Saturday, June 2, 2012

BHP Kickstarter Announced!

Since Arcana Creations is affiliated with Brave Halfling Publishing, there are many things I hear about weeks and, in some cases, months before they happen.  One of this things is the new line of 'Appendix N Adventures' line which BHP is doing for the DCC RPG by Goodman Games and the kickstarter that was being planned for it.  Now I love the DCC RPG and it's a gorgeous tome and I've always loved the DCC line of adventure modules, owning most of them with the exception of that 4th Edition phase.  I've seen a few things and I've talked to John about this new line and can't help but be exited about it.  If you've seen and love the look and 'feel' of the DCC RPG, I think it's safe to assume you'll like this new line as well.

The best things about this:

1) At a mere $5, you snag yourself a PDF of the first adventure, "The Ruins of Ramat" for the DCC Game.  Handy if you're the type already lugging around the large DCC RPG gamebook.  ;)
2) At $10, you get the a physical copy of the adventure plus a PDF copy, a Supporters Poster, and shipping is included (including international).
3) At $20, you get all the above PLUS a limited edition of a new adventure (never to be released electronically or retail distribution).  The best part is that anyone who pledges at this level gets every single bonus goal reached.

Now, you may be wondering why this is such a big thing and, despite my praises and scorn of various Kickstarter efforts, why I think this is a good Kickstarter.  It has nothing to do with my friendship and partnership with John and everything to do with the original goals and spirit of Kickstarter.  The goal of this particular Kickstarter is to help launch the line.  The line will be launched one way or the other but the reality is that it can be expensive to do.  A bunch of resources have already gone in to cover the artwork and other work that has already been put towards the project to make this a reality.  The first release has an extremely reasonable goal of a mere $1000 to help with publishing and production costs.  As of right now, a day into it, half the goal has been reached.  It is the bonus goals which may turn out to be extremely interesting.  Each bonus goal reached goes towards the production of a new module in the line.  At $20, you already get the first module plus the limited edition adventure and really, given shipping is included, you've easily covered your initial investment since I don't know how this kickstarter will not meet its basic goal.  But at a simple entry level of $20, you potentially get another 3 modules (all destined to be released in distribution) and a box to keep them in.

In short, these are very accessible goals and additional funds all go towards the product line and, at $20 -- all very achievable.  Naturally there are higher tiers, some which are clearly geared towards the collector while others are geared towards those looking for something more 'unique'.

I have to say that I really am happy to see how this Kickstarter is set up and, while I applaud other efforts, it's nice to see that this one is very accessible to those who want to support the project but can't afford to pledge too high an amount in order to get a physical copy of a product or, is otherwise, a bit impractical.

Anyway, check out the link to the Kickstarter found HERE if you're even remotely curious.

A couple of last points: Don't play the DCC RPG?  The material is easy enough to convert pretty much 'on-the-fly' and it shouldn't present any problems if you are using a different system.  Wasn't the 'Ruins of Ramat' already released for other systems?  In short, yes but the content is not the same from previous releases either.  The C&C version which Arcana Creations put out was much expanded from the 'Original Edition' and first version of the scenario.  This version is similarly changed as far as the dungeon layout is concerned and there are differences in the art as well (which looks absolutely awesome).  The main points are the same and given the nature of the adventure, it makes for a perfect 0-level adventure for the DCC RPG.

M

Thursday, May 31, 2012

Quick Rules: Elite Units

I thought I would share a little houserule and game mechanic I've used in my C&C games (which can be applied to any D&D type game).  I've been using this successfully for the past three years and was something I was going include as an option in the Ballista.

Now, it the concept behind the mechanic isn't entirely new and it's been seen before in other applications.  It also looks like D&D Next may be using something like it as well.  The mechanic in question has to do with what the Advantage / Disadvantage system uses.  Basically, you roll 2d20 instead of just the 1 and you take the better (or worse) of the two rolls.  In 3rd Edition, some of the d20 games (Wheel of Time comes to mind) you had a Feat that allowed you to re-roll and (if memory serves) keep the best of the two rolls.  The only difference there was that you didn't roll the dice at the same time, you just used the Feat / Ability to re-roll a potentially bad roll.

I started using it a few years ago to bring a much difficult challenge for my players and their higher level PCs.  I love creatures like Goblins and I realize that most players don't think much about them after a certain level unless they are in sufficient numbers.  I've employed strategic deployment in some cases where a higher, more intelligent power, was involved and a combination of a line of goblin archers and skirmishers can have a devastating effect on the player characters that don't exercise a bit of caution in combat.  But in some cases, I want to do something more without necessarily adding hitpoints / hitdice or overly equipping them.  In order to keep it simple, I figured out a while ago that rolling 2d20 and taking the better of the two rolls for purposes of attacks, certain skills, and certain saves will transform any creature into a much more devastating and challenging opponent.  This opponent, because of the increased odds of success effectively becomes an 'elite' unit without necessarily changing any of his stats.  At most, you can always max out the hitpoints for a creature of that type and that's it.

A squad of 6 'elite' goblins can be devastating to an experienced party -- especially if they get the drop on them.  Careful though, a well executed ambush may even wipe out the party.  ;)

So to sum up:

Elite Units get roll 2d20 for each attack and physical based save or skill check, keeping the best of the two rolls.  Max out their hitpoints and you're good to go.  As far as XP is concerned, I'd double that too.  ;)

For a more detailed examination behind the math, I suggest Robert Conley's excellent post detailing the math behind Advantages/Disadvantages in D&D Next over HERE.

M

Sunday, May 27, 2012

Even More R&R: Diablo II - The Awakening [pt.2]

In part one, I talked about an often overlooked accessory that came out at the tail end of the life cycle of 2nd Edition AD&D -- mere months before the release of 3rd Edition.  As far as an adventure/accessory is concerned, it is a diamond in the rough.

After flipping though it a few times, I can't help but think this could really be an epic campaign and possible be considered a 'megadungeon'.  Now some people will argue what makes a megadungeon and it's probably a term that is thrown about a bit much.  I probably have used it out of precise context on occasion and others will disagree on the nature and label of some well known dungeons and adventures.

One point: Does a megadungeon have a big overarching plot and goal?  Some will say no, it does not.  Others have no problem if it does or not.  Was the Temple of Elemental Evil considered one?  Depends who you ask but, at the very least, it shares many things that a megadungeon happens to possess.

And so does Diablo II: The Awakening.

The story for Diablo really begins when the demon was first trapped by a group of magi into a crystal of sorts which was then buried and a monastery was built on top of it.  After several generations, a town sprung up next to the ruins of the forgotten monastery and the King decides to take and make a Cathedral on top of and out of the ruins of the old monastery.  The old evil remained however, and the biship was 'compelled' to free the demon from his prison.  The King became possessed, and then his son, and evil shrouded the small town.  Many people die and many atrocities are committed.

The adventurer in the game arrives some time later and essentially has to set things right.  Now, in the original game, you end up playing through the Cathedral, down through the Catacombs, followed by the Caves, and finally Hell itself.  16 levels worth where you end up fighting the animated skeleton of the king, the archbishop that freed the demon, and finally Diablo himself.  At the very end, you have the original crystal shard and, you decide to sacrifice yourself to take the crystal away in an attempt to 'contain' the evil.

In the second game, you essentially find out that the adventurer from the first game wasn't quite successful in his efforts and again, you must hunt down Diablo as well as his brothers.  The game once more starts off in the small town but has you traveling the globe and many different dungeons to combat this evil.  Once more, you grace the edges of heaven and hell.

The point, I'm trying to make is that the game is pretty much using a recognizable model  Just consider the list:

  • A small town besieged by evil which can be used as a base of operations for multiple forays into the 'megadungeon'.
  • A very basic plot line to give players a goal to strive for but with little to no direction on how to best accomplish this task (at least in the first Diablo game).  Well, maybe 'go down till you reach the last level of the dungeon'  ;).
  • Each section of the larger dungeon has it's own creatures, foes, challenges, and traps and a creative DM could easily build an 'ecosystem' and societies accordingly which can function independently from other sections.
  • There is no reason to believe that most of these sections could ever really be cleared either... not with a gateway to hell open at the very bottom at any rate.

It would only take a few notes and minor effort on the part of the DM to transform this into a viable and memorable adventure.  Some of the overarching themes are very reminiscent of other classic adventures and campaigns.  Given the price point of a used copy, there are many gaming sessions that could be had with this little gem.

M