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Showing posts with label Strategic by Design. Show all posts
Showing posts with label Strategic by Design. Show all posts
Monday, April 22, 2013
New Campaign Begins Soon
Hey gang -- just a reminder that Strategic by Design plans to resume his play-by-email D&D campaign on May 4. Be sure to contact him soon if you want to play.
Thursday, March 28, 2013
NEW: D&D Game Launch May 4
I am starting (or more like relaunching) my game world on Saturday May 4th. It will be email based, so players can enjoy when they can on their schedule.
Background: As the world enters possibly another golden age, there are minor threats so far to this lasting period. Your role and choices could help or hinder the world as it matures.
Please email Strategic by Design if you're interested. Thanks, and I look forward to hearing from you!
Background: As the world enters possibly another golden age, there are minor threats so far to this lasting period. Your role and choices could help or hinder the world as it matures.
Please email Strategic by Design if you're interested. Thanks, and I look forward to hearing from you!
Labels:
Coming Soon,
Roleplay,
Strategic by Design
Monday, September 10, 2012
ADND - Rules
Advanced Dungeons & Dragons was the most well thought out version since the boxed set. It was made by TSR & added a lot of practical rules & background.
Today we will cover the rules:
* Rules were created about firing missle fire into melee. It is a very realistic, but didn't bog down gameplay.
* Multiple swings & a more balanced spell system helped balance all classes.
* Classes were customized alowing for each class to be unique. It also had more classes to chose from than first edition.
* It also introduced 'character points' to build custom characters. This is being reintroduced (except as an XP system) in Wizards of the Coast DND 5e.
* It also introduced special manuals. While costly, they introduced unique background.
* It allowed players to play multiple class characters (2 or more classes together). There were also rules that decreased or increased the XP needed to level if you exceeded basic ability class minimums.
In the following weeks, I will discuss the races, classes, & details each week.
Today we will cover the rules:
* Rules were created about firing missle fire into melee. It is a very realistic, but didn't bog down gameplay.
* Multiple swings & a more balanced spell system helped balance all classes.
* Classes were customized alowing for each class to be unique. It also had more classes to chose from than first edition.
* It also introduced 'character points' to build custom characters. This is being reintroduced (except as an XP system) in Wizards of the Coast DND 5e.
* It also introduced special manuals. While costly, they introduced unique background.
* It allowed players to play multiple class characters (2 or more classes together). There were also rules that decreased or increased the XP needed to level if you exceeded basic ability class minimums.
In the following weeks, I will discuss the races, classes, & details each week.
Monday, August 20, 2012
Annoyed gamemasters
I like sillyness as much as a good story. Many of my first roleplaying leading experiences ended up ending with my reoccuring villians cornered. Sometimes it is a wizard that has frozen them. Sometimes a warrior cuts through the minions quicker than I expected. Often a rogue or bard that are known for their resourcefullness, find some way to disable how I planned the scene to play out.
Clearly, this is not the solution. Not that I exhibited much more maturity in my very young roleplaying years.
Source:
http://www.reallifecomics.com/archive/000731.html
Clearly, this is not the solution. Not that I exhibited much more maturity in my very young roleplaying years.
Source:
http://www.reallifecomics.com/archive/000731.html
Saturday, August 18, 2012
Meet the New Sorcerer
I think I have a new favorite 5e class! Check out the new sorcerer class in the updated packet for the second iteration of the D&D Next playtest.
This character is just brimming with magic. Unlike the wizard, who obtains magic from research and study, the sorcerer's magic is innate -- the result of a curse, a draconic bloodline, or some other personal factor. As the sorcerer casts spells, he or she depletes a pool of willpower points (akin to the power points that 4e used for psionic magic). But here's the twist: As the hero uses up willpower points, he or she begins to transform! The only sorcerer option presented in the playtest packet is the sorcerer with a draconic bloodline; as such, this character takes on aspects of a dragon as willpower points are spent. It's a cool feature that combines fluff with crunch -- in other words, the change has both a roleplaying ("Hey, look, my hands are turning into claws!") and a mechanical ("Nice! I now have a +2 to all melee damage rolls!") component.
I don't know what other versions of the sorcerer are going to look like, but the draconic sorcerer is awesome. With an attack bonus better than the cleric, proficiency with all weapons and armor, and some nice buffs to melee combat, this character a very capable front-line warrior. The character can also cast a limited selection of wizard spells (by spending willpower points) and use special draconic powers (also by spending willpower). Both of these magical abilities can be used while wearing armor. Once all willpower points are spent, the draconic sorcerer then gains +2 to melee damage rolls until the next extended rest.
Strategic by Design...FYI, I'm playing a sorcerer in your upcoming playtest game!
This character is just brimming with magic. Unlike the wizard, who obtains magic from research and study, the sorcerer's magic is innate -- the result of a curse, a draconic bloodline, or some other personal factor. As the sorcerer casts spells, he or she depletes a pool of willpower points (akin to the power points that 4e used for psionic magic). But here's the twist: As the hero uses up willpower points, he or she begins to transform! The only sorcerer option presented in the playtest packet is the sorcerer with a draconic bloodline; as such, this character takes on aspects of a dragon as willpower points are spent. It's a cool feature that combines fluff with crunch -- in other words, the change has both a roleplaying ("Hey, look, my hands are turning into claws!") and a mechanical ("Nice! I now have a +2 to all melee damage rolls!") component.
I don't know what other versions of the sorcerer are going to look like, but the draconic sorcerer is awesome. With an attack bonus better than the cleric, proficiency with all weapons and armor, and some nice buffs to melee combat, this character a very capable front-line warrior. The character can also cast a limited selection of wizard spells (by spending willpower points) and use special draconic powers (also by spending willpower). Both of these magical abilities can be used while wearing armor. Once all willpower points are spent, the draconic sorcerer then gains +2 to melee damage rolls until the next extended rest.
Strategic by Design...FYI, I'm playing a sorcerer in your upcoming playtest game!
Monday, August 13, 2012
Endless manuals
One of my biggest issues with any game system is the number of books & rules. There should be some guidance, but it shouldn't be too rigid that gameplay comes to a sudden halt to look up these rules. Here is a silly, yet practical example that has happened often around the game tables I have played at.:
Source
http://www.reallifecomics.com/archive/050726.html
Enjoy!
Source
http://www.reallifecomics.com/archive/050726.html
Enjoy!
Monday, August 6, 2012
Lack of Numbers
If you noticed, in my series I have a lack of numbers. I think the biggest hinderance of DND is that players always try to optimize the options. Often this involves number crunching to mathematically get the best advantage.
I think the ideal character is unique. A druid that specializes (say ice effects) should be able to freeze foes in place, make the ground slippery, the area cold enough to shiver (hurting effectiveness). It should not matter if they use an area effect, ray, or touch. Spells should be unique to each character theme. There should be no general wizard that can use any arcane spell.
Why?
1) Players like customizing their character to their own image.
2) Many players resent wizards where the whole speed of gameplay has to stop to get their spells back. Wizard character players hate having their hands tied because they cannot do their craft (cast spells).
Think about it. X-men characters (or most comic strip major characters) can use their powers at will, but are limited to usually one power. I think having a themed character unique powers that match that theme seems ideal. Weaker powers should be available every turn. Moderate powers should be available every few turns. There should be few powerful effects that take awhile to build.
I am going to discuss Advanced Dungeons & Dragons the next few weeks. It is a detailed system that addressed some of these issues. Thanks for reading!
I think the ideal character is unique. A druid that specializes (say ice effects) should be able to freeze foes in place, make the ground slippery, the area cold enough to shiver (hurting effectiveness). It should not matter if they use an area effect, ray, or touch. Spells should be unique to each character theme. There should be no general wizard that can use any arcane spell.
Why?
1) Players like customizing their character to their own image.
2) Many players resent wizards where the whole speed of gameplay has to stop to get their spells back. Wizard character players hate having their hands tied because they cannot do their craft (cast spells).
Think about it. X-men characters (or most comic strip major characters) can use their powers at will, but are limited to usually one power. I think having a themed character unique powers that match that theme seems ideal. Weaker powers should be available every turn. Moderate powers should be available every few turns. There should be few powerful effects that take awhile to build.
I am going to discuss Advanced Dungeons & Dragons the next few weeks. It is a detailed system that addressed some of these issues. Thanks for reading!
Monday, July 30, 2012
Commentary: DND v1
I have played every version of DND. I wanted to give my comments on each version as we work towards 5th edition (currently in playtest version).
Con
Looking for updated materials that mimick DND v1? Look at Basic Fantasy. It is quite comprehensive! I think it is a good system to get introduced to role playing game systems (I prefer more moden systems, but at its core, it does a lot of things right).
http://basicfantasy.org/
DND v1 (Basic, Expert, Companion, Master)
Pro- Few rules (flexible to interpret)
- Basic settings (simple & unique abilities)
- Highly defined racial roles (Halflings, Dwarves, & Elves). They support their racial community & create unique products.
- Weapons get more effective as it is used more.
- At level 9, characters settle & build cities. This is a natural progression that they have exceled in the world & become leaders in their community.
- Characters have a unique epic path (creating & using minor to major artifacts).
- All monster strengths are compared to character classes & power levels (ex: Fighter 4).
Con
- Fighters are overpowered in melee
- Rogues have little to contribute. There is so much focus on theivery skills, most has to do in secret with no alternate roles.
- Druids have little to contribute. There is too much focus on Weather events like Control Weather.
- Wizards spells don't scale well. A Fireball (spell level 3) can blowup a whole town. A Meteor Swarm (spell level 9) is weaker damage. They are very weak melee fighters for the begining of their careers (at least to level 5).
- Clerics at spell level 9 have a Wizardry spell. So they can cast any Wizard level spell. This defeats the purpose of class seperation.
- Artifacts can be overpowered & breaks the game system as they become more invulnerable.
- Monsters are what they are. There was little to edit or modify monsters (more or less powerful).
Looking for updated materials that mimick DND v1? Look at Basic Fantasy. It is quite comprehensive! I think it is a good system to get introduced to role playing game systems (I prefer more moden systems, but at its core, it does a lot of things right).
http://basicfantasy.org/
Friday, July 27, 2012
Playtest Reminder!
Hey gang, just a quick reminder that our very own Strategic by Design is starting up a D&D Next playtest campaign very soon (see details below). I hope you'll consider joining us for the game!
Monday, July 23, 2012
Profession: What do you do?
Our Career. It is how we earn our income & make a living. In a fantasy world, this is a little harder to seperate.
Adventurers go on quests, defeat horrors.
In city environments, characters can be consultants, laborers, or complete other tasks.
Life doesn't stop when you get back to town. What characters do in the tavern or town has impact on the area & region. Often whatever the NPC, villians, or monsters are doing in the area affects the character & its residents.
It is overlooked in every game system. To me, this is part of the character's background & purpose.
For example, if you are an accountant, you are likely also organized & methodical. These skills are part of how you approach problems in life & what you do. Ignoring this insight is too limiting. It is also a subset of your total background. Maybe you like to rebel with friends at night, but enjoy the structure of your accounting job during the day (for example). This trait is part of your background, but not part of your profession. This is why it is important to distinguish the two.
Adventurers go on quests, defeat horrors.
In city environments, characters can be consultants, laborers, or complete other tasks.
Life doesn't stop when you get back to town. What characters do in the tavern or town has impact on the area & region. Often whatever the NPC, villians, or monsters are doing in the area affects the character & its residents.
It is overlooked in every game system. To me, this is part of the character's background & purpose.
For example, if you are an accountant, you are likely also organized & methodical. These skills are part of how you approach problems in life & what you do. Ignoring this insight is too limiting. It is also a subset of your total background. Maybe you like to rebel with friends at night, but enjoy the structure of your accounting job during the day (for example). This trait is part of your background, but not part of your profession. This is why it is important to distinguish the two.
Monday, July 16, 2012
Followup: Background
Following my post last week, here is a practical template to follow to generate a character's background. To me this IS the character more than any numbers.
Step 1: Now
List (at least) 5 background or concept elements that are important to your character.
Could be a
Two goals your character is working towards
Secrets
Step 4: People
Here is the direct link (created by a community member, not Wizards).
http://community.wizards.com/j_steele/blog/2010/03/02/10-minute_character_background
Some sample templates
http://community.wizards.com/go/thread/view/75882/19713850/The_Ten-Minute_Background--Post_your_characters!
Step 1: Now
List (at least) 5 background or concept elements that are important to your character.
Could be a
- Character theme: Dark, Beacon of Light or Hope, prefers talking with summoned creatures
- List of important events the chararacter has experienced: Family, Personal Failures or Successes
- Physical description: Tatoos, scars, blushes when talking with the opposite sex
- Personality: Could be a word. I like having racial personality tendancies like Dwarves tend to be stubborn. Not every dwarf is mean, stingy, & stubborn.
- Hinderances/Advantages: This is what makes the character unique. How fun is it to fight a pile of bugs when the fighter freaks out that he is terrified of them!
Two goals your character is working towards
- Could be short term: Get revenge on those that killed your family
- Ideally, should have at least 1 long term: Become the best in your field, Restore peace to the region
Secrets
- One the character knows: Part of a Shady Network,
- One the character does not know: This is fun to taunt & test the character. It is what make it fun!
- One the game master makes: to keep the player on the edge of their seat.
Step 4: People
- 2 Friendly: Help get what you need
- 1 Hostile: You rubbed them the wrong way & they are out to make your life difficult
Here is the direct link (created by a community member, not Wizards).
http://community.wizards.com/j_steele/blog/2010/03/02/10-minute_character_background
Some sample templates
http://community.wizards.com/go/thread/view/75882/19713850/The_Ten-Minute_Background--Post_your_characters!
Monday, July 9, 2012
Background: What makes you the individual you are
What makes us the
person we are today? It could be that a summary of our experiences &
perceptions have made us into the person we are. The failures, the
things we tried to get away with but shouldn't have, the tears, the
loss, the challenges, and the heroic self sacrifice for others.
In major stories, like Harry Potter (child becomes famous for parents sacrifice & has to build own legacy), Star Wars (father tries to chose what is best, but family redeems), or Lord of the Rings (a son picks up a father's responsibility to save the world while reliant on friendship) the side plot & character motivation is the main theme. The challenges they overcome is the tools to advance the plot of their daily interaction in life.
In more current versions of Wizards of the Coast including the playtest version, background is confused with a profession (what you do to earn an income). As with my discussion on skills last week, we have personal, professional, and spirtual reasons for growth, survival, and motivation. Some we observed, some we learned formally, some we forgot, & some we learned (through trying something & failing).
I am expanding my series:
* Tune in next week & I will provide templates of what a background should be. Simple, yet effective for players & story leaders.
* Tune in 2 weeks to see my discussion on Professions. To me, this is a subcategory of Background.
In some game systems,
background was what introduced the character to the story. It was
often the last event they experienced before the characters meet
them. A tyrant banished them, the town got sacked & they
survived, family shunned them, etc. For simplicity, this works. If
necessary, the game leader could expand the backstory of the
character.
In major stories, like Harry Potter (child becomes famous for parents sacrifice & has to build own legacy), Star Wars (father tries to chose what is best, but family redeems), or Lord of the Rings (a son picks up a father's responsibility to save the world while reliant on friendship) the side plot & character motivation is the main theme. The challenges they overcome is the tools to advance the plot of their daily interaction in life.
In more current versions of Wizards of the Coast including the playtest version, background is confused with a profession (what you do to earn an income). As with my discussion on skills last week, we have personal, professional, and spirtual reasons for growth, survival, and motivation. Some we observed, some we learned formally, some we forgot, & some we learned (through trying something & failing).
I am expanding my series:
* Tune in next week & I will provide templates of what a background should be. Simple, yet effective for players & story leaders.
* Tune in 2 weeks to see my discussion on Professions. To me, this is a subcategory of Background.
Monday, June 25, 2012
Skills: Things you can do. What have you learned?
We have have skills. From when we are very young we learn some of the most basic. We spend our life fine tuning, improving, or learning new skills.
Over the next month I will cover Backround & Profession next. Thanks for reading.
- As a baby, We learn how to stand, walk, and run.
- As young child, we go to school to learn basic skills like reading, writing, math, and history.
- As a young adult, we specialize in certain skills. Some of us are better at math and science. Others excel at english and history. As the Olympics start soon, atheletes all over the world demonstrate their best.
- We even add extra formal skills that such as music mastery (singing, playing an instrument) or learning a foreign language (spanish, french, dead languages like latin).
- What about informal skills? With the start of summer, is burger flipping a skill? Well, we got better at it with practice. Is it compatible with pancake flipping? Pancakes are usually flatter & wider than burgers (different center of gravity). If you have done both, they use similar skills, but uniquely different.
- In college, most of us need to get Bachelor's & Master's degrees to get employed. These 'qualifiy' us to take tests (prove our level of expertise) to apply for jobs.
- Due to natural survival, we forget skills we don't use often.
- Is a list of every possible skill satisfactory? Uh, nope.
- Do players care to list every skill that we possess? Our job resumes only hold the last few years of significant job experience. Creating characters should have the same requirements.
- I think most systems have failed to keep a balance between social, professional, and personal skills. Rogues have tons of social skills, but are very limited in combat skills. Fighters are great for combat skills, but fail to have basic skills like coordinating a group of warriors. Rangers should be great at pack and raiding, but these skills are missing from most systems. Arcane casters are limited to just casting. Do you not think they don't use diplomacy or good at searching through information quickly?
Over the next month I will cover Backround & Profession next. Thanks for reading.
Monday, June 11, 2012
Abilities: Does a number tell it all?
Simulation games is just that. A system to mimic real life, but cannot duplicate it exactly due to the infinite variables.
This week we focus on the core of most game systems: Abilities.
By definition, this is supposed to be the basic foundation that we all have. We can all walk, run, and jump. Some can do it better. Some are worse at it. Some face unique challenges (other people refer to as disabilities).
Watch sports recently? They must be strong enough to run up and down the field. They must also be nimble and dexterous enough to evade the opposing team to score. Can you separate the two unique skills? As we prepare to see the world's best athletes compete at the Olympics, you will quickly see that winners usually have a blend of strength, dexterity, and endurance. Having a good outlook on life regardless of how tough the opposition looks (perhaps wisdom and/or charisma) helps too.
What about the day to day? I have met very smart people that struggle to use the microwave. I have met very practical people that do what they know, but are not sure if it will work out. So in game terms, they could be wise, street smart, be book smart, or know how to coordinate with other people to get what they need done. Many are stronger in smaller group settings than public speaking. If this is a function of unique personality, can a few base scores summarize these traits?
Again, I have no solutions. I am only presenting that there may not be a way to separate the different abilities.
It is also worth noting that if you have met someone with a disability, they are strong people that have done what they need to adapt and succeed in life. If it is something obvious like a physical disability or less noticeable like a social disability, there is no way to fairly document all that they can do.
Tune in 2 weeks for our next topic: Skills
It is also worth noting that if you have met someone with a disability, they are strong people that have done what they need to adapt and succeed in life. If it is something obvious like a physical disability or less noticeable like a social disability, there is no way to fairly document all that they can do.
Tune in 2 weeks for our next topic: Skills
Monday, May 28, 2012
Remembering Heroes on Memorial Day
On Memorial Day, we pause to remember our heroes.
We remember the intrepid heroes we enjoyed playing. We remember the villains that keep us up at night. We remember the players that enjoy playing in character. Although players usually are less intense when food is provided.
I am starting a new series talking about role playing games, its different parts, and providing different viewpoints. It will be every other Monday. In two weeks, to kick it off we will be discussing abilities (the core of most character and game systems).
We especially pause to remember our true heroes. Our role models that lead us to a more positive direction in our life. Native Americans that used their language that became an unbreakable code to get us through World War. Those that show true valor and bravery every day. Those that have gone before us and especially those that continue to preserve the freedoms we take for granted. We are especially grateful for the numerous unsung heroes and their families that sacrifice everything everyday.
We remember the intrepid heroes we enjoyed playing. We remember the villains that keep us up at night. We remember the players that enjoy playing in character. Although players usually are less intense when food is provided.
I am starting a new series talking about role playing games, its different parts, and providing different viewpoints. It will be every other Monday. In two weeks, to kick it off we will be discussing abilities (the core of most character and game systems).
We especially pause to remember our true heroes. Our role models that lead us to a more positive direction in our life. Native Americans that used their language that became an unbreakable code to get us through World War. Those that show true valor and bravery every day. Those that have gone before us and especially those that continue to preserve the freedoms we take for granted. We are especially grateful for the numerous unsung heroes and their families that sacrifice everything everyday.
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