Monthly Archives: January 2016

Forsaken Lands Maps of Mastery review

Maps of Mastery creates poster and cardstock maps scaled for miniature battles. About two-thirds of their maps show space stations and other science-fiction locations. The rest feature natural encounter locations on a 1-inch grid, a perfect stage for fantasy battles in Dungeons & Dragons and similar games.

As proven by my map galleries, I collect printed battle maps, so when Maps of Mastery kickstarted new and reprinted maps in their Forsaken Lands series, they tempted me. I tried to remain sensible. At $12 per poster, the price seemed high compared to Paizo’s plastic-coated flip-mats. The pictures looked nice, but many outfits sell poster battlemaps that consist of geometric shapes flooded with coarse patterns. Many look better than I could do, but still appear homemade. After weighing my choices, I ordered 3 posters rather than all 4. I should have purchased them all.

Maps of Mastery - Forest Glade

Maps of Mastery – Forest Glade

The online pictures fail to capture the color and detail of these maps. These Forsaken Lands maps look stunning.

Forsaken Lands DUNGEON ODYSSEY

Forsaken Lands DUNGEON ODYSSEY

The Forest Glade ranks as the best. At 22×34 inches, it offers a feast for the eyes. I love the rays of sun crossing the glade and the mist rising from the waterfall. For encounters call for a smaller venue, the maps feature distinct areas like glade’s waterfall and faerie circle. On your table, you can frame the area in play. Plus, five of the maps join edge to edge to create a 170-inch-long odyssey. I need a bigger table.

Tomb of Horrors tests patience, but still ranks as Dungeons & Dragons’ best villain

In his notes to the dungeon master, author Gary Gygax promises that the Tomb of Horrors “is a thinking person’s module.” He warns, “If your group is a hack and slay gathering, they will be unhappy.”

tomb-of-horrors-4e-coverTo back his claim, Gary starts the Dungeons & Dragons adventure with a 19-line poem that promises to lead through the dungeon to the tomb of Acererak, the demilich. In a bit of wishful thinking, players tend to hope that Acererak plays fair and that his clue will help them. They hope that Gary gives thoughtful players a sporting chance to evade all the death traps.

The promise of the adventure seems appealing, but do not feel tempted to play Tomb of Horrors. The adventure defies much of what we consider fun now.

Acererak’s poem tests the player’s puzzle solving ability less than promised. Gary’s son Luke Gygax calls the poem as much a trap as a clue. It tempts players deeper, but contains so many ambiguities that some lines remain unclear even to students of the dungeon’s text.

Rather than testing puzzle-solving skill, the tomb tests other skills: painstaking caution and a psychopathic disdain for hirelings’ lives. It works as resource management challenge, where the resources are henchmen and divination spells.

tomb-of-horrors-1e-coverGary did not design a tomb that let a clever group destroy the villain and survive intact. He devised the tomb so an ingenious group could win a battle of attrition and escape richer.

When Gary first introduced the tomb to his own group of players, they relied on masses of disposable hirelings to shield their player characters. “Rob Kuntz, in his game persona as a 13th-level (evil) lord [Robilar] went through the entire tomb in four hours actual time. He took 14 orcs and a couple of the low-level flunkies with him. He lost all the party, but his character personally looted the lich’s tomb and escaped with the goodies.

In those days, adventuring parties included many more characters than now. When Gary used the Tomb for a D&D tournament in 1975, each party of 15 played with the same characters, ranging from a level 12 magic user to a level 4 fighter.

tomb-of-horrors-2e-coverOne of the tournament’s players, Mark Swanson, wrote a first-hand account of the event for the September 1975 issue of the Alarums & Excursions fanzine. Mark’s war of attrition began when two of his party’s fighters died before they even found the true entrance. Thanks for playing.

Divination spells represented another resource to manage. Many of the traps in the tomb seem capricious. The poem invites players to seek “night’s good color,” probably black. So how could players know that jumping into the black maw of the green devil face leads to annihilation, while stepping through nearby arch teleports them deeper into the dungeon? These challenges tested players ability to use spells wisely. For instance, after one henchman gets sucked into the maw of the green devil face, a wizard might cast Locate Object to determine if his employee’s red shirt remains near. Players in that 1975 tournament could gain help from spells like Find the Path, Locate Object, Divination, Find Traps, Clairvoyance, and Commune. By the time the adventure reached print, many more spells offered aid.

Even with unlimited spells and henchmen, the tomb demands a lot of painstaking investigation to see the end. Locating Acererak demands finding 15 hidden and concealed doors. Those secret passages make as much of a barrier to claiming the gold as the traps. Mid-way through, the tomb tries to fool players into thinking they reached the end. (Today, trying to trick players into dropping out of the story seems unthinkable.)

When Gary wrote Tomb of Horrors, nobody thought of D&D as a way to make stories. Players aimed to beat the dungeon and they kept score in gold. The tomb defies our newfangled expectations of story.

The adventure makes destroying the arch-villain Acererak nearly impossible. (See “Player skill without player frustration.”) When Ernie Gygax’s PC Tenser reached Acererak, he scooped all the treasure he could bag and he ran. That qualified as good play.

Mark Swanson lamented the effort his party wasted preparing spells for wandering monsters that never appear. Unlike most dungeon crawls, Tomb of Horrors lacks wandering monsters. Potentially, Players can use their unlimited time to counter the tomb’s traps with painstaking caution. This winning strategy accounts for the Tomb’s reputation for slowing to a punishing slog. While some players may enjoy excavating the Tomb like archaeologists, for most players, such caution amounts to pure tedium.

Gary never battled slow play. Players in his home group honored a social contract to keep the brisk pace that let Rob Kuntz finish in 4 hours. Later, players explored under the real-time pressure of a D&D tournament.

In Mark Swanson’s account, he draws a sharp contrast between the emerging play style evolving in the pages of Alarums & Excursions and the play style shown in the Gygax’s tournament. “Play a Gygax game if you like pits, secret doors, and Dungeon Roulette. Play a game such as in A&E if you prefer monsters, talking/arguing/fighting with chance-met characters, and a more exciting game.

tomb-of-horrors-book-coverEven though I consider Tomb of Horrors unplayable by today’s standards, I still love it. I am not alone. The tomb’s popularity led to official third- and fourth-edition updates, the boxed sequel Return to the Tomb of Horrors, and a hardcover sequel that shares the original’s name. The tomb appears in my DMDavid banner.

While I don’t want to play the tomb, I love the dungeon. I love the atmosphere. I love the inspiration it provided. Gary admits to “chuckling evilly” as he developed the tomb. His wicked fancy suffuses the dungeon. The best part of the adventure might be the keyed illustrations that revealed its locations.

The illustrations transported me into the tomb and tantalized me with potential clues to its the mysteries. I think writers sometimes avoid locations that demand long and unwieldy explanations, so we encounter too many conventional 10’x10’ rooms with a pile of debris in the corner. With the tomb, Gary and his artists loosed their imaginations, and the place came to life. See “Picturing the dungeon – keyed illustrations.”

Long before I ever read the adventure, I knew the tomb by its reputation and by those illustrations.

Tomb of Horrors features the best villain in Dungeons & Dragons. The villain isn’t Acererak’s jeweled skull. The villain is the tomb.

The great green devil face from Tomb of Horrors

The great green devil face from Tomb of Horrors

This villain issues a challenge that reaches the real world. Even in the late 70s, a legend for killing characters surrounded the tomb. Among my circle of players, no one dared risk a character to it.

The tomb greets intruders as the skull face on the hilltop, then appears in the guise of the great green devil face. The tomb flaunts a menace and cunning that matches any other villain in the game. When the tomb offers help, it taunts and teases. “Acererak congratulates you on your powers of observation. So make of this [poem] whatever you wish, for you will be mine in the end no matter what.” The poem is more trap than clue; this villain deceives. The soul-stealing skull is only the end of the players’ battle.

Gary called the game Dungeons & Dragons, and the game’s greatest villain is a dungeon.

You roll for random encounters wrong (and so do I)

Original Dungeons & Dragons made rolling for wandering monsters more a core part of play than rolling a d20 to hit—d20 rolls were in the optional combat system that everyone used. Over the years, as D&D evolved, random encounters fell from favor until they neared extinction. In second edition, DMs emphasized story and saw random events as an unwelcome distraction. By fourth edition, battles consumed so much time that one random encounter could devour a session.

Random monster

Random monster

The designers of fifth edition recognized the value or random encounters: The threat of wandering monsters gives players a reason to hurry and to avoid the 5-minute adventuring day. Random encounters make distance and travel meaningful. See “Three unexpected ways wandering monsters improve D&D play.”

Traditionally, dungeon masters roll for random encounters during a session, behind the screen.

With players accustomed to this secretive approach, a DM can ignore die rolls and script every wandering monster in advance. Their players will never know.

I have a confession. Sometimes I roll random encounters before a game session so I can grab the monster miniatures that I need. By rolling in advance, am I diminishing the game? What if I just skip the rolls entirely and choose “random” encounters that suit me?

I my last post, I considered the advantages of using random rolls to shape your game. One benefit is that die rolls separate the players’ success or failure from the game master’s fiat. This benefit only comes if you make die rolls in the open and if players have a sense of what the rolls mean.

Few rolls swing the course of the game more than those for random encounters, so making these rolls in plain sight makes sense. But unless the players know what a roll means, the DM may as well pretend to read tea leaves. The chance of an encounter qualifies as secret information for the DM, so rolling for random encounters conflicts with the benefit of open rolls.

Nonetheless, a DM can reveal enough to make open encounter rolls meaningful without spoiling secrets.

Player characters exploring a dungeon or wilderness probably have a sense of what inhabitants they could encounter. Underground, investigators notice either dust and cobwebs or signs of traffic. In the light, rangers and druids know an idyllic path from monster infested wilds. Some PCs bring backgrounds or skills that give more insights. PCs may know a place by reputation. As a DM, you can rely on all these factors—and possibly on some checks—to gauge what to reveal about potential random encounters.

In the past, I would relay such information purely in terms of the game world. “As you travel the Stranglewood, you see signs that confirm its reputation for monstrous predators.” Now, I might add some game mechanics to the flavor. “For each day of travel, you could encounter wandering monsters twice. I will roll on a D20. Higher rolls lead to encounters.” These details help players decide strategy, and players enjoy strategy over guesswork. Plus, players endangered by wandering monsters will  act with urgency.

Some dungeon masters worry that revealing the mechanics of these rolls spoil too many secrets, or that it foils the players’ sense of immersion. I used to agree, but a Living Forgotten Realms adventure changed my opinion. In Agony of Almraiven, players face the challenge of freeing a brass dragon from a net as Thri-kreen harass the beast. The encounter combines a skill challenge with a combat encounter. Before I played this encounter, I disliked it. I hated the mechanical artifice of skill challenges, and this one came with a handout that let players check off their successes. Still, I dutifully handed out the sheet and let the players tackle the skill challenge as a game within a game.

Players loved it.

I ran Agony of Almraiven six times, and every time the players relished this challenge. The experience did little to improve my opinion of skill challenges, but it reversed my opinion of occasionally letting players glimpse the nuts and bolts of an adventure. Players enjoy immersion, but they also enjoy playing the game as a game. For example, players can immerse themselves in combat encounters even though they know all the rules behind them.

The original D&D game exposed the mechanics of wandering monsters without making play less compelling.

For random encounters to benefit your game, players need a sense of the threat of wandering monsters. Don’t show your encounter tables, but do explain that an hour delay leads to another roll, and that if you roll a 20, they will probably meet something nasty. Then roll in the open.

Have I dropped my practice of pre-planning random encounters? Not entirely. I strive for some transparency, rolling in view to see if an encounter occurs. As for the specifics, I might roll and prepare a few options in advance. During the session, I let the dice choose among those I prepared.

Note: The random encounters in an upcoming Adventurers League Expedition inspired this post and the last one. Will this adventure benefit from its randomness? I don’t know. In a convention setting, time and pace pose the biggest challenge, and random encounters make pacing harder. On the other hand, I always learn something when I run something new, and I’ll be running the final version of that Expedition a few times at the Winter Fantasy convention. As always, I hope to see some friends of the blog at my table.

3 benefits of letting die rolls shape your game world’s reality

The other day, I read a playtest version of a Dungeons & Dragons Adventurers League Excursion. Instead of the usual linear series of encounters, this adventure introduced an unprecedented element of chance. From the start, random encounters lead players onto different courses. The final showdown can occur in a randomly-determined location. Much of the combat comes from random confrontations with 1d4 of this or 1d6+1 of that.

dice_oldThis unusual element of chance led me to consider the benefits of giving the dice control over much of a role-playing game characters’ fate.

Random chance increases replay value. From the seeded worlds in Minecraft to the random dungeons in Diablo, replay value concerns video games more than tabletop games. In D&D, only the most devoted organized-play participants replay adventures. For those folks, letting the dice shape the game yields variety from a single adventure.

Random chance creates surprises for the game master. The dice can add unexpected ingredients to the game master’s plan for a session. This can add to the fun. Plus, adding the unexpected—or just working to make sense of it—leads GMs to inspiration. For example, during a session where my players traveled by boat, the random combination of a waterfall and drowned ghouls forged a memorable encounter.

Nonetheless, when I serve as game master, my players’ choices create enough surprises for me. If your players never surprise you, then you probably haven’t given them enough freedom.

In role-playing games, much of the players’ fun comes from weighing choices. Before you let a die roll plot an adventure, ask whether the players’ decisions could provide the same spin. For example, rather than having the players randomly meet a faction in the dungeon, let them uncover enough clues to choose which faction to pursue. Or on a small scale, if a charging demon faces many ripe targets, ask if anyone wants to taunt the creature. Arrange choices so that even you cannot imagine which the players will select. Practice by splitting slices of cake to share, and then giving your kid brother first pick.

Random chance separates the players’ success or failure from the game master’s fiat. In a role-playing game, no one wants the GM to control the characters’ fate. When player characters succeed, the players want credit for the victory; when PCs fail, the game master wants the dice to take the blame. To assure my players that I don’t meddle with their characters’ fortunes, I roll dice in plain sight. A good GM acts as a facilitator and impartial referee, not as a Fate who controls destiny.

As a game master, do you ever roll a die to check which player character a monster will target? Years ago, as I plotted my monster’s tactics, I left the players to figure out the creatures’ motivations. If I rolled a die to choose a target, I did it secretly.

My secret approach led players to complain that I singled out their characters for attack. Apparently, all the players felt singled out, and they were especially singled out when they rushed into a crowd of monsters. (I never single out players. Unless they boast that they never take damage. Then maybe a little.) So I switched my approach. Now I help players understand why they get targeted. Sometimes the clues come in character. The monsters say, “You hurt Grog, so now you die,” or “Slay that accursed priest first, so he cannot heal the others.” This peek into the monsters’ choices gradually improved the players’ tactics.

When monsters lacked an obvious target, I started rolling in plain sight to decide. The die roll may cost a bit of immersion, but players cannot accuse the die of playing favorites.

To impartially settle questions about the game world, many GMs use die rolls. For instance, when the player of a drow asked whether burning wreckage on the battlefield made enough smoke to shroud his PC from the sun. I rolled. “On a 1 to 3, then yes.”

Random rolls reduce the GM’s power to control the game. In a sense, these rolls unite game master and players in a shared enterprise. Everyone watches the roll of the dice together and shares the surprise when the result shows where fate will take them.

Next: Random encounters