Forged in the Dungeon

Engage

I mentioned in my post about my ongoing Spelljammer D&D 5E campaign that I get frustrated by the vast swathes of time demanded by the system, particularly for combat. It’s so involved and requires the application of so many sub-systems, the knowledge of so many specific abilities such as spells and feats that even a small scale fight can take up the guts of an average session. Player patience is tested during the parts they are not involved in and when it does come to their turn it can be difficult for them to know the current state of play because they have, quite understandably, tuned out. So then you have to rehash the last few turns before they take their go.

Some have suggested ways around this, such as removing the roll to hit or limiting the time a player can take on their turn. I understand the impetus to use these workarounds. But one option feels too much like it’s removing a core element of the gameplay and the other is going to end up with some players rushing and resentful and others just giving up on doing anything cool and instead just hitting the thing with their sword every time.
So, what’s the answer? Sorry, good reader, I don’t claim to have one. But here’s what I am going to try:

Blades in the Dark has a mechanic that allows the crew to make a single roll before they get into the action. This is known as the engagement roll and the level of success you achieve with this roll essentially determines how far into a score the action starts. So, in a D&D context, if you roll poorly, you might have to begin the dungeon before you even find the entrance: you’re wandering the wilderness, risking random encounters and suffering exhaustion in the freezing cold while you search, relentlessly for the right damn tree stump that the tunnel is hidden under. But if you roll well? Well, then you come prepared; you knew the weather was going to turn nasty so you dressed for it, you knew it was going to be a long way so you hired some dog sleds, you bought a map from a local trapper and you read a book about the dungeon that told you how to bypass the traps in the entrance hall. In the second case, you start your delve right in the meat of the dungeon, ready to face the fun puzzles and fights and escape with all the coin you can eat as a reward.
Each option sounds like it could be fun to play, to be honest, but option 2 gets the PCs closer to the goal with the least amount of danger, thereby saving time and, moving them towards that tasty dungeon meat I was talking about earlier.

Information is power

Now, another element of this mechanic is that, in Blades in the Dark, to add or remove dice to or from your engagement roll pool, you would take into account many in-world mechanical elements that simply do not apply to my D&D space-galleon game. But there is another mechanic from Blades that I think could work instead. Players could each make a “gather information” roll before the engagement roll. They could use any skill they like for this; arcana, history, religion, stealth, anything that makes sense in the fiction. And they could also use their spells and abilities to improve their chances with their chosen rolls. Success on these rolls could improve their chances of scoring high in the engagement roll.

Normally, in Blades in the Dark, successful information gathering attempts will inform the type of plan the crew comes up with, thereby potentially adding extra dice to the engagement roll pool. In D&D, I am considering my options, advantage or bonuses. Advantage is my preferred way of rewarding players for clever or ingenuous play, but if I offer a +1 or +2 bonus to the engagement roll for each successful gather information roll it means they can stack. I mean, I suppose I could just chuck out the PHB altogether and allow them to have multiple d20s for the engagement roll but, as I mentioned previously, I am not trying to mess with the core rules of the game, just add a little spice to them.

Hot dam

Now, this method could work really well in an instance like I described above where they plan to visit a dungeon and a lot of information and luck could help them to get there quickly and painlessly. But, if all I have planned is a big encounter that doesn’t really involve a lot of build-up or mystery or travel to get to it, I am not sure it helps at all. The problem with D&D combat is still present.

One method I have considered is increasing the damage output of an encounter while decreasing the enemies’ hit points. This would keep the essential rules of the system in play and the sense of danger and high stakes, without the fantastic outlay of time.

So, I am not finished with this idea by any means. If I get a chance, I am going to test out the engagement roll and gather information roll tomorrow night when we return to the Rock of Bral. But I suspect I will need to tweak it and workshop it before it works as well as I want it to.

Does anyone else do this sort of thing? Does anyone have any good ideas for speeding up D&D combat? Should I really try?

Games I Have Played So Far this Year, Part 1

Lists part 2.1

Also not a top ten, not by any means, but I do think this one is useful for me, especially. Even this time last year I could not has envisioned a seven month period where I got to experience so many different games with so many different people. Looking back on it, I don’t think there has ever been a period in my life where I have been involved in so many RPGs.

This got me thinking so I went to dig up some of my old prep books from the 90s (a few notebooks, filled largely with encounter stats.) In these ancient tomes I found prep notes and full scenarios that I wrote for no fewer than three AD&D campaigns (Dark Sun, Ravenloft and Planescape,) a Gamma World campaign, a Beyond the Supernatural campaign, a Robotech campaign, and a home-brewed Aliens game that I think I based largely on the Palladium ruleset. I know I ran a couple of other things too but not much more. I have run more different games in the last 7 months than I did throughout my teenage years! It is a golden age for me and I am loving it!

Anyway, on to the list. In this post I am only doing the games I have GMed/run/refereed. I will do the ones I played in in the next post:

Games I have run this year so far

  • Spire – Kings of Silver – Concluded Campaign. Far more epic in scope than it ever had any right to be. This was largely due to my choice at the start to make use of an optional rule that made the PCs much less likely to accrue fallout. At the time I did not realise exactly how crucial fallout is to pushing he campaign forward. I wouldn’t do that again. This campaign really got me into the products of Rowan Rook and Decard. You will find another couple of games on this list that they made too, in fact. It was a great experience and I know I’ll be going back to Spire sometime soon. I am also definitely going to do a more in-depth look at this one in a post all its own sometime soon.

  • Eat the Reich – short campaign. We started playing this shortly after I received my physical copy from the Kickstarter campaign, just because our regular game night fell through. And what a happy accident! If you too hate nazis and love making up inventive and ultra-violent ways to kill them with vampires, this is the game for you. Also, it is Ennie nominated right now, go vote for it! It is one of the most eye-catching RPG books I own, which is saying quite a lot. It is worth picking it up for that alone.

  • Never Tell Me The Odds – Rebel Scum – one-shot. I planned this one for Star Wars Day this year and really enjoyed it. We actually watched Star Wars: A New Hope before we played it too. This really helped because the premise of the whole one-shot was that the PCs were a rival band of rebels who were actually sent to the Death Star to rescue Leia at the same time as Luke and his pals were blundering about, getting captured and accidentally doing good. Great fun, would recommend this game for one-shots too. It’s all about the stakes and how you play them.

  • Troika! – The Blancmange and Thistle – one-shot. Possibly the most fun I have had in a one-shot all year. Everyone rolled on the random table in this OSR game and played what they got, a Rhino-Man, a Questing Knight and a Befouler of Ponds. Then we played the starter adventure from the Troika! Numinous Edition core book, where they went to their room in a hotel and attended a party. Fucking hilarious at almost every turn. 10/10 would play again, and I definitely will.

Check back for part 2 where I get into the ones I’ve been a player in so far this year.

Dungeons and Dragons 5E, Spelljammer

This campaign is called Scatterjammer. When I started playing RPGs regularly again about eight years ago, I started up a 4th edition D&D game, since it was the most recent edition that I actually owned. When that campaign fizzled out, I switched to 5th edition and have been playing one campaign after another since then. I invented a homebrew world that I called Scatterhome. There are a few things about this place that I really liked and I will probably write a post all about it another time. For now, it’s enough to state that Scatterhome became the home base for the PCs in the Spelljammer campaign I had been planning for quite a long time before the Spelljammer 5E set came out a couple of years ago. That set was missing a lot. A characteristic of a lot of the 5E setting content, I’ve noticed, is that, unless it’s Forgotten Realms, they’re really only meant for a single campaign that probably came with the setting. That is certainly the case with Spelljammer. Boo’s Astral Menagerie is a solid enough Monster Manual supplement but the Astral Adventurer’s guide is too light on detail for my purposes.

The premise of Spelljammer is just fun and silly and I have tried to keep the vibe fun and silly too. I have five players and, due to geographical peculiarities, we play online using Zoom and Roll20. We have a session once every two weeks on Wednesday nights and we’ve been going for over a year now. I always enjoy playing this game with the people I play with. My wonderful and dependable wife has been in every D&D game I have run since 2016 so she’s player one, the rest are a mix of newer and older friends. We have such a laugh with this game that we brush off the cons of running online.

But I have to be honest, the D&D system really slows things down. In one instance we spent three entire sessions on a ship to ship battle. Elements of that battle were immense fun and some of the players’ moves will live in infamy but, for a random wildspace encounter… I just think a different system could have handled it in a less time-consuming manner. Now, I am sure that, had I approached it differently, I could have sped it up as well, but only if I didn’t use the rules of D&D. It is actually something I’m considering for the bigger set pieces in the future. Black Sword Hack has an impressive system for dealing with NPCs fighting NPCs, allowing single die rolls to determine the outcome of their battles each round. It has a tendency to be a bit more deadly, perhaps, but it moves things along more swiftly. Even 4th Edition D&D handled this sort of thing better. You could have waves of enemies in a fight. The sheer number of them would scare the living shit out of the PCs but the majority of them would be Minions. They could still do damage but they only had one hit point apiece, so the party could mow them down with spells and the like.

If I want to actually reach the meat of the story we are trying to tell and that my players have told me they want in their stars and wishes, I am going to have to do something to allow large scale battles to resolve themselves much more quickly, that’s for sure. It’s either that or eliminate ship to ship combat entirely, and that seems like a shame in game where adventuring in wildspace is the whole point!

The party consists of

  • A Gnome Battle-smith Artificer who abandoned a promising career in the navy for the faintest chance of adventure! Likes spiders. What happened to her uncle?
  • A Gnome Illusionist Wizard who has a peculiar plethora of puzzling personalities and disguises to choose from. The main spelljammer. What happened to his brother?
  • A Changeling Mastermind Rogue/Bard with a dark past and a mysterious identity (that’s a bit of a theme.) What happened to his dad?
  • A Plasmoid Open Hand Monk following her ooze-heart to who-know’s-where? Has an Auto-gnome sister. What happened to her mum?
  • A Giff Fighter/Oath of Vengeance Paladin who is the sole survivor from his family’s spelljamming vessel. Total Casanova. What happened to his dad?

I’m sure I’ll write a lot more about this campaign in the future. The players have come up with some fascinating and hilarious characters, who all have just enough back-story to allow me to get creative with how I weave it into the events of the game. Some of them are very keen on pursuing their personal story threads while others are more focused on the narrative I put in place at the start. DMing challenges and opportunities abound!

What I’m playing, July 2024

Lists

The internet loves a list. A top ten, preferably. I don’t have a top ten today. Sorry to disappoint you, dear reader.
Instead, here I have gathered an unranked list of the six RPGs I am currently involved in. I’m running half of these and I’m a player in the other half, so it’s organised that way only.

This list does not represent the full catalogue of games I have been involved with so far this year. That will come in a separate post or series of posts in the near future. I guess this might seem like a lot of ongoing games to some. On the other hand, I’m quite sure it doesn’t seem like all that many to others. I usually fit in the odd one-shot into the schedule too, but other than that, this works well for me, especially as they are all fortnightly, pretty much.

I play two of these games in my house with my wife and friends, I play one with some members of our fledgling local RPG community, Tables and Tales. We play that in another friend’s house. Two more are online with friends and the last is played online with members of the international RPG community, The Open Hearth.

There’s no doubt that the ability to play online has opened a world of possibilities that, up until the start of the pandemic, I had not really even considered. It’s not the same as meeting around a table with snacks and drinks and banter. You can’t have cross-talk on Zoom. The chaos that is allowed to reign over the table in home games at times is to be treasured, in my opinion, and you really can’t recreate that on a video call. But when your mate you want to play with lives hundreds of miles away or when the only people you can get to play the little-known, esoteric story game you want to experience are located all across the world it’s definitely a boon.

Anyway, for now, I’m going to write a post on each of the games I’m running since I have more to write about each of those. I’ll do a single post for the games in which I am a player.