Props: Building Maps and Letters

Ever played in one of those games where the GM lays out a prop that it is obvious they have spent hours on?  Well sometimes GM’s know a few tricks on how to make something look terribly cool in a fraction of the time it looks like it took to make.

I have decided to do a bit of foreshadowing in the Skull and Shackles Pathfinder campaign I am running for my group.  A part of doing this is actually going to be giving them a treasure map that they will find in some creatures loot somewhere or on board one of the ships that they pirate away for later use!

A good map has the old crisp aged parchment feel.  It has a slightly off look and of course for a pirate map it has to look like it has been through the wringer.  All of this is achievable in a little under half an hour including drawing the map and I am here to walk you through the steps!

Editors Note: This process requires the use of an oven. Do so at your own risk – The Iron Tavern is not responsible for fires!

  1. Things you will need
    1. Piece of paper
    2. Lemon cut in half
    3. Bowl
    4. Pastry/Paint Brush
    5. Oven
    6. Something to write with and a lighter if you want it to look like my final product!
  2. Lemon and an oven.  Basic chemistry! Set the oven to 160 degrees celsius (that is 320 Fahrenheit for others).  If it is a fan forced oven we do NOT want the fan on or the paper will blow about everywhere.
  3. After the oven is set you need to do is squeeze the lemon juice out of those halves.  You don’t need to strain the pips 🙂  If the lemon is very dry you may need a couple to get enough juice.
  4. Once the lemon is dry use the pastry brush to cover your piece of paper.  I generally do both sides but one side should be OK.
  5. Place your sheet of paper in the oven and watch it.  Mine took around 7 minutes to get a light off white colour and a nice crispy antiqueness to the sheet.  I also picked up some nice fat stains on the sheet from my last roast which is cool because it makes it look like it has lived!  The longer you leave it in, the darker it will get but it may catch alight so keep an eye on it.
  6. Once the sheet is done, do your writing.  If it is a letter or whatever go for it.  You can see I am a tragic and actually use a quill and ink for this phase which layers that little bit more on to the authenticness.
  7. The next step is optional and should be done outside or over a sink.  For my map I took a lighter to the edges of my page, a little bit at a time.  Let it burn a bit, blow it out.  Repeat until you are all the way round.
  8. Final step is presentation.  For my pirate map I rolled it in to a tube, tied a bit of twine around it in true piratical style.  If yours is a love letter, place some ribbon around it.  If it is a secret message and you have wax and a seal, go for it.

Finally, take it to the table and lay it out for the players.  they will think it is cool and wonder how much spare time you have.  For the pirate map it took me a little over 20 minutes, all up to make, including the photos!

Hopefully this helps you bring a few props to the table!  Keep rolling 🙂

Mark Knights is  39 year old guy living in a small rural town called Elliott in Tasmania, Australia.  I have been role playing since I was 11 years old playing the original versions of Dungeons and Dragons, MERP, Elric, Dragon Warriors and the like amongst other genre games.  I played D&D 2nd Edition through the 90′s but I ran Earthdawn for my fantasy setting and loved it as a GM.  When 3rd Edition came out for D&D I tried it but found it too heavy on rules.  I ignored the 3.5 edition of DnD in favour of Earthdawn (big mistake) as I thought it was just a money spinner.  When 4th Edition DnD came on my players and I gave it a red hot go but hated what it had dumbed the game down to be.  On a trip to Melbourne to buy some 4E stuff from a hobby store an old mate of mine pointed me at Pathfinder and in a Fantasy setting I have never looked back.

Ending a Campaign

Reign of Winter Player's GuideEnding a campaign is a curious problem. First you have to consider at what point is the right time to bring things to a close. Once that is decided you need to deal with the fallout of the decision with the players of the game. Many campaigns end just by petering interest, or real life stepping in and causing an issue and that is not the ending of the campaign that I will be talking to. The end to a campaign that I am talking of is where you are at the point where the campaign is done. Solidly done and anything further would just be new material that would detract from the original.

It will come to you as no surprise that I write to this topic as a GM. I largely run nearly every game I play in as the GM, so my mind goes to that viewpoint automatically. It is interesting to note there is a completely different subset of topics to this issue as a player that I will write to in the future.

In my experience though, this decision is always made by the GM, though I have heard of collaborative efforts between a player and a GM to reach a certain point in a game and call it quits as that is the game material that they wanted to explore. For example, a cool looking module comes out for 8th Circle adepts in Earthdawn and your players are already 10th circle, you might run the module over a few weeks with fresh characters, or do a flashback and pretend the actual characters did it. This may not really constitute a campaign but say it was a few linked modules.

I am an explorer as a GM. I like to run games that each have something different to offer. I will detail the games I am running at the moment and the reasons I run them:

  1. I’ll start with the non fantasy and hope Jeffrey doesn’t throw anything at me. Traveller. I run this game as an exploration of sandbox environments and also to get that space feel in a game once again.

  2. The quasi-could be fantasy FATE Demolished Ones is a game I run as it is a perfect mind blowing style adventure. Think of any movie you have seen with a twist at the end. This game is that movie but the twists happen once or twice a session. Running a game like this is an effort in preparation and delivery which I revel in.

  3. I run Reign of Winter the Pathfinder adventure path as it occurs in extremes. Extreme cold, later on extreme extra planetary regions in a fantasy setting. Also it is populated by witches which is a class up until now that I was not all that familiar with so it gives me an opportunity to explore that class thoroughly.

  4. Finally there is the Skull and Shackles adventure path for Pathfinder that I run in person. It is my only in-person game and I run this game because the modules work in a very encouraging way. I have not played a game where each module offers truly tangible rewards to characters at the end for the struggle they have been through. In my opinion I think all game rewards should be run this way as the payoff at the end make the characters think it has all been worthwhile.

I give you the above to illustrate the point that I have something that I want from each game. Sure, they are all role playing and part of it is that I enjoy it but I would not be comfortable running four parallel games of the same adventure path with different groups. The monotony would drive me insane.

For each of those games though I have to consider an end point though. Some of you will snort and giggle at this point and say that three of the above (the last three) are a no brainer as it is pre-made adventures and have a natural end. Well, it is not that clear in all actuality. I will grant you that I intend that the Reign of Winter game will end at the conclusion of the sixth module The Witch Queen’s Revenge will be the conclusion of the campaign. Thankfully for my players that is a long way off yet.

But other campaigns take on a different life. The players become invested in their characters and if there is a sniff of adventure left in the game they will be keen to continue on with the game. I had run the Serpent’s Skull adventure path and it leaves things quite wide open at the end of the final module. I had bought the adventure path in the hopes of showing off a complete campaign cycle. Because of the open ending though I am left a little disappointed as it did not meet what I was looking for (a complete story) and the players are keen to finish it as they invested the time. When we closed (not ended) the play in that game for a while it was always with a mind to come back to it after I had designed some material which I am doing at the moment.

Skull and Shackles Player's GuideI think the time to consider ending a campaign is actually at the start of the campaign. Perhaps at the first session you should discuss with the players what it is you want to see happen with the campaign. I have told each of the Reign of Winter players that the end of the game is the end of the final module. The Skull and Shackles actually only goes to about 14th level so there is plenty of scope for the players to continue on their pirating ways after. Of course they will have some serious clout by that time in the Shackles and they may be happy to call it a day.

Being up front with the players allows them to be ready for the end of the campaign as well. They may be ready to turn it all in and retire or have something for their characters to move in that is a satisfactory finish for them. Of course players can get sentimental about their characters (and rightfully so) as they spend game after game inhabiting the one role and you have to take this factor into consideration when you think about when to end the campaign.

Remind the players of the decision often as well. Make them aware that when the big Demon boss has been defeated and the holy grenade of Antioch is back in the vault of the Thanes (or whatever the end point may be) that the campaign will end and it will be time to try something new, or perhaps someone new in the GM chair. Perhaps even a new game system!

Campaigns do die out naturally and the ability to end a campaign can be a weird time for the GM. From the details above it would seem that you have to have a good plan set up from the outset to do this, or use pre printed materials. This is not the case of course. If it is a homebrew campaign you of course will not have everything planned out to their 19th level final battle! Having a game at a time prepared can be a challenge so you don’t want that kind of pressure hanging over you. What you do want to do is a have a think of where you want to complete it. If it is not a sandbox then you probably have a seed of an idea in you that you want to explore and also an idea of where it will go. Talk to the players and say that they will face a big threat in this campaign and that the campaign and adventures for this game will end when the threat is defeated. Negotiate with the players because this is also a good time to get out of them what they are considering for the game and their characters.

It pays to think ahead. RPG’s are often described as open ended games in which no one wins or loses, but it is important to consider what the end point will be. In a sandbox game, there need not be one but when you are investigating a specific topic or campaign then it pays to be prepared for it to end. Of course it can be great to bring the characters out of retirement for a one off bash every now and again, but know the days of playing the same roles time and again are over. This is a disappointing and exciting time. Disappointing because you say goodbye to an old friend but exciting because you say hello to new ones and new stories to fire your imagination with. Have a great week and keep rolling!

Mark Knights is  39 year old guy living in a small rural town called Elliott in Tasmania, Australia.  I have been role playing since I was 11 years old playing the original versions of Dungeons and Dragons, MERP, Elric, Dragon Warriors and the like amongst other genre games.  I played D&D 2nd Edition through the 90′s but I ran Earthdawn for my fantasy setting and loved it as a GM.  When 3rd Edition came out for D&D I tried it but found it too heavy on rules.  I ignored the 3.5 edition of DnD in favour of Earthdawn (big mistake) as I thought it was just a money spinner.  When 4th Edition DnD came on my players and I gave it a red hot go but hated what it had dumbed the game down to be.  On a trip to Melbourne to buy some 4E stuff from a hobby store an old mate of mine pointed me at Pathfinder and in a Fantasy setting I have never looked back.

The Beauty of Earthdawn

earthdawn-logoMost of us are familiar with the most famous fantasy games out there. Dungeons and Dragons, Pathfinder, Warhammer Fantasy perhaps Dungeon World now, even Tunnels and Trolls! When I speak about Earthdawn though I get a lot of blanks. Some people have heard of it but know nothing about it and very rarely someone who has played it. Today I feel a little unusual writing about Earthdawn as officially at this point in time there is no active version of the system although all of the books are available at various sites.

Earthdawn is without a shadow of a doubt my most beloved fantasy game of all time. It is my kind of system. It is rich in story. It’s mechanics are intricate and woven into the pattern of the whole system. On the same scale, Earthdawn is not a game for everyone. It is intricate, involving a lot of different powers and one of the most original spellcasting systems I have ever seen. Also, the way that the magical item system works is phenomenal.

Let me explain a little more clearly. Earthdawn is all about story. It is an age of magic and legend where players forge the stories that will be spoken about as myths in aeons to come. It is also a world of magic where everything that the heroes do is powered by magic. The simple swing of a blade is powered and guided by the players magical abilities making them more than they could ever hope to be otherwise. In Earthdawn everything, including the characters name, is all about the story.

Earthdawn is FASA’s system that was released in the 90’s after the release of Shadowrun. It is linked to Shadowrun in meta-plot although I never really cared much for following those details. Being that it is linked to Shadowrun and Shadowrun occurs on Earth… Earthdawn is set on Earth! The map to the game translates to areas in and around the mediterranean and the middle east. It works on the same presumption as Shadowrun where there is a natural cycle of magic. Earthdawn occurs in the waning point (after the peak) where magic is leaving the world while Shadowrun works in the waxing phase (magic on the increase). Earthdawn is a much more magically orientated world that has been ravaged by beings that were allowed to cross into our world when the magic reached a certain point. They are horrible creatures bent only on destruction and pain and in the game they are known as Horrors.

Earthdawn is dark fantasy, possibly even horror fantasy depending on how you play it (I love horror fantasy games). The setting is made after much of civilisation sealed themselves underground (there are some exceptions to this) in magically protected cities called Kaers. They did this to escape the predicted coming of the Horrors who travelled through Astral Space to ravage and torment the lands. In the 500 years that the societies lived underground many were breached after they sealed their doors, but even more than that, many were infiltrated before they sealed their doors. All that were breached or infiltrated suffered horrors beyond mention and perished while they were locked away.

Each Kaer was given a magic “meter” of sorts that measured the magic levels in the world. They were advised by the magicians of Thera at what point on the meter that the Horrors would no longer be able to exist and to open their doors and emerge then. But unpredicted the magic meter stopped receding for some time and remained level just above the mark. The first Kaer to open sent explorers out into the worlds to see if the Horrors had left. They travelled out in the air ship Earthdawn but failed to return. At the same time, slowly around the world other Kaers began to open and explore their surroundings. Horrors still existed but they were mainly the lesser Horrors and there were fewer reports of encounters with the Named Horrors that were like eternal nightmares on the collective soul of the land.

The lands of Barsaive collected together under the leadership of the Dwarven Kingdom of Throal to reject the teachings and control of the Empire of Thera who believe in slavery for non-Therans. If you are born in one of the provinces you are treated as a barbarian, or a non-Theran and therefore eligible for slavery. Throal and the free cities rejected Thera when they finally arrived in the province to reclaim their lands and there has been a tense standoff ever since.

There are numerous disciplines (same as classes in Pathfinder) that the players can take on and the races are pretty much the same as in other games but also include Windlings (think pixies), Trolls (think large scottish orks!) and T’skrang (Largely lizards that love the river life). Spell wielding magicians fit into the disciplines of elementalist, illusionist, nethermancer and wizard. The more martial disciplines fall under beastmaster, cavalryman, sword master, warrior, sky raider, archer and horror stalker. Finally the more utility like classes fall under air sailor, scout, thief, troubadour and weaponsmith. There are a number of other disciplines that are largely race specific but these are the core of the classes. A discipline is a magical calling in which the individual is taught how to manipulate the patterns of magical energy around them to empower their own Talents. Talents are thematically aligned powers that you use extensively when your character considers their action. As of third edition of the game you get a number of talents per circle (think levels in Pathfinder) that allow you to broaden your abilities from previous circles. You put ranks into those powers to become better at them.

earthdawn_coverThe more traditional magic system i.e. spells from a spellcasting class are handled quite differently from any other system I have come across. To cast a spell safely (their are ways to cast in an unsafe manner that may attract Horror attention) is usually a multiple turn proposition. To cast the spell the magician must first weave threads into magical patterns in astral space called matrixes and then after all threads are woven and the spell is ready to be cast the magician channels magic through the matrix to cast the spell. The magician can attune as many spells as they have matrixes at one time but to change a matrix to another spell either takes time or great skill. The threads that are woven into the spell prior to its casting are used up in the casting so that if they want to cast the spell again they must re-weave the threads. It sounds complicated, and in comparison to other systems it is, but it fits beautifully with the theme in game that all magic is made up of patterns.

Magical items are a thing of beauty in this game. They are at the heart and soul of the mechanic supports the story driven nature of this system. You may find big piles of loot with magical equipment amongst it BUT you will never be able to pick up an item of power and immediately use it like you can in other games. magic items in Earthdawn have a history and have information about them that must be learnt before they can be empowered. Also, magic items generally have different levels of power that you can upgrade the item to. You may need to research another key knowledge of the item or perform a deed with the item before the power can be woven to. Essentially every class gets access to the ability to weave threads. For magicians this happens at first circle and for other classes it generally happens around fourth circle. This ability allows the character to power a magical item by attaching a thread from their own pattern to the magical item and thus being able to gain the benefit from it. This again probably sounds complicated but believe me, it is a beautiful story telling option. To power an item the character must pursue the knowledge to do so.

For example, amongst a Horror’s stash a Warrior picks up a rusty broadsword (every Earthdawn player is suddenly salivating for good reason) and throws it aside. The Weaponsmith picks up the blade and attunes his sight to astral seeing that it contains a more complex pattern than a normal rusting blade. He spends some time with the blade over the next couple of days examining its pattern as they travel and then hands it back to the Warrior. “Friend, this blade has a history and hidden power. I do not know the answers to these questions but you must find the name of the forger of this blade to unlock its secrets.” See how fantastic that idea is to a game and how story driven this mechanic is. It truly inspires legends.

The other thing about Earthdawn stems from the sourcebooks themselves. Sourcebooks normally are filled with pages and pages of information about new rules with a little bit of game information. That concept is truly turned on its head with most sourcebooks. Each sourcebook is filled with world and story information. New rules are largely stored in a chapter at the end of the books linking back to the information contained in the stories. They are mostly beautifully laid out books and all of the sourcebooks back to first edition can still be used. Some of the second and third edition material largely reprint some of the first edition stuff and add to it as it is a game that supports an overarching meta-plot that is played out through this information. If you want to look at what is on offer, here is a link to DriveThruRPG that lists most of what has been printed in the setting so far.

Well, you may well be wondering why I am banging on about a system that is currently not in print. Let me tell you that I have an inkling that now FASA have reformed and that the licence of Earthdawn has lapsed from the companies that were working on it we may just see a new resurgence in Earthdawn material. I am very excited about this possibility and so I want to open some new players eyes to the beauty of Earthdawn. It is not a traditional hack and slash game. It is an intricate system that is carefully measured for the effect it provides but can be a bit daunting at the start.

I have spoken to some that have played the Savage Worlds variant that made it to the table but none that did the Pathfinder version. I still think that the original system (plus the 3rd edition variations) are the best to play the game in. A lot of people level criticisms at this system saying it was made just to appeal to the polyhedron crowd (the game utilises all seven dice in the original version, five in the third edition) but I believe this to be untrue. Looking at the system with my years of experience of reading and playing it I have a respect for how they use the system to support the tenets of the game. What I would love you to do is take a look at the system and find someone to give it a go. It is an incredibly rewarding experience. If you want, I would recommend the Shattered Pattern module as a game. Grab the system, build up some characters to that level then play that adventure. It has a bit of everything it is to play Earthdawn all in one place. Let me know what your thoughts are in the comments and until next time, keep rolling!

Mark Knights is  39 year old guy living in a small rural town called Elliott in Tasmania, Australia.  I have been role playing since I was 11 years old playing the original versions of Dungeons and Dragons, MERP, Elric, Dragon Warriors and the like amongst other genre games.  I played D&D 2nd Edition through the 90′s but I ran Earthdawn for my fantasy setting and loved it as a GM.  When 3rd Edition came out for D&D I tried it but found it too heavy on rules.  I ignored the 3.5 edition of DnD in favour of Earthdawn (big mistake) as I thought it was just a money spinner.  When 4th Edition DnD came on my players and I gave it a red hot go but hated what it had dumbed the game down to be.  On a trip to Melbourne to buy some 4E stuff from a hobby store an old mate of mine pointed me at Pathfinder and in a Fantasy setting I have never looked back.

D&D Next is DEAD to me…

D&D NextI am now hanging my head in shame. A shame that I would never have thought to be possible. For two weeks I have lead a public charge to find players to test the final play test release of D&D and in each of these weeks I have found no one. I even tried to appeal to my American compatriots (where I have the largest readership) and run it in an American friendly time which would have meant me getting up early. But alas, my inbox was a place for tumbleweeds to breed and blow across the empty folders of my D&D Next playtest folder.

Melodramatic? Maybe. Over the top? Perhaps. Serious? Definitely. I am but one person who is trying out this game but I can honestly say that this is the first time ever I have tried to get a game up and running and failed. The sadder thing is it does not seem to be an isolated incident when it comes to play testing this game. I have had comments on my blog asking for me to keep people in the loop of what the game runs like because they can’t find anyone willing to play it. I have had other comments where they played a game or two but it all fell apart due to lack of interest.

Is D&D dead?

It looks as though it is to me. I find this very disappointing as the game that I have read offers a lot of potential. It looks like a game that packages together a really workable system of the game. I mentioned last week that it feels like a retro game, and it does. But I have now worked out why. It is because it does not bring anything new to the table but what it brings is a really solid combination of rules and playability that comes packaged in a familiar way. D&D is the security blanket to a lot of people, or at least used to be. I have seen all of the mechanics that are included in these rules elsewhere. There is no smoking gun. No mechanic that illustrates a system of brilliance I can’t live without but it has an excellent balance of good, proven mechanics that do not get in the way of playing it.

It is disappointing to me in another way too. I got excited about D&D again. I have not been excited by D&D since I got the first 3.0 players handbook in my hand (and that wiped the excitement away very quickly). This system makes me think I would enjoy it just as much as I did the Basic set of D&D. But I just don’t know and that irritates me. Do I go out on a limb and buy the books anyway? Possibly running the risk of purchasing dead weight that will never see a game?

I am now calling it, good people of the Iron Tavern Blog. My D&D Next reviewing days are over. My conclusion on the whole scenario can be surmised by the following statement. “D&D Next is perhaps amongst the sleekest designed systems I never played and may go down in history as the best version of D&D that killed the franchise due to lack of interest” RIP D&D, you created many hours of fun in my life and I will be sad to see you go. Keep rolling!

Mark Knights is  39 year old guy living in a small rural town called Elliott in Tasmania, Australia.  I have been role playing since I was 11 years old playing the original versions of Dungeons and Dragons, MERP, Elric, Dragon Warriors and the like amongst other genre games.  I played D&D 2nd Edition through the 90′s but I ran Earthdawn for my fantasy setting and loved it as a GM.  When 3rd Edition came out for D&D I tried it but found it too heavy on rules.  I ignored the 3.5 edition of DnD in favour of Earthdawn (big mistake) as I thought it was just a money spinner.  When 4th Edition DnD came on my players and I gave it a red hot go but hated what it had dumbed the game down to be.  On a trip to Melbourne to buy some 4E stuff from a hobby store an old mate of mine pointed me at Pathfinder and in a Fantasy setting I have never looked back.

Failure to Launch

D&D NextI promised a play review of D&D Next this week and I am afraid that I am going to fail to deliver. But this was not through lack of trying. This makes me now wonder have the D&D crew lost too many people now for the Next generation to be a roaring success.

It is hard for me to pass judgement on this. I walked away from D&D 4th Edition after a year of playing and never even looked like going back. I sold books that I had never even opened the cover of to read when I found Pathfinder and decided to make the shift. Now I am in an amusing position of running Pathfinder mainly as my system of choice, a classic system for my sci-fi games and a very successful Indie game called FATE for everything else. I also live in a rural community in Tasmania, Australia which is far from the bustling areas where gamers gather. Honestly, where I live I am lucky to have an in person group.

The thing I do have though is a modicum of charisma and generally if I really want to get a game I can persuade people into it. This week I really wanted to give this game a try. Next looks good but I need to run it to see if it plays as well as it reads. I think this game is a worthwhile addition to the genre and honestly should have been 4th Edition. So there are two things that I can put me failing to get a game running over the past week to.

The first is that my good old charisma is failing me and the ravages of my overwhelming ego are obscuring reality. Some people that know me would certainly have a giggle at that whilst privately believing it. But I seriously think that it is case two. Case two is that the D&D brand is so badly thought of now that few people actually want to give it a run.

The reasoning of why this may be the case is tied up in conversations that I have had this week with individuals online and in person, as well as comments that came on one of the posts on my own blog (www.thepathfinderchronicles.com) when I posted a little bit more on the detail of the system. Much of the commentary I read was that people who had read the rules of the game are struggling to get groups together that have a desire to play the game! One commenter stated they began to play it but the group fell apart because of apathy and real life!

I do find this hard to reconcile. Most gamers have fond memories of this system and while it has suffered (arguably, I am not trying to troll) in the past few years I would still think there is interest as Hasbro’s bottom line says their role playing division is still profiting away. I announced out my regular Tuesday night game that if the players were keen I would run a game at my work for them on the Saturday and it appeared to interest a couple.

On the Saturday (I work in a service station Saturdays) one of them came in. But just to buy a coke. Apparently he had too much going on in an online MMORPG to come and play. The other that I thought may have come popped in for five minutes to say hello, get some of his pay and go again. It was then that these comments I had been reading began to hit home. The two players are the ones who were super hot on the idea of Next when they heard about it and got me interested enough to do the download the material.

I can honestly say I am a little bit disappointed at the moment with my “failure to launch” a game. I have to say though that this week I fully intend to run a game of Next. I had wanted it to be an in person game but it seems that I may not be able to achieve that so I am willing to run this game virtually via hangout. So I am putting the call out here first. If you are keen to give D&D Next a run for its money this Saturday evening (for our American compatriots) which will be Sunday morning Australian time send me an email direct at mark DOT knights AT gmail DOT com! I make this offer initially to the Iron Tavern readers. I want a crew of four to six players for the game which will run between two to three hours. I will put the request out on Google+ after this post has been on the Iron Tavern for a day.

So, what say you fine sturdy adventurers? Are you ready to find out what happens Next? Until next week, keep rolling!

Mark Knights is  39 year old guy living in a small rural town called Elliott in Tasmania, Australia.  I have been role playing since I was 11 years old playing the original versions of Dungeons and Dragons, MERP, Elric, Dragon Warriors and the like amongst other genre games.  I played D&D 2nd Edition through the 90′s but I ran Earthdawn for my fantasy setting and loved it as a GM.  When 3rd Edition came out for D&D I tried it but found it too heavy on rules.  I ignored the 3.5 edition of DnD in favour of Earthdawn (big mistake) as I thought it was just a money spinner.  When 4th Edition DnD came on my players and I gave it a red hot go but hated what it had dumbed the game down to be.  On a trip to Melbourne to buy some 4E stuff from a hobby store an old mate of mine pointed me at Pathfinder and in a Fantasy setting I have never looked back.

What is Coming up Next?

D&D NextI have publicly declared my dislike for Fourth Edition Dungeons & Dragons (D&D) much to the chagrin of many fans of the system.  I did not take this lightly, as my group and I played the system for over a year solid but we found we were just not getting any enjoyment out of it.  That is when a friend of mine pointed me at Pathfinder and I have step by step been indoctrinated into the system.  I even publicly stated that I would not even look at 5th edition D&D as they had lost me with the franchise.

A few days ago though a blog from Mike Mearls who is the senior manager for D&D R&D at Wizards of the Coast (WotC) entitled “The Final Countdown” caught my eye.  He talks in it about how the public playtest has gone, what they learnt from it and what is to come.  It appears the final playtest is almost over and that the recent release to the DnD Next community was to be the last before they did the hard work working out the maths of a balanced system and creating what will become the 5th Edition of D&D.  I had previously downloaded the Next documents as I had mentioned to Jeffrey Tadlock (the fine proprietor of the Iron Tavern) that I may do a review or two.  When I looked at it though I just could not bring myself to get into it.  I saw good and bad in the first few pages and so I left it.

But this blog has gotten me to download the system again and I have been doing some reading of the contents over the past few days.  What in this article got me to reconsider?  It was this quote from Mike that offered me hope “So, what did we learn from the public playtest? In some cases you confirmed things, in others you dispelled some notions that had become lodged in R&D’s view of you.”  Then he lists his five points that they learnt the most which were:

  1. We like simplicity.  We like games where we are up and running quickly and are able to create games quickly with simple tools

  2. We want classes that can contribute in every situation though we are OK with specialised classes if they balance things out on a broader scale

  3. We want tools that build adventures quickly and easily allowing us to focus on the plot rather than the mechanics

  4. We like flexible rules.  Give us a general rule that can be applied across many instances rather than a rule for every situation

  5. We want a game that will fit several styles of play and above all, a game that works

So I have now retracted my statements about fifth edition and I am looking at the Next material through new eyes.  If the D&D R&D take the above five points on in the system D&D should be looking like a very good game.  I have read a bit of the material now and am ready to make a few overall observations on the new material.  I have double checked the FAQ page and the people over at WotC are happy for me to blog about my experience with the system and so here we go.

I am really quite excited about what I have read and seen so far in the system.  I was trying to explain it to my Pathfinder players last Tuesday night by saying that the system felt like a nod to the retro systems without it actually being retro.  I really do feel like I am reading D&D, not a complete rehash of the system!  The system feels restrained, checked, simple.  I really felt it was a bit like Dungeon World with some of the ways that it has reigned its previous editions excesses in.  The system has been scaled back and a lot of effort has been placed into making the character classes have a lot of flavor and role-playing potential.  Previous editions really seemed to lose a lot of the character class flavor and they have drawn it right back in this edition.

The core classes remain, and I mean core.  The Cleric, Fighter, Mage (no longer Wizard) and Rogue make up the core contingent of classes with Barbarian, Druid, Monk, Paladin and Ranger also present as options that are not pure classes.  But each of these have a really distinct feel to them that makes me feel retro but offers some great color to the classes.  It is not only the classes that have had an injection of flavor, the whole text has with many Forgotten Realms references made in examples (this crushed one of my players who loves Greyhawk!).

All the traditional races are present with some variants (e.g. High Elf) so you will find the Dwarf, Elf, Gnome, Half-Elf, Half-Orc, Halfling and Human in these pages.  Variants are treated as off-shoots of the main race so you would find the High Elf detailed in the Elf section.  Again, these are delightfully portrayed and have a nice flavor to most of the races with only the half-breeds being terse on information apart from their statistical effects.

Skills have gone by the wayside, kind of.  They have now been wrapped up as attribute rolls.  You do not get skill points to spend each level so it really depends on your statistics how well you are at most of the skills that were included in third and fourth edition.  For example, if you wanted to patch up a bleeding companion it would ordinarily require a Heal check but now it requires a Wisdom roll.

Lolth SymbolThe rules on How to play are fantastic.  I was through them so quickly that I was shocked!  They have some great rules supporting a very intuitive, simple system!  Intuitive and simple?  Words I never thought I would say in connection with D&D again!  I laughed out loud after the combat section because it was so simple and so short that I figured there had to be more.  But you know what?  There wasn’t and it looks like it will work seamlessly which is something I craved for in these games.  One of the problems I had with third and fourth edition was the fact that anytime someone moved you had to reach for a rulebook to see if it met one of four hundred different criteria for various triggers (yes, I know I am exaggerating but not much).

Feats exist still but they are not the broad range of multi-configurable minor benefit wielding mechanics that they used to be.  In fact they are entirely optional and to take a Feat you have to give up one of the flavor powers that are offered to your class.  There are only twenty odd Feats listed in the section although I am sure that will grow before the final product is released.

That is about as far as I have looked in the system so far, although I have flicked through the Bestiary and made one major discovery.  Things have really been toned back.  Do not expect to see creatures in the coming edition with horrendously huge Armour Classes any more.  their stats have been toned right down as has the increase in player character to hit bonuses etc.  But I will talk to that after I have actually run a game of the system which I hope to do soon.  There is no telling how good a system is just from reading it so I already have a couple of people keen to give Next a run before next week where I hope to do a play review of the system here for the Iron Tavern.  Until then, keep rolling!

Mark Knights is  39 year old guy living in a small rural town called Elliott in Tasmania, Australia.  I have been role playing since I was 11 years old playing the original versions of Dungeons and Dragons, MERP, Elric, Dragon Warriors and the like amongst other genre games.  I played D&D 2nd Edition through the 90′s but I ran Earthdawn for my fantasy setting and loved it as a GM.  When 3rd Edition came out for D&D I tried it but found it too heavy on rules.  I ignored the 3.5 edition of DnD in favour of Earthdawn (big mistake) as I thought it was just a money spinner.  When 4th Edition DnD came on my players and I gave it a red hot go but hated what it had dumbed the game down to be.  On a trip to Melbourne to buy some 4E stuff from a hobby store an old mate of mine pointed me at Pathfinder and in a Fantasy setting I have never looked back.

Do You Tarrasque?

TarrasqueI have never, as a player, been caught in a game with a Tarrasque. Have you? This creature is one of the most iconic creatures in all the bestiary books I have ever read. We have seen at least five different official versions over time and there is always one thing that can be said about the Tarrasque, and that is you just can’t keep it down. Ever. Period. Don’t mess with it because it will kill you.

The Tarrasque has always been an open topic of conversation at the D&D and Pathfinder tables. It is said if a GM ever tires of his current campaign the certain way to end it is to introduce a Tarrasque. But what are the origins of such a beast. When it got placed in the Pathfinder Bestiary I realized that the adorable little critter (not) was’t the Intellectual Property (IP) of Wizards of the Coast (WotC) as I had previously believed. I became curious as to the origins of such an iconic creature in the game so I went and looked at books (yes, the paper kind) and the internet to track some information down. Was there a high level adventure hiding somewhere that I could take advantage of debasing the myth that the Tarrasque was a simple rampaging creature full of wrath and destruction?

The legend of St. Martha is actually the source of the Tarrasque story and it stems from a book of legends called the “Golden Legend” which was penned in the mid 1200’s although more was added through the years. Over a thousand manuscripts of this book has survived as it was exceptionally popular in its time. The source of the story comes from France where there was a dragon like creature known as the Taresque who lived in and around the Nerluc area in Provence, France. The creature was laying waste to a wide swathe of territory and nothing seemed to be able to stop it.

The Taresque of legend was not the colossal magical beast of the D&D books. In fact it was said to have six short bear legs, an ox-like body covered by a turtle shell, a scaly scorpion tail and the head of a lion. It was said to burn anything it touched which was the way it was ruining the land. It is unclear if this was before or after it had been attacked by knights and catapults though so it may have been peaceful before it. Regardless, anything they fought with could not defeat the creature.

Enter our heroine, St. Martha. Understanding the damage the creature was causing, she sought out the creature in the hope that her faith in God would protect her and change the Tarasque to a creature of God. On finding the creature St Martha placated the creature with hymns and readings from the Christian book. The creature joined with St Martha who took it to the city to show the people there that the creature was not a threat. As she approached with the creature the people of the city rose up and attacked the beast in fear. The Taresque did not fight back in any way and the city folk killed the creature with their hatred.

After the destruction of the creature St Martha preached to the masses and converted them to christianity. Ashamed at what they had done to the Taresque the newly converted followers of christianity renamed their town to Tarascon in honour of the creature.

There are obviously quite a few differences between the Tarrasque of D&D or Pathfinder and the Taresque of St. Martha’s Legend. But the tale does offer an interesting insight into perhaps the way it could be used in a game. The Taresque of legend appears to have had little overt intelligence but it was aware enough to make choices and this is reflected in the statistics of the Tarrasque as found on the Pathfinder Reference Document (PRD) here. Obviously the creature would listen to reason and therefore had a good Wisdom again reflected in statistics. It does appear in the legend that the creature itself was not an angry rampager in its infancy and it was likely the intervention of man attacking it that caused it to rampage, so it was likely a Neutral creature reacting to being attacked, again reflected in the statistics.

Where the Tarrasque of the game differs though is basically on every other aspect. It is a colossal creature which is not reflected by the statistics. It looks different to the legend representation, it regenerates (even if it has been disintegrated!) and no known method has been found to kill it! In the statistics it truly does seem that this creature is something a GM uses when they have had enough! The only time I have ever used one was in a what if scenario with a mate of mine. It was “What if a Tarrasque met a Hekatonkheires Titan (Bestiary 3). By the way, the Titan won just by stunning the Tarrasque, beating it down to below 0 HP and then banishing it to another dimension.

Using the St. Martha legend you could handle the Tarrasque a different way though. Perhaps even using the same story line where the monstrous beast is simply found and attacked out of fear as your high level party approach the area. The Tarrasque retaliates out of anger for being threatened and disturbed and the players need to find a way to get through to the creature instead of finding a way to destroy the beast. This creature does not need to be the death of the party, in fact it could be a great ally in a time of need if they take the time to solve the beasts issue and the issue those that attacked it have.

I always find it interesting to look at the history of creatures. Find their folklore or legend origins and you will likely find a seed for an adventure. I have never heard of anyone (seriously) using a Tarrasque in a game yet it reappears edition after edition as this gigantic monstrosity. It generates a lot of discussion at the table and while I am sure there is a lot of visits to the Tarrasque page to check its statistics there are very few games that have ever employed one. I am keen to hear in the comments from those that have used one in a serious way or for those of you that have ideas on how else you could introduce the Tarrasque to your game. Let me know, and until next week, keep rolling!

Mark Knights is  39 year old guy living in a small rural town called Elliott in Tasmania, Australia.  I have been role playing since I was 11 years old playing the original versions of Dungeons and Dragons, MERP, Elric, Dragon Warriors and the like amongst other genre games.  I played D&D 2nd Edition through the 90′s but I ran Earthdawn for my fantasy setting and loved it as a GM.  When 3rd Edition came out for D&D I tried it but found it too heavy on rules.  I ignored the 3.5 edition of DnD in favour of Earthdawn (big mistake) as I thought it was just a money spinner.  When 4th Edition DnD came on my players and I gave it a red hot go but hated what it had dumbed the game down to be.  On a trip to Melbourne to buy some 4E stuff from a hobby store an old mate of mine pointed me at Pathfinder and in a Fantasy setting I have never looked back.

Review: Ultimate Campaign – Part 4

Ultimate Campaign CoverThank you all for following me through the review of this mighty new addition to the core Pathfinder books by Paizo. It has been quite the journey. There have been tears, laughter, pain, sorrow, joy but it is now coming to a close with a review of the final chapter, Chapter 4 Kingdoms and War.

This chapter is paradoxically the smallest chapter in page size (around 50 pages) but dominates the table of contents at the start of the book. The Table of contents is a two column affair on one page and this chapter takes up practically all of the second column. Noting this I actually thought it was going to be a piecemeal affair that would irritate me to a large degree so with a cautious eye I moved into the Chapter and began to read.

Just before I give you any detail about the chapter I am going to have to warn you about something. I am declaring that I don’t really like the idea of a campaign that centers around kingdom building. It takes a certain type of GM and player to want to play this style of game. I see it too much as an administrative affair with a lot of extra work involved. I also see that in reality an adventurer would not be able to rule a kingdom unless it were a tribe of nomads or the like. Ruling a kingdom comes with responsibility and Kings and Queens do not get to simply wander off when they want. With that off my chest let us move back to some detail of the actual book.

Kingdoms

The chapter starts with a focus on building a kingdom from scratch but is unusually organized. You read an introduction about how they want to approach the chapter and then they suggest if this is the first time that you have read the chapter, go forward and read a section on building a settlement before going back and reading from that point onward. I found this extremely weird. I did as they suggested and the chapter certainly flowed correctly by doing this but the question has to be asked. Why? Why not just put the section on Settlements at that point in the chapter. There is no major problem it causes on the second read through and I would prefer to read it in that order all the time. This is just a complete oddity of the whole book and the question distracted me from a lot of detail.

Ultimate Campaign ThroneThe kingdom building rules borrow a lot of ideas from Chapter 3 and Chapter 2 to build sort of a mini game that is Kingdoms. You follow a set Kingdom turn that is broken up into four phases representing a month of game time: upkeep, edict, income, and event. The upkeep is where you balance the kingdom’s resources; edicts allow you to declare actions for the coming month that could be good or bad; income is where you get to fill the treasury up again; and event is out of your control and covers events that you may have to deal with directly.

You get to build the kingdom up from scratch if you follow the default manner and you build your kingdom up in hexes as opposed to squares on a map grid. This follows the way the exploration is handled in the third chapter and I am wondering if these decisions have been influenced by the development of the Pathfinder MMO by Goblinworks. The blogs detailing the making of the Pathfinder MMO from last year are beginning to look eerily similar to the way they treat building a kingdom in here. The question is did the development of this book affect the computer game or did what the computer gamers want to do influence the book? Does it even matter?

The rest of kingdom building is similar to building a structure that is covered in chapter 2 and you have a bunch of buildings etc. that you can build up in settlements or expand your territory and the like. There are a lot of detailed rules (and then an optional rules section) that add a great deal of complexity to the system that kind of made me wish I was sleeping rather than reading a bunch more rules for an already rules heavy setting. But, and there is a but, I got through it and have to say I did not hate the section. In fact I thought it was quite novel and that it would probably be very valuable to the accountants of this world who like to role play as well. Here they can build their own kingdoms and exert control over vassals whilst balancing resources. All in all it is well contained and offers a good level of detail to this style of play. Don’t get me wrong, it is a section of the book I will likely never look at again but it is worth looking at if that is what you like.

Mass Battles

The next section was on war or mass battles in Pathfinder. I was actually quite keen to see what they had done with this as I have run mass battles in the game before but I had scripted them rather than used any type of mechanic. That said I have seen plenty of systems try to approach this subject and fail horribly by making systems that just fail completely to be intuitive and easy to use.

Paizo have come through with the goods on this system though. I started to read it and thought that it would be good if they did it just by providing something similar to the current combat system with a little less complexity (an army can’t grapple another army!) and that is exactly what they have provided. The system is intuitive as it uses concepts that are similar to the current roll 1d20 + a bonus with a target number of an AC system that currently exists.

They have added a nice usable morale system and given a good description of what this means to the unit. In fact this system is quite good that I may be using that in the one on one combats at times when I think creatures might make a run for it. Things like the commander can affect these rolls or give additional benefits. The commander gives certain boons to their army and will know certain tactics based on their level in Profession(Soldier) which I thought was also a great way of giving value to skills that players do not often take.

Finally, they cover loads of special abilities that the army made be able to use (what if you have a unit of regenerating trolls etc) and it just works. They teach you how to create a unit based on existing skill levels and then also give you a horde of army units that was a really good addition I had not overly expected. I have to say that the mass battles section of this chapter gets two big thumbs up from me and it will be something I refer to again!

The Book Overall

Now I have the content covered I want to say a few more things about this book. First and foremost it is very well presented, but I am pretty sure I don’t need to mention that. Paizo always make their books look remarkable with great artwork and layout. One thing that was a nice addition for this book was that they added a lot of forms for you to use with their system. If you look over the last month of posts you will find how I mention there is a lot more bookwork to be maintained with a lot of this material and they have done their best to give you the tools that you need to use.

Amiri ThroneIs this book the killer I thought it would be? Well, that is hard to answer as it is not the book I thought it would be. It is a book that helps with building a campaign but it is also a book that does not tell you how to build a campaign. It gives you a lot of systems that can assist you with looking at a lot of different things that some of your players might like to do. With the exception of the first chapter which is something I would like us all to adapt as GM’s (getting our players to get into background that is) the rest of the systems will work for some and not others so you need to pick and choose as you go.

I will say that this book has surprised me though. There are a lot of rules in here for you to read and go over. It is a long read too although it is only set at 250 pages or so the material can get a bit dry so you have to put away all the distractions to read some sections. But I am totally glad I did. This is an exceptional valuable sourcebook to me and will see a lot of use as I continue to pursue my craft as a GM. Some sections will never be used again but on a whole that is OK. You cannot please all of the people all of the time and we all have different focuses in game which is what this book represents.

So, to an overall score, considering everything I have read and fully understanding what this book is about. With its minor flaws and overall view I can’t give this book any less than five out of five castles overall. This is a great book to have in your collection. Save up your pennies and get yourself a copy!

One final footnote, just as I exit the long winded review mode I got an email telling me that my copy of Mythic Adventures is on its way to me. It is the next sourcebook for the core rules and is something that I have been long looking forward to! So there are likely to be more reviews in the near future! But until then, keep rolling!

Mark Knights is  39 year old guy living in a small rural town called Elliott in Tasmania, Australia.  I have been role playing since I was 11 years old playing the original versions of Dungeons and Dragons, MERP, Elric, Dragon Warriors and the like amongst other genre games.  I played D&D 2nd Edition through the 90′s but I ran Earthdawn for my fantasy setting and loved it as a GM.  When 3rd Edition came out for D&D I tried it but found it too heavy on rules.  I ignored the 3.5 edition of DnD in favour of Earthdawn (big mistake) as I thought it was just a money spinner.  When 4th Edition DnD came on my players and I gave it a red hot go but hated what it had dumbed the game down to be.  On a trip to Melbourne to buy some 4E stuff from a hobby store an old mate of mine pointed me at Pathfinder and in a Fantasy setting I have never looked back.

Review: Ultimate Campaign – Part 3

Ultimate Campaign CoverI thank you for bearing with me through the review of this book. There is just so much material packed into the 253 pages this book offers that I would have turned myself inside out trying to fit it all into one review. So we are moving on to Chapter 3 which is innocuously called Campaign Systems. So lets pull it apart in the penultimate (pun intended) review of this book.

Campaign Systems. The title of the chapter. I wrote many posts about campaign systems on my own blog and this one so I thought I had finally reached what I truly hoped this book contained. How to build a campaign! Excellent, the secrets of Paizo laid bare so I too can create my masterpiece adventure path. I was devastated to find I was completely wrong. This chapter had no insight on how to build your campaign from the ground up.

Of course that is because they have done it all before. In the core book and the Game Master Guide there is plenty of advice they give on these very topics. Perhaps not to the depth everyone likes but that is where I can fill in the gaps by writing blogs about different styles. In the chapter they cover numerous systems (meaning extra rules) to cover various concepts in game and how to manage them as a player and a GM.

There is good, bad, and ugly in this chapter. I was smiling with glee at stuff that surprised me. I wore a frown of confusion where I came across material that I think does not need rules (that is putting rules on it reduced role playing and increased complexity). Then I was left dumbfounded in several sections of the chapter wondering why on Golarion they had even bothered. I think a few of these systems really do depend on the style of game you play, although some of them would be much better suited to other games for sure.

The chapter starts with a fresh take on alignment. Well fresh may be a little generous, but it gives an alternative system that allows for shades of alignment. So you could be Lawful Neutral but closer to the Neutral end of Lawful and the Good side of Neutral. This introduces a mechanic which allows your alignment to shift with actions and time. Sometimes with repercussions, other times without. I rarely point to alignment in game (though I do where class powers depend on it) so this system is very unlikely to be used in my campaign. It is, on the other hand, a good basis for a system of alignment that may help people new to the game to understand it. They do try to redefine the alignments in a clearer manner also in this section but I do not think they are any clearer than the entries in the Core Rulebook.

Then they broke out bargaining which literally gave me a headache. Do not get me wrong, I love mercantile campaigns (I run one in Traveller) but Pathfinder? Really? The algorithms (solutions to the problem) are unrealistic, simplified and frustrating. It is very hard to follow the flow and I can see this coming to very little use. I really did wonder why they had included this section when the rules that exist with bluff, diplomacy, sense motive and the like all function quite well in this regard anyway.

Ultimate Campaign FollowersThen the next section about companions surprised me. Surprised me in a major way so much that I broke one of my personal rules and wrote on my own blog about this section prior to writing about it here. You can read that blog here if you want, but the following pretty much covers it. The GM should control some of the player linked companions! I have always played games where if you had a familiar, animal companion, cohort, followers then you dealt with them as the player. This system really turned that on its head for me. They suggest that animal companions, followers, and to some degree cohorts should all be controlled at some level by the GM. Reading through this section it made sense why and I was grinning from ear to ear that something had surprised me.

The section also went over followers (obtained through the Leadership feat) and what they meant in game which is something I never really fathomed. It was a brief description but it gave me a point of reference as I realised that a follower was kind of like a contact that had interest in you. There was some discussion on my blog that this should really be a role playing consequence but I see this as OK. if you get Leadership and you want to have an NPC that has been following your career in a town then why not. I do agree though that this style of contact should be limited to the Leadership feat.

Which lead me to the first real ugly section of the book. The next section was Contacts. I did not read this until after my blog discussions were over and I really wish I had. This section just completely devalues the Leadership feat that they had been describing by introducing a system for contacts. Come on! That is what the role playing is for if you do not want to take the Leadership feat. Why should there be a system that allows for a similar structure than what was just described. And if you aren’t going to describe how to make a campaign from scratch in the “Ultimate Campaign” guide because you have done that before why go over relationships with NPC’s when it is done in at least three books I can think of. This section seems counterintuitive, introduces a lot of bookkeeping to the GM and I just do not understand why it was even included.

You are probably beginning to realise there is a lot of “campaign systems” in this chapter and there are, fifteen to be exact. There are a couple more I want to talk to but I will sum the others that I am not going into too much detail with here. The Exploration, Honor, Lineage, Relationships, Retirement and Young Characters sections were entertaining and I may take some concepts from them into game. The Taxation and Investment sections should never have been included. Tax the characters? We are considering tax and percentage return in a fantasy system… No thank you. So that leaves me three sections to talk about. So I end on a positive note I am going to go from worst to best…

Retraining. There is a chapter here about how your character can retrain any change they have made in their character as long as you have time and gold. This is the most ludicrous waste of space of a system I have ever read. Six levels in and you realise you did not like becoming a necromancer? that is OK, take a holiday and become an evoker instead! Taken a Wisdom upgrade and realised Dex would have been a better choice, no problem! This is just a nightmare. In reality this is normally dealt with with a discussion between the player and the GM. Player: Look, I was a bit rushed last time I levelled and I think I should have taken x feat, can I change it? GM: Sure, you haven’t used the one you took in any major way, no problem. This entire idea of retraining devalues things like spell replacement in Sorceror (and other classes) and is like saying to a player not to worry about considering what you want to play because you can always change it later with a nominal sum of gold and a bit of in game time. If you can’t tell, this section really annoyed me.

Reputation and Fame. If all you have are the core books then this is likely to have some value for you. I collect Adventure Paths (AP) and also some campaign supplements (especially if they are mentioned in the AP as useful) and so this is about the fourth system I have come across that deals with this concept. And it is also the worst system of the ones that I have looked at. Why do they not just migrate the simplest system they have created and use it? To me it would be something similar to the system contained in the Faction Guide which was simple, transferrable and easy to understand. Seriously Paizo, look at what you have and stop reinventing the wheel time and time again.

Magic Item Creation. I loved the second half of this. The first half talks about how to stop min maxing players from exploiting loopholes in the system that exists and how you really should not alter a lot about the way things work (like rechargeable wands or making an intelligence modifying pair of boots). It made average reading and as I am playing a character that I am considering to use as a creator of magic items it was timely. the absolute best thing about this section was the bit that has potential for creating role playing opportunities! Think to (and try not to groan) Harry Potter where he gets his wand that has a strand of unicorn hair (or something similar in it) to make the wand. That is the cool stuff that you want to get involved in but most times for an item you spend your gold, roll the dice and make your item. In the final part of this system they talk about rare agents you can use to make COOL ROLEPLAYING OPPORTUNITIES WITH!!!!!!! Dragon heartblood! Dire animal brain! Giant squid ink and many more! Oh the possibilities. I seriously disagree with the writers that the cost of such items should be taken out of treasure hordes because you get this object as well but apart from that this is the stuff that I love to see in this book.

So, after sprinkling some stardust on my swords to grant them a light that you can search the dark places of the world with I think I had better sum up. This is the chapter where cracks in the overall coolness of this book begin to show. In summary let us look at these sections and put them where I consider they lay.

The Good: Alignment, Companions, Exploration, Honor, Lineage, Magic Item Creation, Relationships, Retirement, Young Characters.

The Bad: Bargaining, Investment, Taxation.

The Ugly: Contacts, Retraining, Reputation and Fame

The italicized section names are the best example of each category in my opinion. This chapter still has a lot of good in it, in fact more good than bad (or bad and ugly combined!) so it is a worthwhile read. I am majorly disappointed that this section did not take a close look at actually building campaigns from scratch with a modular or building block approach. With one chapter to go (final review next week!) there is little likelihood that it is going to occur. So next week we look at Chapter 4: Kingdoms and War. Until then, Keep rolling!

Mark Knights is  39 year old guy living in a small rural town called Elliott in Tasmania, Australia.  I have been role playing since I was 11 years old playing the original versions of Dungeons and Dragons, MERP, Elric, Dragon Warriors and the like amongst other genre games.  I played D&D 2nd Edition through the 90′s but I ran Earthdawn for my fantasy setting and loved it as a GM.  When 3rd Edition came out for D&D I tried it but found it too heavy on rules.  I ignored the 3.5 edition of DnD in favour of Earthdawn (big mistake) as I thought it was just a money spinner.  When 4th Edition DnD came on my players and I gave it a red hot go but hated what it had dumbed the game down to be.  On a trip to Melbourne to buy some 4E stuff from a hobby store an old mate of mine pointed me at Pathfinder and in a Fantasy setting I have never looked back.

Review: Ultimate Campaign – Part 2

Ultimate Campaign CoverThis week I have been busily reading the wonders of Chapter 2: Downtime in the Ultimate Campaign Sourcebook. The initial pages had me frowning and also getting rather pleased that I would have something meaty to criticize in the book. To find out if that is the truth when I finished reading the chapter read on!

Chapter 2: Downtime

This chapter looks wholly and solely at a thing called downtime for the players. You have heard about it I am sure. You know, that time where your character is hanging around the town with not a lot to do with themselves. I am being a little facetious here because this type of time in my game is a little bit of a mythical creature. That is, everyone has heard of it but they (the characters) have never seen any.

Of course that is not true of every campaign I have run. In my Earthdawn campaign I ran well over a decade ago it was all about the character motivations. They built a group building in Bartertown and one of the players (a Nethermancer) hollowed out a living Kraken and used it as his “tower” where he spent a lot of time creating lifeforms to serve him. Yes, it was weird but very cool at the same time. Beyond all of that though, most of the reading that I do tells me that the heroes are, well, heroic and that they don’t spend time drinking in a tavern when there are kingdoms to be saved and monsters to be killed.

In essence my own personal group do not get a great deal of time to sit around and talk about the weather with locals so I was so ready to do this with this chapter. The first part of the chapter introduced something that really irks me with sourcebooks. It introduced an economic system that sits on top of the current economic system to make a “Downtime system”. So much added complexity I could see occurring from these new rules. It was meant to model expenditure in doing stuff for the mythical downtime your character gets, including things like goods, labour, influence and magic. I smiled a wry smile at the thoughts of writing this blog. Here was the fatal flaw to this book.

Well, it actually pained me so much that I could not go back to the chapter for a while. I was very disappointed, so I started reading Fate Core again as well as Dungeon World and the latest module from Paizo: The Dragon’s Demand. It was only late in the week that I braved picking up the book again and realized I should have pushed on through.

This chapter adds a load of complexity to what is meant to be quiet time for characters. So why do it? Well, I kept reading, and as I did, I found myself wanting to be a player with a GM that uses this book. I wanted to do some of the stuff located in the chapter. I wanted to buy a tavern and run a thieve’s guild. I wanted to make a castle with a throne room and an altar! This is what this chapter does!

It gives the player options on what they can do in their local settlement. They can set up buildings that become a source of income (as well as a source of drama). Not only buildings though. It also covers how to get a group together that work for you while you are away. And it is in that way that they failed this chapter. Not by providing all this, but by the way they organized the chapter.

Ultimate Campaign DowntimeAt the start of the chapter it details the structure of its economic system it is going to apply and then rather than getting into the seriously cool stuff they talk about what happens while you are all out adventuring. They talk about resource depreciation and economics and snoooooooore… After that they detail managers you can use to run your stuff. They connect the Leadership Feat really well to some of this stuff and then show you how to build buildings and teams by using your Goods, Labor, Magic and Influence. They provide a way to make your building one room at a time providing an awesome number of rooms for you to look over. Also they provide a number of groups you can hire on too to create your Thieve’s Guild or Mercenary Company.

The rooms section is excellent. I can not tell you how many times as a teenager I went to map a castle out and built my throne room a few bedrooms, a prisoner dungeon and a gatehouse with moat and said “What am I missing?” Well let me tell you, the answer to my questions lay within these pages. I smiled at the extensive list and imagined myself with a seventeen story palace with every one of the detailed rooms located inside. I am seriously going to build a few places up and build some maps using this. Which reminds me, they provide some nice maps of a select few of the buildings included too!

The last thing that I am yet to mention is they provide a kind of random encounter list of things that happen for generic buildings and also specific lists for a lot of the buildings. These contain some excellent adventure hooks to whet the players appetite that a GM could easily build into a nice little side adventure while the players are just working on their own thing.

So, there you have it. this chapter needs to be reorganized. It should have interesting stuff first so everyone gets enthused about what they can do and then learn the boring stuff of what happens when you are gone after it. I can see there may be readers out there that may just skip this chapter after the first six pages of grueling agony. Had I read the second half first I would actually care about what they wrote in the first half. I would be open mouthed in shock about how my seventeen story palace could degrade while I was away. Truly I would.

But this chapter has also convinced me that I should give my players some down time and encourage them to invest in their characters. One of my players in the Serpent Skull game always wanted to set up a survival camp on Smuggler’s Shiv (the island you get shipwrecked on in the start of the module) and this would be perfect for that. I have been inspired by this chapter to include a new, character forming, dimension to my games. That is after all what core rule expansions are meant to do right?

So, next week we will be moving into the wonders of Chapter 3: Campaign Systems. Something that I have a strong interest in and have written pretty extensively on with this and my own blog. It is this chapter that I was exceptionally keen to get my hands on when I heard of this sourcebook. So join me in a week as we unpack it in my next blog. Until then, keep rolling!