet that happened on Saturday night. The Banquet is where upcoming products are shown and secrets revealed.

Using what I have picked up via various social media locations including Twitter, Facebook and Paizo‘s own blog The Iron Tavern will take a look at some of the product announcements and comment on them. (I will provide a short summary of the announcement and then follow it with a comments section).

Ultimate Equipment Guide

The Ultimate Equipment Guide release is coming up quickly. The book will include all core source material and more. There will be pictures of each piece of equipment referenced in the core book and includes a section on mundane equipment. This book will use a new way to present the material and wondrous items will be presented by slot for those times your character is looking to fill a particular slot.

Comments

I am looking forward to this release. I like equipment and I am one of the types that even enjoys mundane equipment. I am likely looking forward to that chapter more than anything else! Having the equipment consolidated into one book will be quite handy and I see this as being an excellent resource for Pathfinder games (and possibly borrowing equipment for other games).

I certainly understand organizing wondrous items by slot, though it does lend to the feeling of the book being a shopping catalog for players. It will be interesting to see if it turns players into “shoppers” more so than they are now or not. Regardless, there has to be some organization system and I suppose by slot works as well as another despite the possible implication.

NPC Codex

This sourcebook was announced for November of this year and weighs in at 320 pages. It will contain one page per NPC and a statblock for every class in the core book. The builds in this book will alternate between typical builds and more atypical builds using even and odd levels as the differential.

Comments

I am in the middle of the road on this one. I will likely have a better idea of where I fall on this one after it is released. While there is certainly a need for NPCs and such, I feel like I have a good number to work now from various sources.

There is certainly something to be said in having them all in one place though. Also knowing that you can find a certain class at a certain level when picking up the book will also be a pro. At this point I am thinking this will be a good PDF resource for me, not sure I would go in for the physical product.

Ultimate Campaign

This book will be coming in the Spring of 2013 and cover what happens between adventures. Things such as improving skills, running guilds, building keeps, managing businesses and more will be included. Rules for waging war and building kingdoms will also be included as well as information for random background generation.

Comments

This book looks promising to me. There has long been an interest in some of the items that happen between adventures. Building ones estate, wealth, and such has been an area where GMs have frequently cobbled together rules for their campaigns. It will be interesting to see what the folks at Paizo come out with for this. This book could be a very valuable resource to cover all of those things between adventures we have typically run off the cuff or turned to previous edition rulebooks for.

Player Companion Line

The next volume will cover Varisia and feature a visual redesign. The idea is that these books are read in brief, five minute increments and are being designed to reflect that. Roads with distances will be added to the Varisia maps with this release.

The line is moving to a monthly release cycle and a rules index will be put in place to help make finding information easier.

Comments

I do not purchase as lot of the Player Companion Line presently. I pick one up here or there, sometimes based on reviews or if one covers a topic I have a particular interest in at the moment.

It will be interesting to see how the redesign affects my purchasing habits. Roads on maps sounds intriguing. More traits and crunch is a downside for me as I tend to feel overwhelmed by the amount of crunch via traits, feats, and archetypes as the Pathfinder line grows. I love the fluff, the crunch not so much. I am sure others enjoy the flow of mechanics with these releases, so I suspect this will prove a good move for Paizo despite my preferences.

Adventure Paths

Shattered Star is the next Adventure Path coming around the corner. This one sounds a little more like a traditional dungeon crawl. Expect gray maidens, giants, drow, a demi-lich and more from this one. Also players will be able to play as member of a Pathfinder faction.

Reign of Winter will be the next AP and brings Baba Yaga to Golarion. They announced some of the titles of each installment:

  • Snows of Summer
  • The Shackled Hut
  • Maiden Mother Crone
  • Rasputin Must Die
  • Revenge of the Witch Queen

Comments

Shattered Star will likely see my return to an Adventure Path subscriber. While I have enjoyed Paizo’s playing around the edges with the past few APs, I am looking forward to a return to a more traditional series.

Reign of Winter also sounds interesting as well. I like the area this is likely to take place in after my reading of Winter Witch and some of the scenarios from the Pathfinder Society Play.

Looks like a promising time ahead for the Adventure Path series from where I sit.

Paizo GameSpace

This is Paizo’s entry into the virtual tabletop space. Expected this summer this is a virtual tabletop that runs in a browser, no plug-ins required. It will be cross-platform as well. The VTT will not implement the Pathfinder rules system, but does include an initiative tracker and dice roller.

In efforts to minimize GM prep-work high resolution maps and tokens will be provided for adventure paths to get people up and running quickly with less prep. It will support zooming on the map and token movement. They were doing demos of this at the banquet.

The VTT will be free to use for people though it sounds like there will be pay for options for additions. The details to this are still being worked out at the moment. The primary motivation for this VTT is to provide a place for the community to play.

Comments

This strikes me as one of the big two announcements that came from PaizoCon. Gamers all around know Wizards has been working on getting a VTT out the door and to the public since 4e was announced. There have been some setbacks for them along the way and it seems that Paizo is possibly trying to fill this gap.

I think they are approaching this the right way for the moment. They have said that software is an evolving thing, so the plan is to release it early and possibly update as time goes on. The focus being to get something out there on the market and fix issues post release. By keeping the rules out of it that simplifies the project a fair amount.

The part of this announcement I am not a huge fan of is that I would like to have seen them support one of the existing free VTTs already out there. Either something like MapTool, the upcoming Tabletop Forge  or even the other newcomer, Roll20.net. These tools have a lot of the heavy lifting already complete or near complete and could readily take campaign files provided by Paizo.

I suspect Paizo is choosing to release their own simply for the control factor, i.e. they do not want to see what they base their releases on fold leaving them without a VTT. The other possibility is if they do manage to work the purchase of assets into their VTT for enhancements they stand more to gain by controlling the VTT as a whole.

I am interested to see how this one shapes up. VTTs are an excellent way to facilitate more people gaming.

Pathfinder Adventure Card Game

This was the other big announcement from the banquet in my eyes – a deck building card game from Paizo. This game is to be released at GenCon 2013 and the first set will have 400 cards. From what I have read so far it is a cooperative game and plays in about an hour.

Comments

I have mixed feelings about this. While I have no idea of the inner workings at Paizo it seems Paizo is trying to do a lot of things in a rather short time frame. We have the support of an MMO, card games, minis, VTT, and increasing the release cycle for some of their subscriptions. I just hope they don’t lose focus on producing high quality supplements and APs as we move forward.

There are some smart people that have been around this business for a long time though. I am sure they have looked at the market, the risks and what it can do for their business before these projects were given the go ahead.

With that said, I am not really in the market for a deck building game and will likely pass on this offering when it is released next year. Perhaps my initial thoughts about this game will change as the year passes.

Overall it looks like a very exciting PaizoCon Banquet this year! Lots of new things coming from Paizo as they continue to keep everyone in the RPG industry on their toes!

My DM Gave Me Homework!

As regular readers know I have been playing in an online Google+ Hangouts game of Dungeon Crawl Classics RPG being run by Carl Bussler. We are only a couple of sessions in, but we have all been having a great time with the game.

Frequently, once a session is over for the night several of us will hangout and chat a bit before logging off for the evening. During our last session we started talking about the large Appendix N influence on DCC RPG. By the end of this discussion the we had all received a homework assignment! By the next gaming session we were to have read one work from Appendix N. We of course graciously accepted the homework assignment!

What exactly is Appendix N? Appendix N was included in the Dungeon Masters Guide written by Gary Gygax in 1979. Page 224 of the book included an appendix called Appendix N: Inspirational and Educational Reading. This list included many of the influential works to the game of Dungeons and Dragons.

Dungeon Crawl Classics RPG is also heavily influenced by Appendix N and attempts to marry that feel with more modern mechanics. Many believe it has successfully done so.

Enough Appendix N background. With the holiday this week, we actually had two weeks to complete this homework assignment. I started looking to see which books from the list were available on the Kindle or some other electronic format. It did not take long to decide that a trip to Half Price Books was in order.

It took three trips to Half Price Books to finally find a time they were not closed due to power outages from the recent storms that passed through Ohio. I had my list with me and started the assignment by looking for any books by the following authors:

  • L. Sprague de Camp & Pratt
  • R. E. Howard
  • Fritz Leiber
  • Jack Vance
  • H. P. Lovecraft
  • A. A. Merritt

I chose these as these authors are listed as having the most influence. Given how few of them I had actually read I wanted to start with the ones being noted for having the most influence.

I had pretty good luck at finding several books and left the store with the following five books:

  • The Complete Compleat Enchanter by L. Sprague de Camp & Fletcher Pratt
  • The Enchanter Reborn by L. Sprague de Camp and Christopher Stasheff
  • The Goblin Tower by L. Sprague de Camp
  • Swords in the Mist by Fritz Leiber
  • The Knight and Knaves of Swords by Fritz Leiber

I decided to start with The Complete Compleat Enchanter for the homework assignment.

The read has been quite enjoyable so far. Already I can see the influence of random magic in DCC RPG as the enchanters cast various spells and frequently get less than desired results as they learn the laws of magic.

While our homework assignment was to read one book, I am looking forward to reading many of the titles from the Appendix N list. It is sort of amazing that I have been playing these games as long as I have and not read very many of the authors on the list. This homework was just what I needed to get started with reading more items off of this list.

Others in my group have been busy picking up their reading assignments as well. I have seen several photos popping up on Google+ from the other people in our group. It has been interesting to see their finds as well as they get them posted.

Has your DM ever given you homework that was not directly related to the game? Did you find it homework that was fun to do? Homework that contributed to your gaming experience?

Review: City of the Fallen Sky

Author:  Tim Pratt
Publisher:  Paizo Publishing
Price:  Print – $9.99 / PDF $6.99
Pages:   384
Tankard Rating:  4.5/5

City of the Fallen Sky is a recent release in the Pathfinder Tales line written by Tim Pratt. Tim Pratt has had stories appearing in The Best American Short Stories and  The Year’s Best Fantasy and Horror among others. He also has a Hugo award to his name and Rhysling Award for best speculative poetry. This is the first Pathfinder Tales novel by Tim Pratt.

The tale starts in the city of Almas, the capital city of Andoran, following an alchemist by the name of Alaeron. Alaeron maintains an alchemist lab in the city, formerly his father’s lab. We soon learn that Alaeron has an intense interest in relics and has had associations with the Technic League in Numeria where he made off with relics of the Silver Mount.

Soon Alaeron finds himself caught up in the affairs of lovely woman that has fallen afoul of a prominent crime lord in Almas. Left with little choice but to assist her in paying her debt to this crime lord, Alaeron, the woman named Jaya and the thief Skiver sent to make sure they stay on task. The trio is tasked with located the fallen floating city of Kho and retrieving some relics to bring back to the crime lord to settle debts.

The novel chronicles their journey across Golarion to reach the ruins in the southern reaches. Once there the reader learns more of the fallen city Kho and the trio’s challenge of retrieving a relic from the ruins all while being pursued by Alaeron’s past.

As noted the story focues on Alaeron, the alchemist. I found Alaeron an interesting character and also an opportunity to get a closer look at alchemists and alchemy in the world of Golarion. From the alchemists lab to how alchemy works within this particular fantasy world the reader soon learns how alchemy works in this fantasy world.

The other members of the trio are also interesting. Jaya, the woman that drew Alaeron into this debt to be paid off was glossed over a bit in my opinion. Some of this is pawned off with her story simply meant to be a bit mysterious. We do not learn as much about her as I might have liked.

Skiver, the brute rogue type, was an interesting character. Starting out as one you didn’t want to like the reader soon is drawn in to actually liking this character despite his rather ruthless ways. By the end of the novel I greatly enjoyed the character.

As I am a Pathfinder GM and player one of the reasons I enjoy Pathfinder Tales novels is the tour of Golarion the reader receives as they read the various novels. In this novel I learn more about Numeria, the cities of Almas, Absalom and then on to the lands of Osiron and on to the Mwangi Expanse. The description of the lands is of interest to both the non-Pathfinder gamer and to the GM to help give one an even better feel to the world of Golarion.

The pacing in the book is excellent, easily drawing the reader in to keep them turning pages. The balance between moving the story forward while providing enough detail to bring the world alive is excellent. There was enough action to keep the reader interested and on the edge of their seat without being too over the top.

I had two minor complaints about the tale. The first of which being that in some small portions of the book the descriptions of alchemists felt very “gamey”. You could feel the RPG mechanics oozing through in how an alchemists mutagens and potions worked. While true to the RPG it felt a bit jarring to the readery.

The other minor qualm was there were some portions of the book that felt very “Terminator”-like. This happened at several portions in the book and sort of broke my mind from the fantasy story at hand to visions of the Terminator movie.

Both of these were minor complaints and overall I found this book a very good read. I would certainly like to read more from Tim Pratt in the Pathfinder Tales line. This is yet another example of a very strong line of fiction being put out by Paizo Publishing. If you have not started reading novels from this line and you enjoy fantasy fiction, you are missing out.

4.5 out of 5 Tankards

DCC Funky Dice

One of the unusual facets of Dungeon Crawl Classics RPG is the use of “funky” dice. Now for the established RPG gamer, the concept of “funky” dice can be unusual. After all we already play with d20’s, d12’s, d8’s, d10’s and the beloved d4. We already play with funky dice, right?

Nope! Dungeon Crawl Classics RPG brings us some more unusual dice, including the d3, d5, d7, d14, d16, d24 and d30. This set of dice is also known as the Zocchi Dice. Some people find this an attraction to the game and others find it as a detriment. I fall into the former camp and enjoyed hunting down the new dice and rolling them during the game.

Dungeon Crawl Classics RPG uses an improved die and reduced die mechanic that moves you up and down a dice chain when rolling. For example, bumping up from a d20 with an improved die roll would be a d24 and a reduced roll from a d20 is a d16. There are also some other charts and mechanics that make use of the funky dice to determine certain results during the course of a game.

When Joseph Goodman was asked about the inclusion of these funky dice in DCC by Suvudo he replied that he simply liked funky dice. In the interview he goes on to say that part of the nostalgia surrounding old-school gaming is related to the unusual dice of the time. Back when the d20 and d4 were unusual to the old-school gamer. As time has come on those types of dice have become “normal”. DCC RPG attempts to bring some of the nostalgia back by using these funky dice that are even new to a lot of us long timer gamers.

While some dislike them, I think Goodman Games really succeeded with the use of “funky” dice in the game. I haven’t been that excited about dice for a long time. But with DCC RPG I enjoyed reading up on just what dice I needed and hunting them down on the Internet. I found the experience enjoyable and not all that difficult to do, despite what some folks seem to be saying.

For those that really want to try DCC RPG, but do not want to hunt down dice, the rulebook describe ways to emulate the “funky” dice with normal dice. We used this way of rolling for the first funnel adventure I played with my son. It worked well, certainly well enough to get a feel for the game.

Over on the Goodman Games forums for DCC RPG someone has shown a way to use only the d8, d10, and d12 in using this method:

  • d3 = d12 divided by four
  • d4 = d8 divided by two -or- d12 divided by three
  • d5 = d10 divided by two
  • d6 = d12 divided by two
  • d7 = d8 re-roll 8’s
  • d8 = standard
  • d10 = standard (I’m old and remember when it wasn’t)
  • d12 = standard
  • d14 = same as d7 but with a control die (high is +7)
  • d16 = d8 with an control die (high is +8)
  • d20 = d10 with a control die (high is +10)
  • d24 = d12 with a control die (high is +12)
  • d30 = d10 with a control die (middle is +10, high is +20)

While I prefer to roll the “funky” dice the above methods work as good substitutes as folks decide whether to purchase their own sets of “funky” dice.

In either case – do not let the “funky” dice or Zocchi dice keep you from trying out Dungeon Crawl Classics RPG. Even if you do not feel like purchasing new dice for the game (and come on, what gamer doesn’t like to buy dice!), there are ways to play the game with “normal” dice we RPG gamers all used to.