Sunday, December 27, 2020

D&D Maps

 The following is a snapshot of the Roll20 landing page for my current irregular D&D game. 

 


We'll be playing a bunch in the next few days, and then probably not again for months. This tends to be a holiday game, as that's the only time all the players have days off in common.


Monday, December 7, 2020

A Picture Is Worth A Thousand Plotlines

 

Two weeks ago, one of the PCs of my Amber Diceless Roleplay campaign managed to peek inside Dworkin's studio and see what he's been painting lately. Rather than just describing them to him, and paused there for the night, and made digital mockups of them between sessions. Those who've read the novels will understand some of the above, but I'm afraid I can't explain the inexplicable here, as it's plot relevant/revealing. The devil is in the details. Spoilers! 

 

Worth noting that these digital collages utilize some components that are found images. I did very little of the freehand drawing behind all this, because I had to crank out 6 compositions in time for tonight's game session. I feel this constitutes fair use under the notion that it's transformative and presents the components in a new context.

Wednesday, November 11, 2020

Photo of Me at Work

 

Photo of me running Shadows of Brimstone on our 3D Trederra board at DiceFest Online 2020 last month. Note the creepy alien soldier in the background.

Sunday, November 8, 2020

Currently Gaming Nov 2020

 Other than that bit of math yesterday, I haven't really posted here in a while. Figure I should say a word or two about what gaming I'm doing.

D&D: Played the first session this week in a friend's campaign of D&D. I'm playing a flighty gullible Halfling Warlock. 

For those who know D&D, my Warlock Patron is Archfey, and my background is Guild Artisan. Dimple Copperock was an apprentice to a Colton Smelt, a master smith who makes fey-killing magical cold-iron weapons. Titania offered me power in exchange for betraying my master and leaving his employ. 

The campaign world seems pretty cool, and the GM has a lot of good ideas... but for some reason really likes the idea of the skill challenges from D&D 4th and has ported them over to 5th. I hope they don't come up too often. He did one in the first session, and it was clunky. Maybe they'll get better as we get more practice with them, but it felt arbitrary and flavorless to me. Definitely the weak-point of an otherwise excellent first session. The rest of it was more than enough fun to justify letting the GM do his thing with his favorite mechanical concept. Who knows, maybe once we've got a few skill challenges under our belts I'll grow to like them.

As I'm now playing a Warlock, I am eagerly awaiting the imminent release of Tasha's Cauldron of Everything, a new D&D rulebook that has a bunch of cool Warlock stuff in it.

Torg: I really like my playgroup, and am having a lot of fun, but I'm also having a hard time wrapping my head around Torg some nights. Not just because the rules are sometimes weird, but because I don't always understand the setting real well. This is my first Torg campaign, and most of the rest of the group have played Torg for decades. So they all grok the setting inside out, and I feel like I'm constantly playing catch-up. The GM threw a really interesting "Invasion of the Body Snatchers" plot at us recently, and I had the darnedest time figuring out if my PC (a dinosaur-man who worships a nature goddess I don't really know much about) should honestly be upset about body-snatching plant-clones. I guess it's an intruding reality, and as a Storm Knight I should be generally against that, but I also kind of felt like "Law of the Jungle" suggests mind-whammy plant-monsters gotta eat, too.

More D&D: I have a big campaign we play marathon sessions of on long holiday weekends. Had to convert it all to Roll20 because with the Pandemic nobody wants to get together for Thanksgiving Dinner. It was a ton of work taking my graph-paper (and Dwarven Forge) dungeon online... but now that I've got the tools/campaign built, I'm almost certainly going to want to keep using them even when things feel safe to play at the same table. Roll20 is pretty great.

Amber: We're 5 sessions into the campaign, and having a lot of fun. Nearly every scene has taken place in Amber itself, which is kinda weird, and probably my fault. I encouraged the players to get invested in Amber the place so that the big plot would matter to them, and I set a lot of interesting schemes in motion within walking distance of the castle, so they're sticking nearby thus far. It's cool, but I'm hoping to dive into the improvisational poetry of a hellride soon, as that's always a lot of fun to GM.

Shadows of Brimstone: Ran a bunch of Trederra adventures during DiceFest Online. I don't tend to talk too much here about work, but we did some almost theatrical productions this time. Fancy 3D board, 4 cameras, cool stage lights, creepy life-size Trederran Legionnaire standing right behind me, and a fun custom scenario with Darkstone Mortar fire. It was a lot of work, but also a ton of fun.

Mansquito -- I mean, Night's Black Agents: In recent sessions, the PCs slew The Man In The Iron Mask and a Moroccan Djinn. We've taken about a month off for various scheduling conflicts, but will return next week. The PCs have successfully infiltrated the power structure of Graf Orlok (the monster from the silent film Nosferatu), but they betrayed his bride while hunting those other baddies I mentioned, so next session will be a painful reckoning unless the players come up with a really clever cover story for what went "wrong".


Saturday, November 7, 2020

Advantage Math (It's not +5)

 I'm sure this is posted elsewhere on the internet, but I'm putting it here so I can remember so I don't have to do the math again if I forget it. In D&D 5th, Advantage is roughly equal to +3.325 on your roll on average, and Disadvantage works out to -3.325 on your roll on average.

That said, for typical difficulties of your character level in a thing your PC is built to be good at, the effect of Advantage is probably functionally better than that +3.325 suggests. Example: if you need to roll a natural 11+ (just counting the die, not considering modifiers) to hit, you'd normally hit 50% of the time, but with Advantage you'd be hitting 75% of the time. Which feels like it's a +5 bonus (a +25% success chance, since each +1 on a linear d20 = +5% success rate) in that situation, and if you look online you'll see people talk about it as if +5 were accurate.

I'd argue that +5 equivalency is really more of an illusion or an ideal, than an actual mechanical reality. You can't count on it reliably. Those people are just wrong.

I mean, the "it's practically +5" notion is predicated on a very middle-of-the-bell-curve target number. Aside from the fact that a roll of 1d20 isn't an actual bell curve, you also can't really expect to have the ideal mathematically balanced scenario show up at the table with any consistency. Yes, if you built your character really well, and your GM is very careful about the Difficulties they set and Monsters you encounter, then, sure, pretty often you'll find Advantage pays off roughly like it were a +5 boost to your average. But not every time. The moment the DM picks an above-average challenge for your climactic final encounter (or, for that matter, a real low-ball DC because they want you to succeed and some minor hurdle), or rolls on a Random Encounter Table, or the situation causes you to try something "outside the box" rather than what your PC is actually good at, this whole notion of it being equal to +5 is out the window. 

Lets say the GM puts a high DC on something, and you need a natural 18+ on the die to succeed. Your base chance of success is 15%. If you have Advantage, your chance of success goes to 27.75%. So that's just a hair better than a flat +2 boost. On the rolls where it really matters because you're trying to do the impossible, thinking of Advantage as being +5 will make you badly overestimate your odds of success. It's not only more accurate, but also safer, to think of it as if it were +3.

This fact is of greatest importance for GMs. If you plan out your scenarios thinking Advantage is +5, you'll end up making things impossibly hard for the PCs by mistake, and do so fairly often.

 

UPDATE: The excellent youtube channel "Stand-Up Maths" has done an a video on exactly this topic. So if you're reading this and you think "rbbergstrom's out of his gourd, as the PHB says advantage is the equivalent of +5 and the PHB wouldn't lie to me", you should watch this video:  https://youtu.be/X_DdGRjtwAo  As he points out and explains, the average roll of a d20 with advantage is 13.825. In other words, just +3.25 more than the normal 10.5 average of a single d20 roll.

Tuesday, September 1, 2020

A Sneaky Little Thing With The Birds

 I should have put this in the Amber post last night, but forgot to mention it then. It's okay, that post was mostly about how great my players are, and in this post I'm going to beam some arrogant pride about a fun thing I did.

When I got to first scene for one of the players, I told him that he'd just gotten back to his office from a short vacation, and asked him to tell us what he'd done to relax on that trip. He said that his character, who does falconry and raises birds, had found a wild bird of a species he'd never seen before, a big hawk with a beak longer than any he'd seen before in a bird of its size. He then a few moments later showed the bird to a minor improvised NPC who shared his love of birds. I had that NPC gush over it, and reinforced his description by having them say that its beak was at least a full inch and a half larger than he'd ever seen on a bird of that size. I put just a little bit of extra emphasis on the words to make them stand out.

I did this, because I knew that I was leading in to a scene later where someone else was going to receive a messenger bird. In Amber, these are usually a semi-magical "bird of my desire" found via the use of the Pattern, they don't have to be a species you'd normally use for sending a message. 

So when a messenger bird arrives in another scene, for another player, with a note tied around its leg, I describe it as a large hawk, "with a beak a full inch and a half larger than you've ever seen on a bird of that size". Suddenly, the fun little detail that the player had improvised to describe what their character did on their vacation became invested with extra meaning and connection. Does this mean the message-sender was in the other character's world? That seemed clever, but too easy to get forgotten. Thankfully, I had another plot element ready in my toolbox.

Earlier, in a previous scene that neither of those characters were in, a different PC found a black unicorn, that was wounded and being chased by nasty cat-monsters. They saved it from the creepy cat-monsters.

When I got back around to the PC who introduced the bird again, I now narrated that one of these same cat-monsters had somehow managed to get into his building, and tried to get to his new bird. Thereby making the detail the player introduced somehow now tied directly to three characters' plots, one of them by way of a thing that happened before the 1st player improvised the bird detail. It's a little thing, but I'm really proud of myself for weaving this together like that. The birds are clearly linked, the cats are clearly linked, but how does the unicorn tie in?

The players picked up on it, despite the three characters having not yet met, and therefore not had a chance to compare notes. I'm looking forward to that connection in a future session. It feels like something straight out of a carefully structured novel, not stitched together in largely-improvised RPG sessions, so please allow me a moment to show-off and gloat about it. 

Mwa-ha-ha-ha-ha! 

Thank you.


I love my new Amberites!

Ran the first session of my new Amber campaign tonight. I love my players! They're really engaged and give a damn about the NPCs already. They've got developed personalities, and some solid back stories, and they just all feel like bonafide Amber characters: several of them are cagey, nearly all of them have oversized egos, and the players have taken to the setting like fish to the River Oisen. Only 3 of the 7 players have read any of the novels before, and only 1 of the 7 has played the game, so I'm blessedly lucky that they've picked up the feel and the tone so quickly. 

I will claim a tiny bit of assisted credit there, as I did handle the Attribute Auction very differently this game (and will do so likewise for all Amber campaigns going forward). We did Powers first, so people were all-but-guaranteed to have enough points available for Pattern if they wanted it, and I really leaned into how great Pattern is for first-time players, instead of trying to "trick" them into overbidding on Attributes like the rules encourage. So this is the highest number/percentage of genuine Amberites I've ever had in a campaign. It seems like every Amber campaign I've run before has always had at least two players who wanted to be Shadow Sorcerors with zero links to Amber or Chaos, at least one player with Advanced Shapeshifting but no other links to Amber or Chaos, and at least one character (usually one of the previous three) with zero ability to move through worlds (not even Trump Artistry). It's a pretty serious stumbling block to getting the plot going if half the player base has no reason to interact with the NPCs or each other. This time, we avoided that better than ever before, and I think it's playing out really well.

But I can only a tiny thimble-full of the credit for helping set that up, because my players are just generally awesome and all I did was not screw them over during the Auction. The rest is all them.  Everyone already has their 1st session's Pledges up on the site. All the journal entries, campaign log, and quotes page are top-notch. (I want to share some of those here, but should probably check with the players first to get permission.) My players are doing great work, and really diving in head-first. I cannot sing their praises loudly enough. Great job, folks!

The plot is off to a rollicking start, with a couple good fights already, and lots of scheming plots and mysteries. I got most of the characters to meet each other in the first session, in a way that's got a little tension going between various parties, but not got any PCs gun for each other just yet. 5 of the 7 characters ended up in the middle of the city of Amber during a bit of diplomacy gone bad. 

The 2 that didn't get involved in that each got their own interesting mystery subplot, which show some signs of being interwoven with each other, and also possibly with what was happening with one of the characters.

Here's some other random plot points:

Uncle Caine is up to something nefarious, and faced a bad setback already when the envoy from chaos escaped what sure seems to have been an attempted ambush.

Aunt Fiona is feeding clues to one PC that all seem to be pointing towards some sort of presumably-unrelated doppleganger mystery. She refused to talk directly about it, but the clues would have been really hard to miss.

Strange birds have arrived at two characters worlds, one bearing a message from dead Aunt Deidre, the other possibly pursued by a cat-monster.

A black unicorn arrived in a different characters world, definitely pursued by two cat-monsters. After the monsters were slain by the PCs, the unicorn fled.

And just to add a little more complexity, Eric's weir have been stirring up trouble in Arden. 

I was very pleased to pack all that in to a single session. I am incredibly excited for the rest of this game!


Saturday, August 29, 2020

Chateau What-d'If!

 Super happy with the Night's Black Agents session. Had two simultaneous thriller scenes: A fight on Chateau d'If with 3 PCs against the Man In The Iron Mask*, at the same time a 3-way fight in downtown Marseilles between 2 PCs, a team from the British vampire program, and a corrupt cop on the take from a French vampire, which then turned into a chase sequence. Two PCs got mauled by a vamp, 1 got tased by spy, sniper fire broke out on a city street, and a group of characters had to jump off the cliffs of Chateau d'If and swim to safety.


*= It turns out the Man In The Iron Mask is a vampire that's been locked up beneath Chateau d'If for hundreds of years. Also locked beneath the castle was a beheaded Moroccan Djinn, and the animate mummy of Jean-Baptiste Kleber. Their warden is one of Les Immortals (the 40 influential people in charge of the French Language) who happens to be a Karcist (Goetic Mage) who has been tending their prison since the French Revolution. He was originally their warden, but has sort of fallen under the influence of the Djinn. It's complicated. Also more creepy, and less campy, than this short summary would lead you to conclude.

Monday, August 17, 2020

Table for 8

 I just ran my first Amber Attribute Auction in more than a decade. I had invited a large group of players, but as of this morning, only 3 had confirmed that they'd definitely be playing, and one of those 3 said he unfortunately was probably going to have to miss the character creation system. 3 dependable players is enough to run a good Amber campaign, but it's not really enough to run an Attribute Auction, so I spent a good chunk of the day unnecessarily prepping for how I might handle character creation for 2 or 3 in a way that would allow me to seamlessly add another player or two at a later date. 

For those unaware of the intricacies of Amber, the auction has 4 major Attributes (Psyche, Strength, Endurance, and Warfare) and player bid against each other to be "1st Rank" in each. This is fundamentally broken with less than 4 players, and can easily fall apart even with 4. Basically, if one player manages to be first rank in 3 of the 4 attributes, you'll potentially have some very painful balance issues should those characters come to cross purposes. So I was worried.

Needlessly.

When the appointed time arrived, people just kept showing up to the google hangout and Roll20. I ended up with 7 players!

The auction went smoothly, despite my being a decade out of practice. If anything, my being rusty may have actually helped. I didn't oversell the attributes, so people had enough points to get Powers. Here's the Attribute "rungs" we ended up with:

Psyche rungs: 4 / 7 / 10 / 12 / 17

Strength rungs:  1 / 3 / 6 / 7 / 8

Endurance rungs: 5 / 7 / 10 / 12 / 15 / 16 / 17 / 18 / 19 / 20

Warfare rungs: 2 / 5 / 7 / 10 / 12 / 15

It's kind of "weird" that 1st Rank didn't cost more than 20 for anything, and that Endurance was the highly competitive stat. Neither of those feels "normal", but they don't strike me as problematic either. Nearly every character ended up with Pattern, so they'll be able to move around the universe easily and they have reasons to interact. They're all cousins, and they have a vested interest in the prosperity of Amber.

This current batch of characters just feels like they are going to be so much easier to build stories for, than the crazy mixed-up groups of disconnected characters at the start of all my previous campaigns. No inexplicable enigma characters without a connection to either Amber or Chaos. No worries about anyone being "Shadow Lame" and unable to travel to the worlds where the plots are. No one caught in the unfortunate bind of having 60 points of Psyche and no Powers to use with it. This seems pretty great.

My only concern is in running a game for 7 players, especially a game like Amber where those 7 players are likely to frequently scatter to the ends of the universe. It's going to give me a serious workout each session, but thankfully we're only meeting every second week and I'll have plenty of time to catch my breath on off weeks. Should be fun. Wish me luck!

Sunday, August 9, 2020

A Horse Of Another Timbre

 I'm going to be starting a new Amber campaign soon. I've sent out a few invites, and started building the campaign on Roll20. Not that an Amber game really needs Roll20, given that it's diceless and the rules are minimalist, but I've been so happy with the clue-storage and relationship-mapping aspects used in my Night's Black Agents campaign on Roll20 that I've decided something similar for this campaign is a good idea. The Roll20 will be a place to share images, if nothing else. 

I've decided the campaign will be called A Horse of Another Timbre, which just struck me as a clever thing to call an Amber game. The "horse" being the unicorn, of course, of course, and the music-term "timbre" is properly pronounced "tamber" and means the characteristic quality or "tone color" of a sound. It's a pun-inside-a-rhyme and cries out to be used for an Amber game.

I'll be running a Logrus-less Chaos, because I kind of hate the way Merlin's descriptions of the Logrus really invalidate the plot of Corwin's tale. (As in, we're told in the first 5 books that Chaos needs the Black Road and Dara's blood of Amber to be able to invade... but if Logrus is common in the Courts and functions as it does in Merlin's tale, that invasion should have been easy to start without Brand or Dara.) So I'm currently pouring over my old Amber documents here, looking for things that need updating. 

I'm also looking over the Lords of Gossamer and Shadow rulebook, and mulling over if there's a way to use the Grand Stair from that book, without it creating the same problem the Logrus does. I'm thinking maybe the Grand Stair is like a secret backdoor that Dworkin or Oberon created? 

One other change I'm going to make is just a rename of an ability. It will be Tarot Artistry, because the old name is unfortunately a homonym for the criminal-in-chief, and I don't want that constant reminder ruining scenes.