Tuesday, April 2, 2013

A Dungeon with Better Signage


Part 2 of “Better Boss Battles” is coming tomorrow. I’ve been sidetracked by a fantasy city I’m working on.

Moreso than most fantasy cities (Sharn, Waterdeep, Sigil, Kaer Maga), this city is overtly hostile and dangerous. It doesn’t have a name yet—which is annoying.

But it does have a mission statement:




When I’m typing at my desk, I festoon my peripheral vision with notecards like this. I have a probably bogus theory that doing so keeps the key principles in the back of my mind.

Other inspirations for this city:

• The part of D3: Vault of the Drow that described the eight noble houses, where they stood in the hierarchy, and who their allies and rivals were.

• The planet Aurore, from GDW’s Traveller: 2300, which had immense tides—“immense” as in “anything on the beach when the tide comes in gets obliterated.”

• Another tide thing…part of Barry Hughart’s Bridge of Birds that involves an incoming tide that rushes into a sea cave, pressing the explorers against the stalactites on the roof.

• Real-world revolutions of recent vintage…Arab Spring, all the 1989 revolutions, etc.

But all that other stuff only works if it feeds the main principle: “It’s a dungeon with better signage.” I’m looking forward to players turning to each other and saying, “I’m running on fumes. We better head out of town.” What a great reversal that will be…

--Dave.

Monday, April 1, 2013

Better Boss Battles, Part 1 (Pathfinder)


First, if you haven’t seen TheAngryDM’s four-part series on how to redesign 4e solo monsters to make for better climax fights, read these first. They’re terrific.


Note that part 3 is several pages long, but it’s the best part. AngryDM takes you through the design process, step by step.

The intriguing thing is that the redesign is based on the very 4e-specific critiques laid out in the first part of the series. But AngryDM’s solution isn’t just a mechanical fix. It’s a rethinking of the dramatic pacing of a boss fight.

And thus it makes me wonder…could you apply these design principles to 3.5/Pathfinder? To 5e?

First, A Caveat
AngryDM’s designed a solution to a problem at his 4e table. But Pathfinder tables and D&D Next (eyeroll) tables don’t necessarily have the same issues. You’re always on thin ice when you apply a prior solution to a new problem.

(This is true of game design and of life in general. “Short bursts of all-out speed improved my running, so short bursts of all-out speed should improve breakfast as well. And my morning commute.”)

I wouldn’t even try this, but for the fact that AngryDM’s boss fights are grounded in principles of dramatic pacing and only touch on the game mechanics when they need to. In other words, they might represent good advice in general…not just when you happen to be playing 4e.

So without further ado, here’s how you could adapt AngryDM’s boss fights for Pathfinder and D&D Next. To keep things simple, let’s talk about dragons.



3.5/Pathfinder Dragon Boss Fights
Good news! Most of AngryDM’s critique about 4e solos (not enough actions, the fun is front-loaded, vulnerable to conditions, no sense of progress) applies to Pathfinder/3e monsters, too. (I’m going to use Pathfinder for this, because I’ve got the book handy.)

Some critiques apply a little less. Pathfinder dragons get more melee attacks than their 4e counterparts, to be sure. Even though they don’t have action points, the Pathfinder dragons take more fundamental “actions” over the course of a fight than 4e dragons do.

Some critiques apply even more. Pathfinder dragons have their actions even more clumped-up (no immediate reactions beyond attacks of opportunity). With guaranteed-to-last durations on PC spells, the Pathfinder dragon is much more vulnerable to conditions than the 4e dragon. This is mitigated a bit by the Pathfinder dragon’s greater defenses: SR, maybe spell turning or greater dispel magic among the ancient dragons. I’ve seen a lot more Pathfinder dragons than 4e dragons fall to “one key spell,” though.  

Enough already! Let’s take Pathfinder’s ancient red dragon and see what it would take to boss-monster her up.

Timing the stages: No problems here—in fact it’s even easier than 4e because you don’t have “until end of encounter” powers gumming up the works. When the boss does its stage-changing “disengagement,” just give the players a one-round breather where they can reposition, cast healing spells, change their buffs, etc. (They’ll probably appreciate the respite.) One round ticks away on their short-term spells, of course, but that’s life in the big city.

Rerolling Initiative: Works just fine. As a practical matter, it’ll be boss, players, boss, players…whether you reroll or not, but I like the psychological impact of rerolling; it kinda freshens things up.

Durations: This is the tricky part. My advice here is to end all hostile effects with a duration on both players and the boss at each stage-change. In other words, you can keep your buffs running, but the debuffs all go away. This enables the stage-two and stage-three bosses to start fresh and not already poisoned/slowed/ability drained/etc. And the stage-two and stage-three bosses don’t need the stage-one debuffs to linger on the players…because they’ve got newer, scarier whammies to hit ‘em with.

Extra Actions: This is the place where Pathfinder boss monsters can use some help—whether they’re built for three stages or not. The good news is that there are lots of ways to give them extra actions. You can do 4e-style “action points that grant standard actions”—my 3e campaign did this for years. You can build immediate reactions, better-than-usual attacks of opportunity, and interrupts into the monsters. Anything you can do to get the boss attacking when it’s not the boss’s turn does good things for battle pacing.

Action Denial: This is less prevalent in the Pathfinder ruleset, but it’s still there. I think the ability to get rid of debuffs twice in the fight is enough help for the boss, but I’m honestly not sure. Say you’re dealing with PCs armed with stun effects. “Cut stun duration in half” is klunky, “immune to stun” is overkill…maybe something like “a boss can invoke a disengagement and stage-change early if it wishes” would work. That rule might have a side benefit: it gives the DM the ability to skip a laborious exercise in damage-dealing a stunned foe and get on with the fun part—the next stage. And the PC that stunned the dragon still feels good because that stun was the equivalent of up to a third of the dragon’s hit points.

What About Spells and Spell-Likes?
I recommend taking only the good ones and splitting them up among the three stages. Put some in the stage-one stat block, some in stage two, and some in stage three. You’re taking away some of the boss’s versatility, but you’re making life much easier on yourself as the DM and you’re focusing the boss’s tactics nicely. If unholy blight appears only in stage two, it'll stick out in the stat block and be more prominent in your tactics.

Don’t be shy about leaving some spell-likes out. That 3/day pyrotechnics isn’t worth the space in the stat block; you can always delve into a book in the unlikely event it comes up. Likewise, don’t be shy about mixing it up. Use spells and spell-likes that are fun at your table. Don’t sweat about whether the Pathfinder Bestiary agrees with you.

It’s tempting to put all the high-powered spells and spell-likes in the third stage, because we all have a natural instinct to build to a climax. But don’t do this every time! As in AngryDM’s examples, it’s fun if the third-stage stat block represents the boss when it’s battered and running on fumes. That stretches out the sensation of victory for the player, while maintaining some tension until the battle truly ends.

Next up: Same thing, but for D&D Next. And a discussion of who's best-equipped to build a boss monster: the DM, the adventure designer, or the monster designer?

Monday, March 25, 2013

Boxed readaloud text for an ice cave

I have a pet theory that the boxed readaloud text for most RPG adventures is a waste of words. Two reasons:

• It goes on too long, and player listening comprehension takes a nosedive.
• Because it's spoken aloud exposition, it should obey different rules than ordinary running text (which is intended to be read).

Example: I love this bit from Clark Ashton Smith's "The Ice-Demon," which I'm altering a bit so it's second person and present tense like D&D readalouds. My changes are in italics, but really, all I changed was tense and person.

The entrance is like a fanged maw. Within, the floor slopes downward at a slippery angle for more than a hundred feet. The chamber swims with a cold and glaucous translucency that filters through the dome-like roof. At the lower end, in the striated wall, you see the embedded shapes of a number of men, among which you distinguish easily the tall, blue-clad corpse of King Haalor and the dark, bowed mummy of Ommum-Vog. Behind these, the shapes of others, lifting their serried spears eternally, and receding downward in stiff ranks through unfathomable depths, are faintly discernible.

Good stuff! But if a DM reads that aloud at most tables, it falls flat. Too few of us--designers and editors alike--actually read our readaloud text out loud. It reads good, but it's hard for players to really take in when read aloud. Reading comprehension and listening comprehension are very different things.

Imagine you're a player at that table. Even if you're paying rapt attention, you have D&D-style questions when it's all done. You want specifics: How many men? How far up the slope to the entrance? How far into the back can we see before it becomes "unfathomable?"

And really, at a typical D&D table with dozens of distractions, the above description asks too much of the players' listening comprehension. If players were reading that text or looking at a picture, no problem. Message received. But when they're listening to someone read it aloud...comprehension plummets.

If you accept my premise that existing readaloud text is a weak point in most adventures, consider my solution: Write your readaloud text like dramatic dialogue. Use the oral storytelling tradition, not the written literature tradition. That demands different word choices, different sentence structure, different everything. But the payoff for the DM is that you'll keep the sinister mood of Clark Ashton Smith without repeating yourself a dozen times.

--Dave.

Friday, March 22, 2013

A proper Robert E. Howard Conan

Interesting thread here on how you'd construct the prose version of Conan in PFRPG (meaning not the movie version and not the comic-book version). And because I'm a snob, only Robert E. Howard stories count, not the later pastiches by other authors.

I weighed in on the thread, but the answer that resonated with me most was Bruunwald's, which boils down to "don't."

--Dave.
TW: @davidnoonan

Wednesday, February 17, 2010

(A Little) More on the Scales of War finale

Well, I've got a deadline for the day job, so I don't have much time today, but real quickly...

I wrote the last adventure in the Scales of War adventure path, and it came out today here. Some quick thoughts...

1) Kudos to whomever came up with the "Last Breath of Tiamat" title over at WotC. That's much better than my title.

2) Parts of it definitely play better than they read--like the preponderance of solo dragons throughout the adventure. There's an interesting table dynamic when tactics evolve (on both sides of the screen) through a half-dozen fights that are fundamentally similar in a lot of ways.

3) Yeah, there's a big deal world-shaking event at the end. I don't know whether it's worth it or not to keep this blog spoiler-free, but for now I'll say this: To my mind, "greed" is not synonymous with "want" or "desire." Eliminating greed doesn't create a world without want...just a world without evil, destructive, poisonous "acquisition for its own sake" and "reveling in obscene wealth."

Out of Context: How about slash-uncle?
Music: KEXP live feed.

Monday, February 15, 2010

Get these tumbleweeds outta here

Been busy at the new MMO gig lately.

And I was a guest on the Power Source podcast again! (Further proof that I'll talk D&D for arbitrarily long periods of time.)

And I finished the last adventure in the Scales of War adventure path. I think it gets posted sometime this week or next.

And I contributed a bit to a Paizo product that'll be out soonish. How's that for vague?

And I promise to update this more frequently.

Out of Context: Four backpackers, six good knees.
Music: Silversun Pickups, Carnavas

Wednesday, December 23, 2009

Addendums...or "Addenda," I Suppose

Just quick hits today:

• My guest co-hosting gig on the Power Source podcast is up. Click on the link to download.
• One thing I should have mentioned in yesterday's "Getting Better At D&D" post: The "make a bunch of characters, just so you feel the decision points" exercise is worth doing even if you're the Dungeon Master. If you're the DM, try doing the classes at your table at one of those benchmark levels: 5th or 11th (or 21st if you're in the deep end of the pool). You'll learn a lot of character nuances that have been obscured from your view (and you might catch some player shenanigans, too).
• I think I mentioned this when we were recording the Power Source podcast, but it's worth noting that in a cooperative game like D&D, getting "better" at doesn't directly improve your play experience. I've seen countless tables of noob D&D players--both casually and from behind the two-way mirrors at WotC--and they're extracting just as much enjoyment out of the game as an expert player...even though those junior-high noobs are doing it wrong.

Out of Context: Humbug, shoe kid! Humbug!
Music: The xx, xx