Campaign

On the Brink of Paragon: Some Thoughts on D&D 4th Edition

Last night my group reached level 11 in our Dungeons and Dragons campaign. We have been playing this same game since early last June, giving us over eight months of play time so far. If the next two tiers go at a comparable speed we will reach the end of the whole campaign (should we see it to its conclusion) at right about the two-year mark.

Overall I have enjoyed the new D&D quite a bit and I just thought it would be interesting to comment on a few of my observations as we have just reached a major milestone in the game.

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Dungeons and Dragons 4th Edition – Solo Monster – Necro Infused Orc

After my first attempt at making a solo monster I was left frustrated and disappointed but after starting a post on the official forums and reading what others had to say about solos I decided not to give up. Instead I refocused and began working on a couple new ideas for solo monsters. Below you will find the stats for the first of these solos.

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Super Hero Universe Idea – A Super Blast From The Past

I got a call yesterday from a friend of mine I don’t see too often, about a fumble table I had used in my last D&D game. Basically I had written up a random table to roll on whenever a player fumbled because I felt the whole “lose the rest of your attacks” or “hit yourself” or whatever we had previously been using was kind of boring and uninspired. I guess this friend (he had played the flashlight wielding paladin I have mentioned a couple times) is in a new game and had mentioned my table to his new DM. I was rather flattered and told him I would seek out the table and post it on the blog.

Instead I ended up with this Super Hero Universe idea. But I’ll get to that in a moment.

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Scion – Chronical Concept – More Statistics (As Promised)

As usual with this kind of post I will ask my players not to look any further as the following is plot related.

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Scion – Chronicle Concept – Explanation of Things Previously Mentioned

The following is yet another post about my Scion game and again it is the kind that my players cannot read. For the rest of you I hope you find it interesting and I welcome any comments about it.

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Scion – Slight Change in Plans (Also Some Statistics)

I must again ask my players not to read this post. I apologize for the lack of posts that they can read lately but this week has been a tad on the busy side and I have not felt well. As always those who can read the post are welcome to comment and make suggestions.

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Scion – Opening Gambit

Scion Demigod Cover

I am now reading Scion: Demigod to get a better idea of where the game should be heading. So far it seems like an interesting book although, as many people have already stated, the pre-made characters and adventure do take up a lot of room.

My group had our first Scion game this past Saturday and overall I feel it went fairly well. One of the players is new to our group but seems to fit in quite well and while first sessions are (at least for me) rife with distractions it seemed everyone had a good time.

So far only some small pieces of the story have unfolded. I won’t include any information the players don’t know here (and would also hope no one else would in the comments section) so that they may read this post if they so choose.

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Scion – Chronicle Concept – Locations

One of my flaws as a game master is my description of things. I have had this problem in my writing as well but that’s another story. I tend to rush to the next plot point or piece of dialogue (while we don’t usually call it dialogue in a role playing game it amounts to the same thing) and ignore the mood affecting descriptions of things.

Some of this comes from a desire not to take control of my player’s actions. For example if I say something like, “You approach the house” I am telling them what they are doing. While this is acceptable and is in fact inevitable I have, for some reason, always had issues with it. Thus one of the things I would like to work on is these details.

They say the three rules of advertising are Location, Location, Location and I think to some degree this translates to role playing as well. Give the players an interesting place to explore and you as the storyteller have reduced your burden as they will already be intrigued and involved. I hate to think how many times in the past my players have walked into an abandoned warehouse, for example. I would like to make sure that this doesn’t happen too often in the future.

Because of this I thought it might be good to write down some of the places my players may visit. That way I can have a general description of them to build off of and a place to refer to if I forget exactly what I wanted to do with them. Below are a few of the places that will become important in my Scion game.

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Scion – More Titanspawn Statistics

Expanding on the other post regarding Titanspawn, this post includes a modified version of one of my previous types as well as a new creature that hints at elements not yet mentioned in my overview.

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Scion – Titanspawn Statistics

What follows are some of the NPC statistics and descriptions, including a little bit of plot information, for my Scion game.

Again, if you are in my Scion game please don’t look.

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Scion – Chronicle Concept

What follows is a brief overview of the concept for my Scion campaign. I’m still working on fleshing out the details and would encourage any input. Obviously if you are in my Scion game you probably should not read any further. In other words… no peeking.

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Werewolf: End of the Line

The Werewolf: The Forsaken game I have been running for a while now came to an end this past Saturday. I think it went fairly well though my wife commented that she felt that there could have been a bit “more”. It’s always hard for me to do these final stories and I wonder if other people have similar problems.

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Werewolf: This Story is True…

I hit a bit of a quandary in my Werewolf game when it came time for the players to get a totem. I didn’t like the idea of forcing them to stumble around until they liked a spirit of my creation enough to make it their totem, but I also wasn’t sure I liked the idea of not role-playing the rather important event of finding and claiming one.

Since the group was new it seemed prudent to allow them to build their totem and then make the finding of the totem into more of a shared story than an actual role-playing session.

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Werewolf Campaign Outline

This is the basic outline for my first Werewolf: The Forsaken campaign. The basic plot outline mirrors the demo adventure that can be found on the White Wolf web site in a few aspects as I used it so that I could steal a couple of encounters (for example the glass spirits that appear at the beginning of that adventure also appeared at the beginning of mine). The basic plot of my campaign begins with Roostam Petrov a Russian immigrant and leader of the most powerful pack in Orlando, FL putting together a pack of forsaken and placing them in a position to hold the small town of Hica Kitisci. Some members of the pack are familiar with the area but others are not (at a later point I may well put up a post that speaks to more of the specifics of the way things are panning out). Mostly the below information is meant to be an outline of the area. The Rail Man is the main adversary for the first campaign while Butcher of Angels may become a major antagonist as well depending on the actions of the players.

Again this is just a basic outline. I wrote it before the game even began and personally I am a firm believer in allowing the players to tell the story. I like to give them some options and I try to give them side plots and personal mysteries. Also there are a number of minor characters that are not listed here I can include them in future posts if people are interested. Statistics are also hopefully on the way!

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