This weekend we completed the twenty-fourth session of our Kingmaker game. We've just started the third chapter of the six chapter adventure path, and everything seems to be going strong. It is also the longest D&D+ game I've played since the mid eighties.
Once upon a time, long campaigns were our bread and butter, but over the last couple decades short concise stories or games that just sort of wither on the game-vine have been the rule. Part of this is our ages and stations in life. Our average age is in the mid-thirties (and that's with one of the players being the eighteen year old son of another player), there are jobs, there are two very young children being dependant and whatnot -- the days of playing from dusk until dawn the next day are decades behind us.
Some of the most memorable moments in my gaming past have come from long games, not just from "story" moments but from situations that arose organically. I'd say it's about an even mix, and even though I'm busy exploring things OSR, I can't forget that some of the stories we bring up when we've had a couple refreshments and are discussing gaming in the past occurred because they were narrative bits put in place by the GM, me.
I met the kernel of my modern gaming group at University about twenty-four years ago. If it wasn't for J___ I never would have met C___ and the rest of them. And although C___ hasn't been in all of my games, he's in Kingmaker now.
Twenty-four years ago the game was Rolemaster. Man, I loved RM. Frequently held up for ridicule because of all the charts, it actually played pretty quickly (as long as each player had a copy of the relevant charts). Where Rolemaster breaks down for me is in the character administration. Levelling up? Spending points, recalculating skills. There was a lot about RM that I loved, and a couple things that I wistfully look back at, and a few parts that make me wish I still played it. Character administration brings it all crashing right back down on me.
Showing posts with label Kingmaker. Show all posts
Showing posts with label Kingmaker. Show all posts
Monday, 16 July 2012
Monday, 9 July 2012
Lethality and Bonus Points.
Our Kingmaker game should have been pretty deadly.
I'm running a wiki for my game, Heirs of the Stolen Lands (link visible at the right) and when considering what to do about "player buy-in" a number of sources suggested "fate points" -- a mechanism to re-roll or to escape death.
Almost (but not) every player has used one of these points to save their character at the brink of death. Some of the players have used multiple points. However although the goal was to encourage player participation in the blog, it wasn't supposed to become a haves vs have nots mechanic.
We're all busy. We have jobs, and families, and in two of my players' cases, a new child. Two of my players have maintained interest and involvement in the wiki. That's fantastic. C____ has created twenty-two in character "journal entries" -- one every week. J____ has edited the party loot log and done a lot of work with me on the kingdom building process. Other players have made less frequent, but still entertaining and important, contributions. Some players have not. They come out to my game, and they do a great job, but after the game they have other pressures on their time. Contribution to the wiki was never a precondition.
However with almost two dozen sessions under our belts two players have had several opportunities to spend fate points to alter rolls or save their lives. I cap the maximum available at three, but that ends up encouraging "maxed out" players to spend one or two on skill checks. I have no problem with the mechanic, however after several months of play the mechanic has become unbalanced. Two characters can *afford* to throw themselves into mortal danger. It was time for that mechanic to end.
Since we have started the third chapter, the Varnhold Vanishing, I informed the players that fate points were now finit. And I explained why. Sure enough, one of the characters who had a stock-pile of fate points was killed by a Wandering Encounter.
Death, however, is no longer the barrier it was. Although they can't quite cast it, yet, the group is in a situation where they can afford Raise Dead. So with Gentle Repose protecting the corpse of their dear companion, the Cavalier mounted up and raced for the home-castle to grab appropriate treasure, then off to Restov to get the character raised.
I hope the players continue their contributions to the wiki. But the time for bonus points had come to an end. Now the escape from the final curtain will cost the characters as a group, and not even they can sneeze at 5,000 gp, and 2,000 more for Restoration, couched not as the price of a diamonds, but as the massive contributions to the Temple of Abadar required for a spell of this magnitude.
I'm running a wiki for my game, Heirs of the Stolen Lands (link visible at the right) and when considering what to do about "player buy-in" a number of sources suggested "fate points" -- a mechanism to re-roll or to escape death.
Almost (but not) every player has used one of these points to save their character at the brink of death. Some of the players have used multiple points. However although the goal was to encourage player participation in the blog, it wasn't supposed to become a haves vs have nots mechanic.
We're all busy. We have jobs, and families, and in two of my players' cases, a new child. Two of my players have maintained interest and involvement in the wiki. That's fantastic. C____ has created twenty-two in character "journal entries" -- one every week. J____ has edited the party loot log and done a lot of work with me on the kingdom building process. Other players have made less frequent, but still entertaining and important, contributions. Some players have not. They come out to my game, and they do a great job, but after the game they have other pressures on their time. Contribution to the wiki was never a precondition.
However with almost two dozen sessions under our belts two players have had several opportunities to spend fate points to alter rolls or save their lives. I cap the maximum available at three, but that ends up encouraging "maxed out" players to spend one or two on skill checks. I have no problem with the mechanic, however after several months of play the mechanic has become unbalanced. Two characters can *afford* to throw themselves into mortal danger. It was time for that mechanic to end.
Since we have started the third chapter, the Varnhold Vanishing, I informed the players that fate points were now finit. And I explained why. Sure enough, one of the characters who had a stock-pile of fate points was killed by a Wandering Encounter.
Death, however, is no longer the barrier it was. Although they can't quite cast it, yet, the group is in a situation where they can afford Raise Dead. So with Gentle Repose protecting the corpse of their dear companion, the Cavalier mounted up and raced for the home-castle to grab appropriate treasure, then off to Restov to get the character raised.
I hope the players continue their contributions to the wiki. But the time for bonus points had come to an end. Now the escape from the final curtain will cost the characters as a group, and not even they can sneeze at 5,000 gp, and 2,000 more for Restoration, couched not as the price of a diamonds, but as the massive contributions to the Temple of Abadar required for a spell of this magnitude.
Sunday, 24 June 2012
When Dice Turn Bad
Mild spoilers for players in the Kingmaker Adventure path -- mild, because we're pretty far off the rails at this point.
In today's Kingmaker game the group faced a battle versus a small army of trolls, then an opportunity to root the bad guy out of his lair. The battle system laid out in the AP, and expanded on in the 3rd party "Book of the River Nations" -- a very useful supplement for those involved in this AP -- is very simple, units have stats, and battle is conducted in a series of contested rolls. The difference in results in applied as abstract damage to the units.
Out brave heroes have a force of their kobold vassals, their "best" unit, bow and axe wielding Streltsy, and their new and barely trained second unit, which formed their reserve.
And the players stopped rolling well. Again and again they rolled low, the only saving grace being the troll forces rolled low as well, not achieving the required target number.
The "encounter" was fairly well balanced, however in the end both of the human regiments were shattered, and the kobolds surrendered the field to the trolls.
The dice results created a palpable depression of mood. The characters had worked with, fought with, and achieved many victories alongside their first regiment, which was now gutted. It was as if a treasured NPC had passed away. It was a memorable moment. And I didn't arrange it, plan it, it wasn't part of "my narrative" or the story-arc. Instead it was all the dice. More importantly, it was the players' dice.
Dice turn bad? Not a bad thing.
In today's Kingmaker game the group faced a battle versus a small army of trolls, then an opportunity to root the bad guy out of his lair. The battle system laid out in the AP, and expanded on in the 3rd party "Book of the River Nations" -- a very useful supplement for those involved in this AP -- is very simple, units have stats, and battle is conducted in a series of contested rolls. The difference in results in applied as abstract damage to the units.
Out brave heroes have a force of their kobold vassals, their "best" unit, bow and axe wielding Streltsy, and their new and barely trained second unit, which formed their reserve.
And the players stopped rolling well. Again and again they rolled low, the only saving grace being the troll forces rolled low as well, not achieving the required target number.
The "encounter" was fairly well balanced, however in the end both of the human regiments were shattered, and the kobolds surrendered the field to the trolls.
The dice results created a palpable depression of mood. The characters had worked with, fought with, and achieved many victories alongside their first regiment, which was now gutted. It was as if a treasured NPC had passed away. It was a memorable moment. And I didn't arrange it, plan it, it wasn't part of "my narrative" or the story-arc. Instead it was all the dice. More importantly, it was the players' dice.
Dice turn bad? Not a bad thing.
Friday, 25 May 2012
Sweeping Character changes, or "respec".
In older games, where you rolled statistic dice in order (and I'd have to include BRP games like Call of Cthulhu, the chart-filled Rolemaster, and all the early D&D games here), and made a character suitable to what you were given, there wasn't much use in rebuilding things from scratch. And the "game" nature of the game would make something like that seem almost like cheating, anyway.
Thus, in the old days if your only high Stat was Strength, you were probably headed for a Fighter.
(I'm sure out there there is at least one proud player who is fondly regarding their framed thirty year old character sheet with an Int 11 Str 18 Mage).
However in newer games you often build the character you want, either by re-arranging rolls or by purchasing your statistics with a pool of points. One of the strengths I see in these systems is the ability to alter the mechanics of the character while keeping the same character.
In R's excellent Margreve Forest Pathfinder game my character, Sasha, was built as a Verdant Sorcerer. But it became clear that I was playing a Druid. So, somewhere around lvl 3 we "re-skinned" Sasha, and he was a Druid for ever more. This is a good thing, my character met the concept better, blended into the game better, given the chance to do the same all over again I still would have changed to Druid.
But what about that time he cast that arcane spell? Doesn't matter. It's magic, who knows how it works?
In my current Kingmaker game one of the players who is playing an Alchemist may re-skin to a Sorcerer. I'm all for it. Not for the reasons the rest of the players may be -- their characters have been on the end of Alchemical splash damage a time or two too many, and Alchemists are phenomenally "selfish" casters, most of their spells having persona effects only. But neither problem really concerns me.
Rather, I want the player to be happy with what they're playing. If the player would prefer a Paladin or a Dwarven Rogue then the current character could retire. But if we keep the trappings and effects of alchemy, potions, and so forth I'm more than happy to allow the player a chance to re-do the character.
And if after a couple sessions it doesn't work out and he wants to go back? That's okay with me too.
It is in places like this that the divide between games of the older styles and newer styles begin to yawn wide beneath my feet.
Thus, in the old days if your only high Stat was Strength, you were probably headed for a Fighter.
(I'm sure out there there is at least one proud player who is fondly regarding their framed thirty year old character sheet with an Int 11 Str 18 Mage).
However in newer games you often build the character you want, either by re-arranging rolls or by purchasing your statistics with a pool of points. One of the strengths I see in these systems is the ability to alter the mechanics of the character while keeping the same character.
In R's excellent Margreve Forest Pathfinder game my character, Sasha, was built as a Verdant Sorcerer. But it became clear that I was playing a Druid. So, somewhere around lvl 3 we "re-skinned" Sasha, and he was a Druid for ever more. This is a good thing, my character met the concept better, blended into the game better, given the chance to do the same all over again I still would have changed to Druid.
But what about that time he cast that arcane spell? Doesn't matter. It's magic, who knows how it works?
In my current Kingmaker game one of the players who is playing an Alchemist may re-skin to a Sorcerer. I'm all for it. Not for the reasons the rest of the players may be -- their characters have been on the end of Alchemical splash damage a time or two too many, and Alchemists are phenomenally "selfish" casters, most of their spells having persona effects only. But neither problem really concerns me.
Rather, I want the player to be happy with what they're playing. If the player would prefer a Paladin or a Dwarven Rogue then the current character could retire. But if we keep the trappings and effects of alchemy, potions, and so forth I'm more than happy to allow the player a chance to re-do the character.
And if after a couple sessions it doesn't work out and he wants to go back? That's okay with me too.
It is in places like this that the divide between games of the older styles and newer styles begin to yawn wide beneath my feet.
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