Showing posts with label Greyhawk. Show all posts
Showing posts with label Greyhawk. Show all posts

Monday, June 4, 2012

Open Quest Magic Point Store - House Rule


Being that the first Chapter of our Open Quest PBEM game just finished and my players were eagerly ready to spend some improvement points I thought it was a good time to drop in this house rule, intended to fill in a big hole I spotted in the rules system:


A spell caster must bind themselves to a magic point store in order to use it.  

The process takes 1d20 hours to complete (and a successful skill check). Once this is complete the caster has access to the magic points in the item. PC's and NPC's can have no more than 3 bound magic point stores at any 1 time.

This rule will stop PC's (and enemy NPC's) from having endless magic point stores (granting them pretty much unlimited magic points).

This rule only applies to magic point stores that a caster can use to fuel his  own spells. If an item has the ability to cast a certain spell (wand of flame arrows) then the caster can use it until it runs out of points and it doesn't count against his 3 bound magic point stores.


Next up I'm coming back to my work on S&W house rules.  I'm working on Clerics and Wizards next.  I don't think I'm actually going to make many changes here, just new spells and different flavors that would be realms specific. 




*Pricelessly awesome bonus quote from the website where I found the picture:


 "crystals are on the "dew line of consciousness," meaning that they are going to assist us in bringing in the New World which everybody in the New Age community knows is destined to be. That's why so many crystals that went to sleep after Atlantis was destroyed, are now waking up and reemerging, and finding their way back to their keepers. In Atlantis, crystals had a much different role than they do now. There, they functioned as these huge monoliths that powered cities. Nowadays, crystals also power our world, not as these huge monoliths, but rather as small silicon chips in our computers and our time pieces."


This quote was not from an RPG gaming website, real live people actually seem to believe in the power of these crystals and that the crystals are alive and are somehow communicating with them...  


I really can't say any more about magic point stores in Open Quest or about crystals.  This quote is so awesome, I will let it stand on it's own. 


All your stupid crystals R belong to us!!!

Saturday, October 9, 2010

PBEM Update

My Greyhawk PBEM Castles and Crusades game is still alive, but barely...

The game is approximately 18 months old, which is ancient for PBEM, and most of my players are around 3rd level. I was taking them into The Dark Chateau module by Rob Kuntz. The action started out great with the players adopting the usual paranoia associated with entering a "funhouse" style wizards haunt.

They met up with some goblins/orcs who were hanging near a couple of external sheds. The PC's were surprised and after taking on heavy arrow fire they pulled back into the woods and then proceeded to fight fire with fire. The elven ranger of the group has a +6 bonus to hit with his arrows (no magic involved) so he mostly sniped the orcs and goblins from afar while the wizard of the party laid the smack down with magic missiles. The fight was over quickly.

The players did a sweep of the outside of the Chateau, finding their encounter with some strange giant frogs to be intimidating. They decided not to mess with these frogs who glided about in the pool gazing at them with alien stares of disinterest. They entered the Chateau and swept through the first floor fighting some giant rats and claiming a magical Cleaver. However, at this point they hit a slow spot. The players are having real life conflicts/disasters and a general paralysis of decision has affected the group. Presented with a variety of traps and tricks, they are hitting a wall.

So over the last 5-6 weeks things have stalled completely. There were only 3 posts in the last week. I started to lose interest in the game and contemplated several times about giving up on it. However, the fact that we have had almost a year and a half of really good times in this game is stopping me. So I decided instead to throw a curve ball at the players.

I decided since they have killed several groups of goblins & orcs around the area during their 3 day (game time) stay near the Chateau, that the goblins and orcs have decided to get some reinforcements and attack in force. The goblins bribed a couple of hill giants and also rallied several loosely affiliated bands together to make a war party over 100 goblins&orcs strong.

The party had left the ranger of the group outside the Chateau (since the player of this character is in the military and would be unavailable for the next 6 months or so) - so I decided to have him run by the Chateau and warn the party. Here is the post:

Esmeralda begins to prepare her trap for the centipedes, pushing smelly rat meat
into a large sack with a grimace. The rest of the party flexes, prepares, and
tenses for battle. Just then a cry is heard from the outside of the Chateau.

"An army of goblins are coming, and they brought a giant!!!!" Comes a cry from
Lo'Stranner.

Turning quickly, Leinen leaps quickly to the window and catches a glimpse of
Lo'Stranner running past the Chateau from the north side and heading toward the
south. He leaps into the underbrush of the forest just as a group of barbed
arrows slam down into the soft earth of the Chateau's lawns.

This army must be at his heels.. which means you only have moments to decide how
to react!!!

Well, I have dropped the gauntlet. I'm going to force some action out of my players or force a TPK and move on to a new game. The evil GM in me prefers this to a slow wasting death of the game. I definitely feel at least partly responsible for the way things are turning and I'm hoping I can breath some life back into this game or just dump it. I can't keep it going the way that it has fallen apart.

Either outcome, I have definitely realized that PBEM games of this sort do not handle dungeon based adventures well - unless you have a group of very interactive posters. Wilderness encounters are much better since things are much more fluid and the players have an easier time figuring things out.

Tuesday, April 13, 2010

Recent History and Strange Observations

If anybody is still checking in on this blog... thanks. I've been massively overwhelmed in the last several weeks which has impacted my previous schedule of ~12 posts per month. Alos, my PBEM Greyhawk game is really taking off. My players have descended another level, finally acquired a bit of treasure from their adventuring :) and found an albino cleric. This albino cleric cannot communicate well with them for lack of overlapping languages but through miming and pictography they have decided they are on the same team for now and are now following this cleric down into the depths of this dungeon.

This albino cleric worships a god Ishu, which is the symbol of a three fold woman (bearing some resemblance to Istus) and they seem to be at odds with another group of clerics who have now captured the half orc assassin. There seems to be a battle of sorts occurring somewhere underground and the PC's found their albino cleric nearly fatally wounded lying on a bed in the dungeon. After quite a bit of debate about whether to heal the man they finally did and he awarded them with some treasure (by showing them how to use some golden masks to make their way past mechanical wasp guardians armed with death poison to pilfer some gold and gems).

But during this encounter I noted something quite odd about PC's. They will sometimes obsess over really strange things that you would have never guessed about. Take this description as evidence:

As Geodine and Esmeralda approach the wounded man he looks up apprehensively toward your strange ensemble. Geodine examines the man from a closer and closer distance noting that his stomach wound will be fatal without magic aid. As Esmeralda comes close to the man and takes first his club and then tries to grab at his Emblem he knocks her hand away and yells out something sharp and quick in his strange tongue.

As the torches draw near and he whips his arms about you note that his skin is pale, he must be one of these albino people you have heard about. Looking closer, his eyes seems to have dark brown pigment, so he is not a true albino - perhaps his skin has not seen the sun... ever. His dress is very simple, dark thick padded armor pants, thick boots, and he is shirtless except for his bandages. His hair is a long mass of brownish yellow and held back with a yellow tie. He has a bit of wispy beard upon his face but it doesn't grow thick.

Nau Gui addresses the man in two languages but he doesn't seem to recognize any of it. Instead he speaks once more in a non-sensical tongue, "Curthag unkthatack arosthack!"

A little later I posted this:
In the chests there are some thin metal masks (maybe steel) covered in gold
paint (you can see where it was scraped off in some spots. Also in the chests
there are more pants, shirts, bandages, a jar of what looks to be a salve of
some sort, and a light cudgel.

The rest of the room is bare except for a deck of cards on one of the small
tables. There are two doors in the back of the room one on the wall to the left
and one on the far wall. Esmeralda hears a slight buzzing noise on the other
side of the door to the far wall.

While some of the pc's focused on the dying man or the strange buzzing noise, and the chests full of strange thin metal masks... other PC's decided it was wiser to spend the next week of PBEM time examining the deck of cards that was mentioned in passing. They got into a minor in game argument over who would keep the deck calling each other grabby among other things. PC's will focus on strange things and forget about your obvious clues, I don't understand it, but it is true :)

Monday, March 15, 2010

Updated Game Map and Related Information


My PBEM campaign is now forging ahead at lightning speed for a PbP game. As a result of that I haven't been posting much on the blog. My new player joined the crew and together they have investigated more of the dungeon. They finally encountered a Hextasaur (albiet a half hit die "baby" one) and they put a beat down on it in two rounds thanks to the bastard sword of the groups barbarian. It did nearly kill one of the druid's animal companions.

Here is an updated game map:


Although functionally they have really only explored like 3 additional rooms in two months our group is posting like crazy and having lots of fun.



Sunday, March 7, 2010

My new player

I added another player to my PBEM Greyhawk game. He is playing a female Rhenne thief named Esmeralda. My players have explored a little more of the dungeon now - and so I inserted the new character into the dungeon with the following backstory:

There are some strange albino people living in this underground complex. You came to the dungeon with a group of adventurers who were exploring the desert for sunken treasures lost to time. When you came to this lost city, your group was beset by a group of six legged lizard creatures and slain. While they were fighting you found a secret door at the base of the idol and ran into the dungeon.

Talk about out of the fire and into the flames. As you entered the dungeon you were immediately immersed into a horrible fight between two groups of albino men whose language you couldn't understand. In the midst of the this battle was strange half orc who was carrying something like a quarterstaff wrapped in leather on his back. Both groups seemed to be trying to capture this half-orc alive, while also trying to kill each other.

You never got to see how it all turned out, because somebody with a club smashed you over the head. When you woke up you were without your backpack, trapped in a room in the dungeon in the pitch black with nobody about. Luckily, your money pouch was still at your belt and you still had your trusty thieves picks and your dirk. Otherwise you are lacking equipment and trapped in this dungeon probably waiting to starve to death.

Just then you hear a strange scuffling noise outside of the door...


He, he, he - I love just tossing new characters right into the middle of the game! It is one of the things that gives me the GM jollies!


Monday, February 15, 2010

PBEM Resource


Just a quick post today... here is a sight which has some really nice resources for PBEM.



I'm working on the next review for my pub crawl and working on my game. Here is the most recent map from our adventure...


I'm trying this new thing where I draw maps and then keep evolving them as the players move through the dungeon. I use graph paper and then keep scanning the images and loading them up onto our site. I also sometimes draw things if the pc's are in need of some visual aids - but since my drawing skill is limited I try to keep that to a minimum. I think the little hand drawn maps help keep my players "in-the-game".

Another interesting note - my campaign may actually make it to the 1 year anniversary - this is big in PBEM games, most die in their first several months.

Thursday, February 4, 2010

Clockwork Wasps

I LOVE clockwork creatures. I use them all the time. In my PBEM Greyhawk adventure I just sprung these little guys on my adventuring party. Stats for use in Castles & Crusades - but portable to any ODD product or retro-clone.

Clockwork Wasp
No Encountered: Varies
Size - Small
HD -2d6
Move - 5 ft crawl, 50 ft (fly)
AC - 15
Attacks - 1 - Stinger - 1d4
Special - Poison
Saves - Physical
Int - low
Alignment - N
Type: Construct
Treasure: Variable
EXP:20 + 2/hp

Description:

Clockwork wasps are created by a combined feat of engineering, metal craft, and magic. They appear as large wasps made of iron, with membranous wings that are constantly vibrating. They have a constant buzzing noise due to this vibration when activated. They are un-affected by magic that affects the mind and illusions. Electrical attacks will automatically paralyze a clockwork wasp for 1 turn by scrambling its power source. During this time it will do nothing but twitch helplessly. The wings of a clockwork wasp are vulnerable and if destroyed greatly reduce its mobility. Their stinger is equipped with 1d6-2 doses of poison (type selected by GM - typically death poison or paralyzation poison is used). If a zero or negative number is rolled - the wasp is out of poison (perhaps it used it on another adventurer in the past).

Clockwork wasps are used as guardians for treasure troves - their number is usually proportional to the treasure they are guarding. They can be programmed not to attack creatures bearing a token, or can recognize certain faces.

In this dungeon adventure I am running the PC's have just run across 8 of these guys guarding a wrought iron cage full of treasure (they are integrated into the iron decoration of the cage). In my campaign these guys are equipped with death poison, so if the PC's get greedy we could have some save or die rolls coming up...





Tuesday, January 19, 2010

New Monster: The Hextasaur

Hextasaur


Creature Type: Mutant (insect - reptile hybrid)

Size: Large

No. Enc.: 2d10

Alignment: Neutral

Movement: 30 ft

Armor Class: 6 (4 from the front)

HD: 4d8

Attacks: 1 or 2

Damage: Bite 2d4, Tail 1d12

Saves: P

Intelligence: Animal

Treasure: Nil

Special: Feelers, hard to knock prone


Description: Hextasaurs are desert dwelling hybrids with insect and reptilian features. The creature has six legs on the torso, propelling forward the crocodilian like head that is plated with chitinous armor ridges. It can attack with either its bite or by lashing out with its serpentine tail which has sharp edges like blades running down it.


Hextasaurs live in caves where they lay eggs. Their eggs suffer a low birth rate due to feeding by the adult pack combined a complete post-copulation parental detachment. The low birth rate keeps the population typically less than two dozen of a pack. The Hextasaurs have a pair of long feelers that come off the head of the beast and can be used to track scents with the same efficiency as a bloodhound. They will track wounded creatures for hours or even days if the wounds are not bound or healed.


Hextasaurs emit a high pitch shriek when startled or when defending their food source from another predator. When they shriek the plates around their head come up similar to a lion’s mane from their normal position of lying flat along the neck.


Hextasaurs were created for my Greyhawk campaign and were placed in the Bright Lands desert where they are inhabiting a small portion of this sunken city my PC’s are investigating. The PC’s were shaken somewhat by their appearance and did not decide to engage them in combat. My explanation for the generation of these creatures is by mutation of indigenous reptiles by evil magics from an otherworldly visitor lying beneath this sunken city for centuries.

Friday, January 15, 2010

Greyhawk PBEM Update

Things are really starting to get interesting in my Greyhawk campaign. My PC's just crossed the Bright Sands desert to find this sunken city, the trip was hard but due to their druid they were never without water. They had a hard time with a sand flea infestation (they rendered an oil from horse fat to suffocate the fleas finally) and got into a fix with a salt marsh in the middle of the desert that had corrosive salts (caused a little rusting of weapons and burned one character who tried to use the salt to kill the fleas). The ranger and druid found an aloe plant and healed the victim.

They made it to the city to find a triple statue above the city of an old maid, a middle aged woman, and a yound maiden. It is an idol to the god Ishu (an aspect of Istus worshiped ~800 years ago by the inhabitants of the sunken city). They also found some strange insect lizard hybrids, but managed to sneak around them without having to fight them.


They just entered the upper part of the pyramid (which they don't know is a pyramid). They found the tracks of the half orc assassin (which is who they followed into the desert, he is carrying an ancient evil artifact and also killed a friend of the dwarf paladin, but that is a long story). It was here that I read over their character sheets (we post them as txt docs online) - they only have three torches... It will be interesting to see how they handle this without access to the continual light spell (they are only 2nd level). Only the gnome and dwarf have darkvision.

If they don't just give up (considering that they don't have any torches) I have some really strange stuff waiting for them in this dungeon ~~ insert evil DM cackle here.

Saturday, January 2, 2010

Example - combat vs. skeletons

Round1:


Lo'Stranner pushes Lienen's hands away from the horses, " We need your strength
at the forefront - my arrows are less effective against these creatures!". He
continues to bind the horses down while the barbarian hefts his greatsword and
turns to rush toward the scene unfolding. In the midst of the group Nau Gui
conjures forth a magical shield, his spell rushed and breathy sounding in the
humid night air.

Grarym steps forth and begins to call forth the power of Moradin to turn back
these creatures , however, at the last moment he is overcome by some dark power
and the force that he was channeling slips away from his grasp. As the dwarf
falters the skeletons surround him chopping down with their ancient rusty blades
sparking forth the ringing sound of metal on metal. Grarym quickly recovers and
beats one of the skeletons back with the heft of his axe.

At the side of the dwarf Geodine recites his entangle spell with all the
concentration and speed and lactating??? :) he can muster. Growler and Scruffy
flank the short gnome each standing nearly the same height as he. Geodine is
able to complete his spells only moments before the undead reach him and it
entangles two of the skeletons standing in front of him. As two of the undead
are stepping forward out of the writhing plant matter, unbalanced, Growler and
Scrffy leap forward at them. As a team they jump again and again at the undead,
foiling the slow chopping sword attacks and within a few seconds Scruffy is
gnawing on the leg of one of the skeletons. The skeleton that lost its leg is
now crawling after the dog swing at it ineffectually while the dog runs in front
of the skeleton holding its leg!!!

Two more of the undead slip through the initial line of Geodine and Grarym and
head toward NauGui, although one of the undead is battered back by the magical
shield, the other is able to swing through and slide its thin saber across the
belly of the barbarian wizard cutting a long but shallow wound. Leaping forth,
Leinen brings the thunder of the Lortmill Mountains on the skeleton with the
saber (natural 20!!!). His sword comes cracking down splintering bones from
head to pelvis on the skeleton. It falls to the ground cluttering and clacking
as the magic is released.

As Lo'Stranner completes the binding of the horses, he catches a strange flash
of pink and yellow colors somewhere out there in the dark with his elven eyes.
Then the party members hear a strange flapping noise, followed by a loud screech
from Hooters as if he is in pain, and maybe a small giggle, like out of a female
child. Suddenly, as if echoing from all sides, rhyming sing-songy children
voices cant,

"Lost in the da'ark, lost in the da' ark...
see them da' ance, see them fi' ight,
they should give in, and have some fun,
dancing in the da' ark, dancing with the dead!"

At the end of this outburst the silly giggles repeat echoing from all sides of
the party. You wonder what dark thing is taking on the voices of children and
taunting you as you fight for your lives... several more skeletons step forth
from the mist to the south flanking the party and nearest to Lo'Stranner.


Round 1 Summary:

This is a mixed melee and all party members are within 30 feet of each other.

Grarym is at the point of the party surrounded by four skeletons. HP=16/24
Geodine is right next to him with two skeletons on him, Scruffy, and Growler.
Lo Stranner is without enemies nearby but he can rush in and attack the new
skeletons or any of the skeletons on the group in the same round.
Leinen and NauGui share a final skeleton. Nau Gui HP = 6/8

Two other skeletons are currently entangled firmly.

Geodine Animals Stats:

Hooters,HD 1d4, HP 4, Flight, Claws (1), Beak (1d2)
Growler, HD 1d8, HP 6, Claws (1d2, 1d2), Bite (1d3)
Scruffy, HD 2d6, HP 9, Bite (1d4)

Scruffy and Growlers are not wounded, Hooters may be wounded but you don't know.


[this post was from Oct 31st, it was the last time my PC's have seen combat in my game... I had been watching the evil dead series at the time, which was the inspiration for my strange little poem :) ]

Rolling the Dice

When I first started playing games over the internet I decided to play them over a chat client (mIRC) and we used a dice roller that would allow for rolls to be generated in the screen. You could also program scripts into the client, such that I could pregenerate all of the room descriptions for my map such that if the PC's entered room 12 I would go to lvl1-12 description in the client (using a short cut key like cntrl+shift+0112) and the room description would drop right down into the window. If you wanted to roll some dice you typed /roll 3d6 and you got some results. All my players were able to roll their own dice for saves and attacks and we color coded the text such that descriptive text was one color and command text and bot output was another color. This allowed you to focus on the descriptive text but reference the mechanics as necessary. I also played a couple of fudge campaigns and you could preprogram common tasks like roll 4 fudge dice.

This was a really nice way of playing that came really close to the table top experience. I've been thinking that one of the newer technologies that might also make gaming interesting like this would be the WebEx, Skype, and iChat technologies. I'd like to be able to have the characters chat face to face like they are in the room together, share a screen that shows diagrams of the dungeon etc... and at the same time have a chat window to handle the rolling aspects. If anybody has played in a game like this - I'd be interested to hear about the technology you are using.

Currently however, due to the aspects of playing with some of my gaming group who are in Italy, Scotland, Seattle, Florida, etc... with some gamers leading lives that take them to Asia or Australia, or Morocco at times - it just isn't possible to get everyone onto a chat window at a certain time of day for several hours anymore (at least not without it leading to several divorces). Also, I wanted to be able to play games in a format that allowed others to join in (people recruited via advertising on rpg.net, or pbem.com etc... or from off this blog or people who might stumble into my game somehow). This led me to the PBEM concept and it is something that is working right now. It isn't for everybody (see my posts here and here on the subject of the campaign I am running right now) but it is working for my tastes.

In the two games I am playing in right now (one as DM, one as player) all the rolling aspects of the game are handled by the DM. For my game I can say honestly that I have a set of Gamescience dice and I have rolled every die for every attack/save/contest. I'm not sure what the DM of my other game does. None of my players have had a problem using this approach so far... in fact one of them said he prefers the game this way. He can sit back and think of his move, describe it out well, and then let the DM take care of the mechanics. I am also worried that if I added a dice rolling mechanic/program/robot this could really drag out combat needlessly.

The way I run combat is 1 round at a time. Each player posts what they want to do - details are important. During combat I give each player 2 days to post (or until 75% of the party has posted) then I take control of their players move for the round. Initiative for the players is determined by posting speed (post first = first initiative) and the monsters initiative is determined randomly relative to the PC's. Typically a 7 round combat would take 1-2 weeks to complete and involve ~6-7 posts from each player. Using simple combat rules like C&C, LL, or S&W allows combat to be quick and deadly - there are no feats, no attacks of opportunity, etc.. to worry about. They tell me what they want to try - I roll some dice and then tell them what happens.

I typically format combat posts in the following mode:

Round #
Text Description of what happens (usually 1-3 paragraphs of text).
Description of Battlefield Positioning (who is next to what, etc...)
Summary of Important Rolls (1s and 20s that affected outcomes - fumbles, critical hits, max damage, etc...)
Summary of Player HP

At the end of the combat I update the player HP in my Database (they can view this at any time) and then I also update the treasure database (they can also view this at any time).

In my latest game we haven't had a combat since October. But it is about to get intense since the players are entering a sunken desert city (modeled after The Lost City by Tom Moldvay - but with a more Lovecraftian bent). I don't want to give away too many details in case I let my players know about this blog before they finish this section of the game - but I will definitely be posting info about how things are going if it turns out to be awesome.

Sometimes I wish I could give my players the experience of controlling their destiny with a d20 - but I don't have a nice application that would sit on my Group webpage allow my players to tap on a button and then post a roll into the page somehow. I would want it to operate outside of our typical communication window such that it doesn't clutter our email boxes/posting window. Also, would my players be able to log into the computers at an even more regular frequency to keep up with rolling?

I would have to drastically change the flow/method/format of the game and have players who are all dedicated to posting daily. Right now I have a mix of players - some check in 2-3 time a day and post like crazy and I am carrying a couple of players who like to post twice weekly and are fine with me NPC'ing them through a couple of rounds of combat now and again.

In summary, for PBEM/PbP I think things are going well without the dice roller. The players have to trust the DM to be impartial with his dice.

Tuesday, December 29, 2009

Playing by Post-It Note

Now that I covered at a high level the PBEM campaign that I am running I wanted to get into a few of the gritty details about how it is being run...

I'm using the Yahoo forums for my newest game which allows for play by post, or response via group email. It also allows me to post up my sketches, pictures, dungeon maps, and has a nice integrated table feature that I populated with combat and treasure and exp and anything else that needs to be referenced by the GM and the players frequently. After I started this game, I found another very similar game based on a dark age barbaric home-brewed world similar to the Conan books. For that game the GM is using the LL ruleset with some changes like: class based weapon damage and other mods that allow demihumans to pick a class (instead of Race = Class).

It's not as much immediate fun as playing on the tabletop. You don't get the fast pace, the dice rolls, and the bs'ing with buddies time that is always associated with tabletop RPG'ing. However, playing by email does have a few advantages:

1. The game never stops. Each of my players tends to post ~2-4 times/week, so I usually have ~3-4 posts per day. That is almost 1000 posts a year.

2. Playing by email gives the GM tons of time to "think on his feet" and make rulings. If a player does something that forces me to make a ruling, I have plenty of time to look up important rulebooks, think about the consequences of a ruling, and then type in my response. This avoids 90% of the take-back rulings where you may say something in "the heat of battle" that then leads to player abuse in the future and then you have to erase that one from the home-brew ruleset annals.

3. I'm running a sandbox style campaign and I haven't had to do any pre-work at all! There is always plenty of time for me to allow my ideas about an area stew in my brain for days/weeks before the players will stumble into an area. If the players say, lets head to that Haunted Graveyard to the west of the village, I probably have 2-3 real days of time to construct what they will find, while they... finish up roleplaying their flirting with the tavern wenches, gather the important gear, discuss the order, travel the distance, possibly encounter some randomly rolled creatures along the trip, and then finally show up at the rusty gates at the edge of the graveyard. In a tabletop game, the same GM may only have 30 minutes to think about the same encounter and finish all the above tasks.

4. If characters want to do something "in-secret" that they don't want to let the other players know, they can email what they want to directly to my email address. I've tried many ways of doing this in table-top games, but if the other players at the table know that your character has a shady past and suddenly you leave the room with the GM to discuss something in private, or hand the GM a tiny scrap of paper with something written on it - they know something is up. Even though they are supposed to keep Player Knowledge separate from Character Knowledge - suddenly I have players asking me, "why didn't I get a perception check or a saving throw or something to notice what he is up to".

5. Descriptions. While most of the time I keep my posts short and to-the-point, at times I can really go for it and write an epic description of a place that would be hard for me as a DM to roll off the cuff. I can describe the sights, smells, sounds of an area, go back through it, proof it, think about it again and completely re-write it, etc... This is fun when the players enter a new city for the first time and I want to give it a feel. I get to be as descriptive and creative as I can be and get it all down to the best of my writing ability.

6. Player to player roleplaying. While this is something that my oldest group of players (now disbanded) were really good at - for some folks it is hard for them to develop their characters personality and think of how she/he would respond to different situations and other characters. With this gaming format I have been blown away by the creativity and writing ability of some of my characters. One of my characters was an editor for an un-disclosed magazine in Scotland. He was so good at writing posts for his character that at times I felt I was reading a novel of the highest grade. He eventually left the game - since he was more interested in focusing on story-based freeform roleplaying without having the "game" aspects intrude - whereas the rest of our group wanted a balance between roleplaying banter and exploration, and dungeon crawling, and even a little hack-n-slash now and again.

Well, I can't think of anything else at the moment, if there are any readers of this blog out there, comment if you have any other ideas/suggestions/etc...

I think this is all I am going to post about PBEM gaming for now. Future posts will involve a couple of features about the games I am running and playing in that I am a little conflicted about and need to think more about before I post in depth on the subjects. Just to tickle the interests of my zero readers/followers :)... the topics will be: combat in PBEM, dice rolling (how to do this in a PBEM setting), player control/influence over how the game progresses, party consensus (or lack of it) and posters who don't seem to understand how to put action verbs into a post and how these problems seem to be the greatest entropic time-sucks on a PBEM campaign.

Monday, December 28, 2009

My Current PBEM Campaign

I thought I might start by posting on my current PBEM campaign. What is working, what isn't, etc... here is the high level...

World: Greyhawk (my first time as a DM, although I played as a character for years). I'm only using the 1983 Boxed Set, and the fairly new Greyhawk Gazetteer as source material and I am currently incorporating elements from classic adventures (Castle Amber, The Isle of Dread, The Lost City, etc..), and also using material from the Gygax Yggsburgh text placed just south of Greyhawk.

Rules: Castles and Crusades. Pretty much un-modified.

Characters: Gnome Druid (player resides near Salt Lake City), Elven Ranger (player resides in Italy), Human Barbarian (player resides in florida), Dwarven Paladin (Plays out of upstate New York), and Wolf Nomad Wizard (player resides near Seattle).

Everybody is currently second level and broke. They spent all their money funding an expedition into the desert to find a mysterious artifact that was captured under their nose by a half orc assassin. The artifact was found in a vein of pyrite mined from the ground by gnomes, and where the artifact was lodged in the solid mineral cyst, only maggots were found. The assassin is bringing the artifact so some powerful entity under the desert and the players have taken on themselves to stop him.

Number of Time Zones: (4)

Duration of game (~1 year real time, ~2 months game time)