Tiaro’s Mirror of Capture

Tiaro’s Mirror of Capture is a magic item I wrote up loosely based on an item a player in my Kingmaker campaign wanted to create. In the Kingmaker campaign the players have a museum in their city which they have been using to gather various old artifacts and tomes they find on their adventures through the Stolen Lands. They have a reasonable collection in the museum and it has been drawing people from across Golarion to see some of the artifacts stored there.

The idea for this Mirror of Capture came from the party wizard, primarily as a means to allow the group to capture an image, take a picture if you will, of some place they have been and then bring that picture back to the mirror to display in the museum. The wizard in the party is currently working on crafting this item.

The mirror I have posted below is based on that idea. I added the element of capturing a soul that can be used later to defend the mirror. Enjoy!

Tiaro’s Mirror of Capture

Aura:  Strong Divination and Illusion        CL: 20th
Slot: None                                                      Weight: 40lbs

Description:

The Mirror of Capture is a 2’x3’ mirror that has a smoky, swirling, reddish gray hue and bordered by an intricate gold worked pattern of flowering vines with painted vermilion blossoms to match the similarly colored gem fitted at the top of the mirror. The oblong gem appears to watch over those that gaze into the mirror.

The Mirror of Capture will display images on its surface when speaking a command word with the vermilion gem in the socket at the top of the mirror. The mirror can store and display a series of up to ten images. The Mirror of Capture cycles through the stored images at a constant rate, the mirror becoming the smoky, red-gray tinged hue during transitions.

A person can remove the oblong gem from the mirror and upon speaking a command word capture the image of either an inanimate or living object.  The oblong gem functions similar to a Prying Eyes spell. The gem can hold only one still image at a time until placed back into the mirror. Returning the oblong gem back to the mirror will transfer the image into the Mirror of Capture.

The Mirror of Capture also has a lesser known ability known to those who study it, the ability to capture the shadow of a soul. Capturing the shadow of a soul requires one to use the oblong gem as normal to capture an image of a living creature. Upon capturing the image the living creature must be slain and the gem coated with the blood of the creature while speaking the command word. Speaking the command word will cause the gem to collect the shadow of the slain creature’s soul.

Returning the gem to the mirror within seven days after capturing a soul will successfully transfer it to the Mirror of Capture. Failing to return the gem to the mirror within seven days will cause the shadow of the soul to expire within the gem. Placing the gem into the mirror socket transfers both the image of the once living creature and the shadow of the soul to the mirror. The Mirror of Capture will display the image as it would any other.

Speaking a second command word after the image and shadow of a captured soul are in the mirror will release the shadow. The release functions like a Greater Shadow Conjuration spell duplicating a Summon Monster VI spell that calls forth a Shadow Demon. The Shadow Demon will take the shape of the captured image.

Destruction:

Destroying the gem and mirror while combined is near impossible due to their significant power. Attempts to destroy the pair while together will fail. In addition the Mirror of Capture will defend itself by releasing one shadow soul per round up to the number currently stored in the mirror.

Attempting to destroy the gem or mirror while separated is also near impossible without coordination. In order to successfully destroy the mirror one must separate the gem from the mirror and simultaneously cast them into different active volcanoes under stormy skies.

Game Scheduling

My group is on the brink of canceling this week’s game for what I think is the third week in a row. Next week definitely is not happening either as our normal host is out of town and his location is the most central for a rather geographically dispersed group.

This rash of cancellations comes in the wake of a hiatus from our Kingmaker campaign due to some issues that was going to cause me to miss several sessions. I felt it better to announce that to the group and get one of the other GMs to run a few things during that time so my absence did not affect the group so much. In short, it has been pretty sketchy gaming for our group since mid-July.

Up until this point though, we have been a pretty successful at having regular gaming sessions. We are a group of gamers that have been playing together for six, coming up on seven years now. We have a solid core and haven’t added a new player for a couple of years. Each of us has been playing RPGs in some form for the past 25+ years. As you can guess, this puts us all in the working bracket and several with families at home. These factors all contribute to making scheduling difficult.

We see this on various RPG forums all of the time. “I’m too busy to get together to play.” or “It is too hard to get games scheduled.” Save for our recent issues though we have had a few strategies that have contributed to our group’s success at scheduling, even with quite active schedules amongst our members.

We started out with committing to playing every other week when the group first formed. We had a set day of the week and everyone made sure to get this scheduled on their personal and family calendars. This worked quite well. Then we decided every other week was not enough and we went to a weekly schedule at this point. Again we started by choosing an agreed upon night of the week to play. Those of us with a family at home made sure game night made the family calendar.

The added component to this for between game communication is a set of message board forums we use for a variety of things – IC roleplay between sessions, OOC forums and an off-topic set of forums where scheduling can be discussed. This helps in the situations where some event does trump the normal game night. We can discuss it well in advance and if possible make other arrangements. Frequently this is accommodated by shifting the night we play for that particular week other times it does result in the cancellation of the game that week.

Ultimately the key to regular gaming in busy adult lives appears to be having a consistent set night to game on and a reliable means of communication between sessions for times something does come up for one of the players.

We do have one other rule of thumb that helps minimize cancellations. We are willing to play a character down if need be. Our group would rather play a person short than cancel a session. Over the years this has worked out well for us and certainly minimized the number of games we have had to cancel.

What strategies has your group enlisted to help with your gaming schedule in these busy times?

TPKs Aren’t All Bad

Our Heroes RestThe other week our Star Wars campaign ended in a Total Party Kill (TPK). And you know something? It was awesome!

The game was a mini campaign while we took a brief hiatus from our Pathfinder Kingmaker game. We were all having a good time with it, but the dice fell as they did and with a few poor rolls the party died while trying to rescue a young Princess Leia. Things went south with a botched stealth roll and went rapidly downhill from there, ending with explosions going off everywhere and party members going down in a hail of blaster fire. Despite that, this will be one of the games that will be memorable for our group. This will be one we look back at and laugh at how quickly that situation went downhill.

Our group has others, there is the campaign I ran that got our group together many years ago, my return to DMing. That one is memorable for the wrong reasons, it was like running the PCs through a meat grinder. Not my best moments! It took a bit of time before I was allowed to DM again!

There was our higher level game that finally came to conclusion via TPK. Once again dice rolling was not going our way and we all fell in what was close to one of the final combats. We were disappointed when it happened, but even to this day it is still a campaign we remember fondly. Even a few years later we had a different set of characters in the same campaign world that sought out the heroes from that fateful TPK.

The threat of a TPK or character death is what helps make the successes in a game that much better. With no real threat of consequence it becomes routine to defeat the evil wizards and dragons of the world as there is no risk. The occasional TPK keeps that sense of risk around which sweetens the victories characters do accomplish.

There is certainly a fine line to walk. Too many TPKs as a GM and you get a reputation of being a “killer GM”. Never having a TPK or character death and you end up on the other side of the spectrum and you are the “soft GM” that never lets the dice fall the way they may. Finding the balance can be difficult, but in the end I think it leads to a more rewarding gaming experience with some risk being a constant presence. The risk is what helps make the game heroic!

So GMs out there, if the campaign you have been running results in a TPK, let it stand. Do not be tempted to roll back the clock and have a redo. Do not be tempted to rescue them via GM fiat. Let it stand. Chances are your players will talk about the campaign and the characters in it for many years to come! And it will add even more sense of accomplishment to future games you run when their characters are successful.

Play-by-Post Gaming: Props

Over the past week I have talked about the importance of keeping the players engaged with a Play-by-Post (PbP) game. We have covered the importance of pacing and offered a variety of ways to keep the pace of a PbP moving along at a reasonable rate. We have talked about making use of vivid descriptions and taking advantage of the PbP format to bring scenes alive that are sometimes more difficult to do in face to face game. This installment we will be talking about props!

PbP games are obviously quite text heavy as they are played out over message boards and email. For those using message boards there are a few things you can do however to help add some additional flavor to your post. Using even just a few of these suggestions will help you run a successful PbP.

First there is the ability to change the text color within your post on most message boards. This one can be hit or miss in my opinion and sometimes running it by your group to see which style they prefer is wise. But, if your group likes it, you can easily mark your words written in character with a different color than the bulk of your description text. Have each player do the same for when their character talks and the conversation readily stands out as one reads through it.

While words are great as we noted in covering descriptions a few days ago, sometimes a picture can go far to help get the picture across to your players. There are easy ways to show your players a picture of an particular NPC, a marking they have seen or even the entrance to a building. Message boards generally have a feature to allow you to embed an image within your post.

My preferred way for posting images in my posts is to use a Dropbox.com account which has a “Public” folder. Anything you place into that folder (images, word docs, text files, etc.) can be shared with someone by using the public link provided for it. So to share an image of a recurring NPC I can drop the image into the public portion of my Dropbox folder, right click and choose copy public link and then using [img] tags in most message boards that support BB Code embed that image in the post. Once you have done it a time or two it is quite easy.

Building from this, one can also apply the same method to posting combat maps. Having actual combat maps help players know where they are standing and can reduce confusion. I usually use Paint.Net to take a map image and then one can either use tokens or do as I do – use colored dots to represent the characters and the enemies they are facing. Once you have the map looking the way you want, copy it to the public Dropbox folder and embed the link in your message board post. Now your players can see the map and have a clearer idea of where they are on the map.

Just using a few of these suggestions you can easily give your players that little bit extra to keep them engaged with the game you are running. It only takes a little more time to include these things in your posts, but they can help keep your players interest which leads to the successful PbP in the long run.

My focus so far in these Play-by-Post articles has been from the GM’s side of the screen. My next Play-by-Post article will be from the perspective of a player and offer some suggestions on what you can do as a player to contribute to a long running PbP game!

Play-by-Post Gaming: Narrative

Earlier this week I talked about the importance of pacing in a Play-by-Post (PbP) game. The appropriate pace for your group of players helps keep them engaged which in turn helps lead to a long running PbP game. While pace is important there are other elements of a PbP that can help keep your players engaged. Today we take a look at the power of description and narration within posts.

When browsing other PbPs I frequently see posts from GMs that have fallen to cardboard, one dimensional NPCs or combats that have become “swing and hit” or “swing and miss” posts. The posts are brief and lack any significant descriptive elements. These posts miss out on one of the great advantages PbPs do bring to the table – a medium to really describe the NPCs, their mannerisms and environment.

As GM, take the time to describe that tavern the characters enter. The message board medium allows you the format to describe the smells, the sounds and appearance of that tap room. Take a moment to describe a few of the patrons. Make the place come alive for your players, use your posts to add depth that one might not normally be able to do during a face-to-face game.

You can also bring NPCs to life through descriptive posting as well. Take the extra time to describe an unusual mannerism or perhaps a certain smell associated with the person. Describe their clothing – is it rich and elegant or old and thread-bare? Keep track of these things for later in the game when the NPC reappears so you are consistent through the game with your NPC mannerisms.

This also carries through to combat posts as well. Don’t let your combat posts turn into simple, over mechanical “swing and miss” posts. Add some description to the combat posts. Liven up the combat. Describe the sword swings, describe the parries and describe the glancing blows off of armor. Make note of the sounds happening. Do this for both attacks that hit and the ones that miss. Building up a combat post with lively description can also help draw your players in and keep them engaged with the game.

As mentioned in my pacing post earlier in the week, keeping players engaged with the game will lead to a successful PbP. Making sure that your GM posts include enough description to build an immersive world and play experience will also contribute to keeping your players engaged with your game.

Rules Dictating Play Style?

In this week’s Legends and Lore column by Mike Mearls he writes about Player versus Character. Haven’t read the article yet? Go on. I will wait while you go read it…..

Back? Onwards then!

He starts with describing a familiar scene to D&D players, a statue of a lizard man at the end of a corridor. He then goes into how one might have approached this scenario from a pre D&D 3.x day with more focus on the player investigating things with questions about the object, requests for more detail and such that the DM responds to. Then he provides an example of a post 3.x group doing the same and simply having them roll their search or perception checks to learn more about what secrets the statue might contain.

The theory he puts forth is that in early editions of D&D it was the player being challenged and in post 3.x editions it was the character being challenged. He theorized this is a result of a more rules based game for each situation and breaks some of the immersion of the game that the early days had.

While he makes several good points the picture he paints is one of mutual exclusivity. I do not believe the picture is as clear cut as that. I think it is more of a play style choice and post 3.x rulesets can fully support an immersive environment.

In groups I play with most often we would have approached the statue and started asking questions about it. We would not have fallen to rolling dice right away. We would have asked if there appeared to be any parts that moved, was there anything unusual about the base of the statue and so on. Once these questions were asked the DM might have called for a search or perception check, but now he had much more information to go on as to exactly what we doing. In some cases if we were creative with our searching or detailed enough we would simply be told what we found without need for a dice roll.

In other cases our group has tackled riddles and puzzles that we encounter during an adventure. The post 3.x rules would have provided an option for us to simply make Intelligence checks and move on. But our group wanted the challenge and the experience of working through the puzzle ourselves as players. There is nothing in the post 3.x rules that prevented us from doing that.

On the other side there are times being able to simply make a roll is a good thing. This is what lets us play super intelligent wizards, charming bards and extraordinary dexterous rogues. We aren’t these things in real life and in some situations it makes sense that our character might know more or be better able to accomplish something than the player. The player can still say what they want to do and describe it, but then rely on the roll to determine success. Success their character has a better chance of than the player.

I have not found the rules in post 3.x systems hampering immersion. The DM has the tools at hand to adjudicate situations as needed. The rules provide a framework, but they do not take away player thought unless the gaming group *wants* them to.

What do you think?

Play-by-Post Gaming: Pacing

Play-by-post (PbP) gaming is oftentimes a popular alternative for people to play their favorite roleplaying game if their real life schedule is too packed to reliably schedule a game. PbP games can be quite rewarding but they aren’t without their challenges to GM or play in. Let’s face it, PbP games can move slow, like molasses in January slow. Today we take a closer look at pacing in a PbP game from the gamemaster’s perspective.

Pacing is one of several keys to a successful PbP game. Pacing can go far to help keep players engaged in your game. While complete control of pacing is not always possible as gamemaster, you can help set the standard for your game.

Before the game even begins set the expectations for posting frequency up front. If you want players to post daily then make sure those expectations are stated up front. Keep in mind that people playing PbP games tend to do so because their schedule is busy, so a more realistic four to five times per week posting rate might be a better start. By setting these expectations up front you can help get a mix of players that plan to post at a pace fitting for your game.

Once a frequency is established it will be up to you as gamemaster to help keep this pace and keep things moving. Do this by quick replies to in and out of character questions that come up. This helps shows you are watching the game and engaged and tends to carry over to your players. In addition make sure your GM posts for the game come at a regular pace as well that falls in line with the frequency the group agreed to.

Handling combat in a PbP can be a tricky beast. I find having all of the players roll initiative and post their actions for the round. Using this method the GM will occasionally have to make slight modifications on a player’s actions if someone’s actions higher in the initiative count did something to change the scene slightly. This does take some player trust of the GM but it pays off by helping combat move in a timely manner. This has shown to be a worthwhile trade-off in my opinion.

Another hazard of combat in a PbP is if a player is slow to post during combat. This can take a lot of steam out of a game. In these situations it is imperative for the GM to keep the combat rounds rolling forward. There are a couple of different ways to do this and still be fair to the player that is away.

If it is early in the game and you don’t quite know the play style of the player, keeping them out of danger the best you can is a good option. Have them take a full defensive position or keep them towards the back away from harm.

If the player is already engaged in combat then go ahead and roll their attacks for them. When the time is appropriate you can have them withdraw for fall back to a safer position.

In longer running PbPs where you have a good idea of how the player runs their character then you can often NPC the character but have them do their normal actions. A GM often knows if a character tends to engage in melee, ranged attacks or use spells and such.

The key is to not let a player going afk slow the game down too much. Don’t punish the player for not posting during combat, but don’t hold up the game for them either.

Pacing in a PbP game is one of the keys to keeping your players engaged. Engaged players will go far in making for a more successful PbP experience.

What tricks have you found to help keep the pace up for a PbP game?