In our latest D&D session, something odd happened at the very end. Here's the setup: the PCs are sneaking into the second floor of a large building through a giant hole in the wall. The room inside is filled with a kobold and his fire beetles and firebat minions and is obviously quite trapped. We kill everything inside while jets of flame shoot out from the walls.
Now to disabling the trap. Our cleric takes a gander at a complex set of controls and tries to figure out how to turn off the flame jets. There is a small skill challenge (4/2) in which only the cleric participates, which boils down to "roll Thievery a bunch of times, sometimes with Dungeoneering interspersed to provide possible +2s". Nothing besides color occurs. Then I stick a frost spear into one of the nozzles to plug it, which boils down to "roll a standard attack and damage". Then our wizard suggests pouring a bottle of acid on the control panel, which the cleric does, and the nozzles are shut off.
After the DM said the trap was disabled, Chris said, "That was really clever," referring to the acid action.
This got me thinking. Was pouring the acid onto the control panel clever? Maybe, but its result, that the nozzles shut off, is not much evidence that it was clever. Perhaps the DM thought it was clever. Perhaps the DM thought it was time to move on. Perhaps Chris was referring to Eric figuring out that the DM wanted to feel satisfied about his decision to disable the trap and move on, and wasn't referring to the supposed act of thinking acid on a control panel should shut off the nozzles. Perhaps Chris was saying that given that the DM determined the acid shut off the nozzles, we should add "Eric's character was clever in figuring out that the acid would shut off the nozzles" to the SIS. Perhaps Chris was just saying random things.
Showing posts with label actual play. Show all posts
Showing posts with label actual play. Show all posts
Friday, October 3, 2008
Wednesday, September 24, 2008
D&D Play
We played a little D&D last night - not much, it was a short night, we started playing at about 8 and ended at about 11, and leveled from 2 to 3 in between - but I felt it went much better than the last few sessions. Play consisted of a skill challenge, some incidental moving around, a fight on a ship, and the sale of said ship.
At the end of last session a bunch of changeling had jumped the PCs on a tall bridge in the middle of the city. The changelings were slaughtered. To start out this session, we had a skill challenge: the guards are here, what now? First we bluffed them, then failed to intimidate them, then talked them down. IMO it was the second-best challenge thus far. We are better at playing them, but I still feel failures should actually do something, even if the challenge isn't failed overall.
Then we had some moving around where we wrapped up a major and personal quest, leveled to 3, and shipped out on a boat to our next quest destination.
Pirate attack! This was a near-ideal fight. There were two boats separated by a few squares of water, with a dozen or so minion hobgoblins and some beefier folks on the pirate ship. The PCs all began on the other ship except for Fen-Gol, our orc ranger played by Jesus Christ the Living God, who we fired over to the pirates on a ballista. In my opinion there were exactly two things wrong with this fight (as run by the DM), and they're both pretty minor. First, the only thing Kaoru the rogue got for winning initiative over the hobgoblins was -18 HP and the chance if she rolled well enough to have the choice of using her action point to make an attack. Luckily that was exactly one turn out of the entire fight, so hardly any impact. Second, we were all over a ship in the middle of the water, we knocked two enemies into the water, and none of them tried to knock us into the water at all.
Loot! Now we gave the slaves some coin to row the ship to our destination, we set them free, and then we sold the ship for lots of gold. In reality it was about the amount necessary to buy the magic items the DM was planning to have the party find but missed before we hit level 3. Also he didn't want the players to know that, for some reason. IMO it would be more fun, not less, if he said "Oh god you're level 3 already and I missed some magic items how can we get you moneyz? Capture a pirate ship? Awesome, sure."
What I liked: the skill challenge, the fight. What I didn't like: the downtime, especially setting up the fight. Perhaps this is a good use for a random prepared puzzle? There is an implicit time limit (until the DM finishes setting up), and the reward is that we shoot the orc over with the ballista (the puzzle is colored as "figuring out how to use the old magic ballista).
At the end of last session a bunch of changeling had jumped the PCs on a tall bridge in the middle of the city. The changelings were slaughtered. To start out this session, we had a skill challenge: the guards are here, what now? First we bluffed them, then failed to intimidate them, then talked them down. IMO it was the second-best challenge thus far. We are better at playing them, but I still feel failures should actually do something, even if the challenge isn't failed overall.
Then we had some moving around where we wrapped up a major and personal quest, leveled to 3, and shipped out on a boat to our next quest destination.
Pirate attack! This was a near-ideal fight. There were two boats separated by a few squares of water, with a dozen or so minion hobgoblins and some beefier folks on the pirate ship. The PCs all began on the other ship except for Fen-Gol, our orc ranger played by Jesus Christ the Living God, who we fired over to the pirates on a ballista. In my opinion there were exactly two things wrong with this fight (as run by the DM), and they're both pretty minor. First, the only thing Kaoru the rogue got for winning initiative over the hobgoblins was -18 HP and the chance if she rolled well enough to have the choice of using her action point to make an attack. Luckily that was exactly one turn out of the entire fight, so hardly any impact. Second, we were all over a ship in the middle of the water, we knocked two enemies into the water, and none of them tried to knock us into the water at all.
Loot! Now we gave the slaves some coin to row the ship to our destination, we set them free, and then we sold the ship for lots of gold. In reality it was about the amount necessary to buy the magic items the DM was planning to have the party find but missed before we hit level 3. Also he didn't want the players to know that, for some reason. IMO it would be more fun, not less, if he said "Oh god you're level 3 already and I missed some magic items how can we get you moneyz? Capture a pirate ship? Awesome, sure."
What I liked: the skill challenge, the fight. What I didn't like: the downtime, especially setting up the fight. Perhaps this is a good use for a random prepared puzzle? There is an implicit time limit (until the DM finishes setting up), and the reward is that we shoot the orc over with the ballista (the puzzle is colored as "figuring out how to use the old magic ballista).
Friday, September 19, 2008
PTA: Aperture Actual Play
Last Thursday's game didn't go so well. What felt like easily 2/3 of the time was spent looking at each other and saying "well do you have an idea for a scene? I can't think of a conflict!" Upon reflection I'm certain we were breaking the rules and fairly certain that's what caused the play breakdown.
Here's how it's supposed to work, as far as I can tell: a player requests a scene which may or may not have a known general agenda ("here Dr. Mere is going to argue with Colonel Hike about a fair trial for the corrupt planetary governor", "all right this is the volcano eruption scene!", etc.) but which has a known starting point, enough for the Producer to frame the scene. Then there is freeform play for a bit until someone calls for a conflict, at which point stakes about how the characters are affected need to be set.
The goal is that the great majority of scenes culminate in a conflict. But this is a symptom of good play, not a cause, and trying to short-circuit the process and think of your awesome conflict before the scene starts, every scene, causes a breakdown in play. Proof: last Thursday.
Here's how it's supposed to work, as far as I can tell: a player requests a scene which may or may not have a known general agenda ("here Dr. Mere is going to argue with Colonel Hike about a fair trial for the corrupt planetary governor", "all right this is the volcano eruption scene!", etc.) but which has a known starting point, enough for the Producer to frame the scene. Then there is freeform play for a bit until someone calls for a conflict, at which point stakes about how the characters are affected need to be set.
The goal is that the great majority of scenes culminate in a conflict. But this is a symptom of good play, not a cause, and trying to short-circuit the process and think of your awesome conflict before the scene starts, every scene, causes a breakdown in play. Proof: last Thursday.
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