Wednesday, April 25, 2018

Tomb of Annihilation: Initial Observations


So four sessions in and I decided to do a bit of comparison about how other parties start the campaign vs. how we started out campaign.  It's been a slow slog without much direction for the first four sessions, finally picking up by the end half of session four.  Good thing we're not streamers - we would have lost our entire audience within the first hour of session 2.

One thing that I notice watching YouTube videos of Tomb of Annhilation is that other parties were welcomed at Port Nyanzaru by Wakanga O’Tamu and spent some time speaking with O’Tamu and Syndra Silvane.  In our campaign Sylvane transported the party and the DM played it as if the transport drained her and she needed to immediately retire.  We were literally dumped off without direction nor introduction and expected to hex crawl through the city to discover what was within.  This is almost certainly due to the fact that the group was used to Pathfinder hex crawls. 

Story wise it gave the party the feelings that they were unimportant and disposable.  Other groups play it as if the party are important heroes, the focus of the adventure, but ours felt like we were thrown to the wolves and expected to fail.  And now the DM wonders why we have fatalistic PCs that expect to die…

So yes, that will be a theme in the novelization recaps.  At least one of the five characters is convinced this is a suicide mission.

Tuesday, April 24, 2018

Tomb of Annhilation: The Beginning

New year, new campaign!

This one I am playing in and I'm going to mark observations, ruminations and if I'm good I'll try to novelize this one.

We're about 4 sessions in to ToA.  Ok, we're exactly 4 sessions in.  This group is basically new to me, and playing is a way to get my mojo back for actually DMing again.  After the debacle of Temple of Elemental Evil, we tried 2E once more, then 5E and the same problem player from ToEE haunted both games with all the same inter-player issues from both games.

So, year long break for me.

This one is an interesting campaign since I haven't played a book module in ages.  It's been a slow start, but hopefully we've gotten on the same page enough with the DM that the pace will pick up now.

For posterity, we have the following characters:

Ariel Roseroot: Whaterdhavian Human (Female), Cleric of Lathander
Naciria (Poetry): Tiefling Warlock (Female) - drifter, most recently form Waterdeep
Gearbox: Gnome illusionist (Male), a traveler also with ties to Waterdeep
Clara Celerathiar: Half-elf monk, has familial ties to the wood elves of Chult, but also a traveler.  Again with ties to waterdeep.
Logarion Cormaeril: Cormyrean Human (Male), Rogue "merchant" (Disgraced noble scion)

Two things I noticed right away: Most groups I see playing this campaign online tend to make very fantastical parties full of high fantasy characters.  Firbolgs, Tritons, Aasimir, Lizardfolk, even Kobolds and other unusual species seem to crop up regularly.  Whereas out party is very firmly rooted in the PHB.  The characters feel pretty gritty - no one has a backstory where they have done anything impressive yet.  All the characters are very much *starting* character - which in a way is a boon.  Our background fit the stats we have.

Amusingly enough we have two players who are extremely familiar with the Realms, one who is reasonably familiar with the realms and two for whom this is their first Realms game.
Ariel's player and Logarion's player have both been playing in the Realms since 2E so Ariel's backstory is a complicated web of histories that tie her family to the last 150 years of Whaterdhavian intrigue, while Logarion's backstory (as evidenced by his very name for those in the know) has a goldmine of story hooks concerning the his nebulous relationship to the Cormyrean crown.

The other players created characters who were pretty archetypal for DnD (save Clara, the youngest player who likes monks because she studies martial arts) and honestly I like that.  You get the old standards like a gnome illusionist that have been pooh-poohed for so long that they feel fresh again.

I'm also amused that 4 of the 5 players have ties to Waterdeep (and 3 of the 5 have interconnecting backstories).  Why Waterdeep?  Acquisitions Incorporated made it cool again. 

Thems the notes, on to the Campaign!

Friday, February 24, 2017

Stuff I learned from the Temple of Elemental Evil

It's been two years since we last played and we're just starting to talk about playing again.

Temple of Elemental Evil, the campaign that broke a roleplaying group and prevented us from playing for over a year.

Was it that bad?  No.  It really wasn't.  But there were some mistakes from character creation that put a big wedge into the party from the get-go and allowed personality conflicts to fester and grow.

And, because I taped all the sessions I can now look back upon everything and evaluate it all, including my own mistakes.  Fascinating really.

1: I can be really mean.
No, seriously.  I realized this listening to the oldest episodes.  There were some encounters where I was relentless.

Now, there is, of course, a reason why.  We had an unbalanced party.  Each player had two characters, and one of the four players had two very unbalanced characters.  So while one person was cakewalking through the adventure the other three were taking all the risk and all the damage.  I felt that I had to push each encounter until all the party was challenged, even when I pushed too far.

If I were to do it again, I'd rather have it be too easy than too difficult.  Still - that didn't address the problem of an unbalanced party.  Even if they had good success on a consistent basis, the other 3 players would have still been frustrated that one person was more powerful and taking less risk.

2: When you feel a player is min-maxing, stop it before the end of character creation.
Unfortunately the player kept pointing to the book and saying 'the book allows me to do this!'

This was one of my failings - I had not DM'd DnD for almost 20 years.  I could clearly tell any white wolf player exactly why I had every single house rule and why certain things would unbalance the game but I couldn't clearly say why the same was true in DnD.

I had a feeling that the two dwarves were unbalanced.  The player had pooled his gold for both and gone out of his way to buy the heaviest armor each character could wear and that he could afford while also buying the weapons that maximized damage for the price - even if those weapons made no sense for a dwarf to use.  Add in the dart specialization which allowed the fighter dwarf to make 5 attacks in one round, each attack doing considerable damage that meant that one character was doing 5 actions per round where every other character was only doing 1 action per round.  Even the ranger with two weapon fighting took a considerable penalty for his off hand meaning he frequently only had one hit; whereas the dart throwing dwarf usually hit at least 4 times.

I noticed immediately on the second listen through that when the dart throwing dwarf got into combat and started felling 2-3 enemies on his turn alone... the other players tuned out.  I could hear the taps on cell phones to open up apps and the sudden disinterest in the combat.

Even though it was within the rules, and even though it made the dart thrower feel special we had one character who could attack 5 times per round with a high chance of hitting versus every other character attacking once per round with only a moderate chance of hitting.

Immediately it felt unfair.  Despite being 'fair' by the book, it felt unfair to the other players.

Compounding this problem was the fact that everyone else spent their gold fairly modestly, spreading it out between adventuring supplies, armor, weapons and 'pocket change' to spend until they could get a supply of gold coming in.

The dwarves pooled their money (two characters, one player) and spent it all on armor and weapons.  They had rope, backpacks... and that was it.  No other adventuring gear.  Very little pocket change.  They had just enough to pay for a night at the inn.  The player was expecting the adventure to run like a video game - the first monster they bashed would certainly pop loot out of its corpse along with XP, right?

Well... wrong.  There was treasure hidden in the module, but it wasn't automatic.  The first session resulted in very little treasure.

Worse, the other party members were the ones in lesser armor, with more modest weapons but were providing extra coin and supplies.

This would have been OK if the best armored dwarf fighter would have agreed to be the tank.  He had the highest HP, he had the best armor.

And the player refused to be at the front of the party.  He wanted to live.  He was the ranged fighter.  He wanted to be in the back.

This is when the party divide started to happen.

The dwarf player thought "I created my build to survive the dungeon.  I will not take risks."

The rest of the players thought "I spent my gold on supplies that not only helped my character, but will help the party as a whole.  Why won't the character who had the best armor, and the best fighting ability lead?  Why are we being selfless while he is being selfish?"

This only got worse when the wizard was jumped by a giant tick.  He took enough HP damage to knock him into the negatives, without killing him.  The Dwarf's immediate response was to do a healing check, even though he still had all his spells.  The rest of the players were upset: why would the cleric not use his healing spells on a clearly dying character?

They pressured the cleric into healing the wizard.  Now both sides were unhappy.

Move forward in time.  The party is heading back and gets ambushed by brigands.  Dwarf 1 is hit by a critical shot.  Despite being still in the positive HP range, the cleric heals him without a thought.

The other players throw a fit.

It only got worse from there.

It was so easy to see in retrospect.  It stuck out like a sore thumb.  One player hadn't learned how to share with the party - he was thinking like a video game that it was every person for themselves and he was going to spend the most resources on his own characters and the other players were expecting the party to be more cohesive.

And worst, I tried to solve this by punishing the Dwarf and taking away his armor.

Bad choice on my part.  That only bred anger and resentment.  But I didn't know what the hell else to do at that point.

3. Don't let players make pairs of characters.

Again - we have paired characters thinking selfishly.  Bad move on my part.  We're never doing that again.

Friday, March 7, 2014

Episode 1 Part 3

March 4th Recap part 3
The path to the moathouse -> inside the ruins in the great hall
Where frogs and rats and lizards are fought, oh my!


Episode 1 Part 2



March 4th Recap part 2
Meeting with the Shepherd -> Talking with Burne at the tower/meeting with Jaroo the druid

And we finally decide to head to the ruins of the moathouse...



Thursday, March 6, 2014

Episode 1 Part 1

March 4th Recap part 1 - Arrival into town -> Meeting with the Moneychanger.
And lots of pretzel crunching.  They were delicious.


New Campaign: Temple of Elemental Evil...

And thus we started the path of a new campaign, one of the most famous modules ever written.

Three intrepid players, six intrepid characters.  who will live to make it to the end...

...of the Temple of Elemental Evil...


T1 – Village of Hommlett


3/4/2014




Whirly – Gnome Illusionist (Aaron)


Arnold – Human Ranger (Aarom)


Kinna – Human Fighter (Colleen)


Terrabeth – Gnome Thief (Colleen)


Vartuk – Dwarf Fighter (Eric)


Orsiron – Dwarf Cleric (Eric)


 Your bare bones recap:


The party arrives at Hommlett.  Vartuk literally goes from business to business introducing himself and looking for quests while the rest of the party visit with the locals, check the job board and learn about the town.  The best lead towards treasure and adventure seems to be exploring the ‘cursed’ old moathouse a league southeast of town.




The party stables their horses at the inn of the Welcome Wench and sets out on foot to the moathouse arriving in the area around noon.  They are ambushed by some hungry giant rats, and later face down the giant frogs in the pools of stagnant water.


Crossing a rotting drawbridge, they enter the moathouse ruins.  Turning to the right, the party starts exploring, coming across a room with a broken wall housing a giant snake, several rooms full of detritus and bats, and a main hall.  Bootprints were noticed in the courtyard heading towards the steps that led into the main hall.

~*~


Important names:
Elder Tharo – village elder (not met)


Jaroo Ashstaff – leader of the ‘Old Faith’ in the area.  Druid


Burne – Magic-user.  Part of the town council.  Connected to the viscount.  Building the castle at the eastern edge of town.




Others –


Elmo – young, jovial drunkard encountered outside of the inn.  He offered himself as a hireling in exchange for pay


Spugnoir – traveling student of a sage from Verbobonc.  Offered to accompany a party exploring any ruins in exchange for any scrolls found.


Zert – Fight waiting for his caravan to come into town.  Offering a sword for hire in the meantime in exchange for an equal share of any treasure found.


Ostler and Goodwife Gundigoot – keepers of the Inn of the Welcome Wench


Jed – The old man playing cards who jabbered on about the history of the town.


Traders – Rannos and Gremag – offer goods and services.  They also offer connections for swords for hire.


Melubb – moneychanger.  Can make jewelry.




~*~




Treasure found:


1 ornate dagger with a jewel in the hilt.  (Snake lair)