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
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!!!
Tuesday, May 18, 2010
Birth and Death
Tuesday, April 13, 2010
Recent History and Strange Observations
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.
Monday, March 15, 2010
Updated Game Map and Related Information

Sunday, March 7, 2010
My new player
Monday, February 15, 2010
PBEM Resource

Thursday, February 4, 2010
Clockwork Wasps
Friday, January 15, 2010
Greyhawk PBEM Update
Sunday, January 10, 2010
Narrative Control and Player to Player Power Grabs
In my opinion this is one of the hardest things to get right for a group of people playing PBEM/PbP games. It is all about control. The players all want complete control over their character (no brainer really). The DM controls the reactions of NPC’s and monsters... etc.... This all seems pretty simple - and it is - but in PBEM/PbP you can find yourself into situations where these lines are crossed.
Example A: A PC playing a female character walks into a bar where 4 other player characters are sitting at a table... the Player is playing a “hottie” so he/she types in:
“Ezbania walks past the four men at the table to the bar, slowly and confidently. As she nears the bar she pulls a string out of her hair allowing her restrained tresses to flow down her shoulders. All the men at the table can’t help but look over at her, watching her entrance.”
It was going good, until the player decided to tell the other players (probably on accident) what their reaction to her move would be. In this circumstance the other player characters may not mind. But each character should get to choose how they react to this scene. Maybe the barbarian character would want to say, “My character is staring at her, drooling :)” Maybe the thief would want to say, “Noting most of the men at the table are watching a pretty lady and forgetting about our card game, I’ll take the time to swipe a couple of silver pieces out of the pot and check the barbarian’s hand.”
Again, this circumstance is pretty low key - but I find that players can accidently run rampant over each other - telling each other how their characters are supposed to feel/act.
Example B:
DM controls characters. This one is a little harder to define. The DM is always telling the characters what they see/hear/taste/smell/ touch - the part that matters is how much the DM adds in the way of telling the characters what they feel or how they react. For example, the DM is describing a foggy night on a rainsoaked moor, the moon is full, the howls of the werewolves of Areadorn are following them as they push their horses faster. They may not make it to the Tower of Light before they are overtaken by the were-creatures. The DM could add that the characters “clench their fingers tight to the reins, fear gripping them from behind as they urge the horse faster and faster!”
This type of line is really nice when Tolkien describes Arwen and Frodo fleeing from the ring wraiths. However, I try not to run rampant over the feelings of the PC’s and let them describe how they are responding to the situation. The paladin for example probably feels no fear - if the were-creatures close in - he is planning to take them all on, to give the rest of the party time to get to the tower - even if it means his life! The halfling character may be scared out of his wits. The evil mage of the group might be slightly bored since the flight spell he memorized will let him escape no matter what happens - although he would be inconvenienced by the loss of his party he won’t be shedding any tears.
Example C & D:
While in situations like A&B in all my campaigns I strive to keep the same policy, in the next two examples I think there are different ways the game can be run...
C: The players control the feelings or actions of NPC’s. Typically this could happen when a character says something like this:
Crohan the Barbarian (our PC) is fleeing from some back-alley thieves. Turning a corner he comes to a deadend. The character then types, “ I turn on my heels and whip the scabbard off my blade, lifting it up, point forward to my enemies, staring down the blade I summon the wild rage of my heritage and let loose a war cry as I leap forward to attack. The cowards before me tremble in fear, stumbling before my onslaught”.
Well from that ham-handed explanation - you can see than the player took over on the reactions of these NPC’s. As a DM I try to explain at the beginning of a campaign - how much narrative control the PC’s can have. I usually give it out in doses that are proportional to the “power level” of the PC’s in my game. If I am running a GURPS black ops game where the PC’s are the best of the best - cream of the crop - I give them narrative control over all the “forgettable” NPC’s. As long as they aren’t trying to control the Dr.Evil archnemesis types - they are good coming up with as much flavor in their descriptions. The same kind of thing applies to D&D games where the characters are “heroic” powered. In games where I want the characters to have a more “average guy” power level - then I typically recommend that the players try to leave the reaction text to the DM. This really just means in the case of Cohan the barbarian above, the player would only have had to leave out the Italics part of his post.
In the Monsters and Manual’s blog by Noisms - he was recommending Diceless Play for PBEM/PbP - where the PC’s are automatically assumed to succeed in all that they do except where they but heads with other PC’s. They are given all sorts of narrative control over the NPC’s, and the world.
While I think this type of play can work for free-form cooperative story games - I think it is pretty much counter to the D&D spirit and feel. For this style of game - the tension of the game stems directly from NOT being able to automatically succeed. Each door could be locked or trapped, each NPC and monster is an unknown - your chances of survival are based on your skill of identifying situations where you can’t automatically succeed. It is kind of like playing poker - the skill lies in understanding when there is enough reward to justify the risk. Therefore, the DM must control nearly ALL the actions of the NPC’s and the dungeon. In a heroic style game - the PC’s might be able to gain narrative control over low HD NPC’s and monsters
D: Example D is kind of the “null” example - this is where I have most of my problems in running PBEM/PbP games. This is where a PC will log onto the game - and put up a post without saying or doing anything - thus dragging out the game in the worst way. The reason for this, is that they don’t want to accidently step on the wishes of others or put the party into risk. However, the result can be that nobody does anything. Instead, you get a lot of posts that are the PC’s joking with each other, or describing how their character feels, petting their familiars, arguing about which path to take. In one of the worst examples of this behavior, I think I had some players sitting in front of a cave entrance for almost a month of real time. They couldn’t agree on how to proceed and I didn’t want to railroad them.
Example D is one of the hardest to remedy. It is one of these sinkholes that can trap a group, and it is impossible for one player/DM to bring the group out of it. It has to be confronted as a team. I’m thinking that there may be some kind of corporate philosophy for situations like this since they must come up in the business world frequently. I'm going to think about this more and see what I can do in my games to help with these situations.
Saturday, January 2, 2010
Example - combat vs. skeletons
Smart Phone
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.