Playing D&D 4th Edition at Con4eR 2

And so ends another Con4eR, an online 4th Edition Dungeons and Dragons convention, and what fun it was. Apart from anything else, this was only the second time in recent memory that I’ve actually got to play this marvellous game. My responsibilities as a DM keep me connected to the game, but not some of the nice depths to character generation and play. 

Attendance was quite low this time around, so I will need to think about timing and levels of interest for a possible number of new dates next year. In the background the Con4eR  Discord has increased by about 25 members since announcing the Con4eR 2 dates, and has now reached the heady heights of 60 members. This is more than I expected when setting off, and more people are joining every day. I take from this a continuing and vibrant interest in actually getting to play 4th Edition as the Discord isn’t really there for anything else other than to support getting the actual play online convention up and running. Interesting to see what we get next year.

It was a particular thrill to run a game set in Kallahn, the old fantasy world that I drew in a flurry of hex paper and crayons back when I was probably no more than twenty, nearly forty years ago. It’s a gaming world that has seen life in play through Chivalry & Sorcery 2nd Edition, GURPS 3rd Ed, various iterations of the Basic Role Playing engine, and FUDGE. That’s a list of games that you don’t see mentioned together very often these days and, in fact, you might have to look some of them up. So, to run a game set in Kallahn again, this time using 4th Edition Dungeons and Dragons, felt really good. It was nice to display just a taste of Kallahn, a world that has found new cartographic expression through Wonderdraft, a mapping software tool that has turned my old crayon hex grids into sumptuous, near poster  quality expression.

I run a game set near the Dragonspire Mountains and a rare pass to the north that has been blocked, preventing trade and communication to the fortress city of Menelcar. The player characters were commissioned by the King of Thrail to investigate and clear the pass, so that merchants and messages could run through the mountains once again. I had too much fun running an assassination attempt in an inn, which ate a lot of game with rich roleplaying and a cinematic fight. It’s a scenario I will use again.

I was fortunate to play In a game run by Paul, a very experienced DM, who deftly demonstrated what a metric tonne of online commentary will tell you is impossible with 4e. We played off grid using ‘theatre of the mind’, and played through about six exciting combat challenges, as we tried to save people at the ‘Fall of Fallcrest’. I had a really great time! It turns out that 4th Edition is flexible and capable of operating either on attractive map grids, or in your head, along with just about any other version of D&D; who knew?

This time around I got to play a Barbarian, with a bit of cathartic ‘Rage’ going on, expressed through the customary very cool powers.  I must say I really like the class and will be going back to it. Perhaps the 5th Edition badge of the Barbarian being a simple class for simple folk, could put you off? I found the 4th Edition Barbarian to be a resilient striker able to hold their own in the line against quite formidable foes .

A range of Javan’s destructive powers

One of the things that I learnt this time was that some care needs to be taken in creating characters that make good sense. I think because I use the character builder software, I naturally get all the power options, all the time! It’s easy just to click on cool stuff, without considering how the blend of powers combine to make them effective for your character. The combination of Classes, Feats and Powers can create ‘character routes’ that ideally need to be observed to give you a rounded character that makes sense. My Barbarian had some mistakes as part of the build, which meant that I couldn’t use my Rage Feature. As I worked through, I realised that a lack of this feature meant that I couldn’t use some of the aspects of the other Powers taht I had selected from the Builder sweety shop. This has proved quite instructive, and reinforces the old adage that you often learn by doing, and for me, by playing.

I both ran and played on Role VTT. It does most of what I want and is cementing itself as the VTT for me.

I’m going to set up some more dates for 2022. The convention calendar is actually quite packed, and I’d like to avoid dates where there are wonderful small-scale conventions in the UK. I really love the play experience that 4e gives you. I’m so looking forward to some more online 4e play.

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Ssarosk Infiltrator (TL12)

Thinking about games next year and hoping to be able to get a Cepheus Deluxe game going in a homebrew setting. This morning I had a play with the starship design sequence in the game, which feels like a simplified version of the main Cepheus SRD, reflecting the lighter touch of the Deluxe game. 

The Ssarosk are the main antagonists in my Hinterspace setting. Here is a small military grade starship that pushes their TL12 enevelope. The vessel packs a double heavy torpedo launcher punch as well as some point defence and plasma beam scorchio. Torpedoes are larger military-grade guided weapons. They pack an enormous punch, but are vulnerable to spoofing and point defense, like normal missiles. Against light-armoured civilian starships, the torpedoes inflict ‘Internal’ hit damage and 3D hits at that.

In addition to a core crew, the ship has a squad of Ssarosk shock troops and a ship boat style dropship plus two harrying fighters. 

I’m not altogether sure I have covered all the right bases with the design,  but I like what I have come up with, and would serve as a significant threat across the trailing sub-sectors. My next challeneg is to come up with deck plans and an exterior image, which I think may be beyond me. If it goes into a book I may need to commissin some help.

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Con4eR 2 Prep

 I organise an occasional 4th Editon D&D online convention and our next outing is coming soon. Time for some prep!

Danger In Highfort Pass

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Drawing Mainworlds

 From December I plan to start creating a detailed subsector for Cepheus Deluxe games next year. Every system in the subsector will have some detail. At present I expect that to include the mainworld UWP stats, an Isodecahedron map of the mainworld, with accompanying several hundered words of decriptive text, system orbits detail, and a short adventure tag line. All this will be in two pages, giving 60-70 pages just of world information.

I think I am very close to nailing the map side of the mainworld.

A barren test world.

This uses an online fractal generator to create the image, and then layered on top of a standard Traveller Isodecahedron in Affinity Photo. Once the base image is available, as above, I just need to decide how much I edit it further with world details drawn from the description. If nothing else the map give s anice visual and could find use in a game. 

More planning on the 2 page format to come…

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A Long Form Pause

A synchronicity of play has brought both my long running campaigns to a brief reflective pause. 

Pathfinder 2e is more than 40 sessions in, and we are enjoying Adevnture Path blending, exploring exciting sessions of play whilst delving into the considerable player facing depths offered by the system itself. The game provides a rich hokum of fantasy fun, with a deep array of options built around about 40 pages of actual rules.

We are bringing in some new PCs to give the players an opportunity to try out some new ability trees of thematic play. The established PCs at Level 8 or 9, are sorting out their estate in Isger, whilst new heroes arrive to continue with some elven gate business. “I’m having this atrium knocked through, and a fresco of our victory agaist the ‘Shards of Sin’ immortalised over there, overlooking the estate gardens…”

I’m excited to see what chaarcters they come up with and, when they return from the next lengthy segment, they will be of equivalent level to the established characters, taking us into a troupe play mode for possible adventures beyond. I’m wanting to get the game from 9th up to at least mid teens at some point so that I can stretch out the playability question into the high tiers. I continue to think that the game scales extremely well.

Foundry, with Forge hosting is amazing. The Pathfinder 2e implementation on there is as rich as the game itself. The fact that you can buy a Paizo PDF and get it imported as a series of game assets for Foundry is icing on the cake. Combne this with Pathbuilder2 Android app for character generation (with ALL the options) and that the outputs can also be loaded into Foundry, well it’s everything I could hope for. The VTT system automates just enough to give a great game exerience. 

As it happens, in similar vein, my 4th Edition Dungeons and Dragons game has also reached a pause point at 21 sessions. The heroes have recently completed The Reavers of Harkenwold and have emerged victorious, proclaimed as The Defenders of Harkenwold, with their reputation spreading to all parts of the Vale.

It’s been a fun and exciting game. We have taken a view to continue using Role VTT as it works for us, though not especially using the integrated character sheets. Generally good cameras and sound, and integrated shared dice rolling and some chat.

I’m trying to stay light on my feet with the follow-ups on this one and see how the Discord chat streams  develop (both IC and OoC). Whilst keeping options open I’ve also been prepping some detailed encounters, confident that they will get used in some kind of way.

With Con4eR, my 4e pop-up online convention happening for a second time in a few weeks, I want to take stock and start to plan for the bonanza that is next retirement year! High on my list is a return to Traveller through a setting of my own making, Eventide, and played through the Cepheus Deluxe rules. I’m excited about that, and expect it will take expression in a published sub-sector book, Foundry VTT game and at conventions. 

Taking a step back though, I’m not sure I would have expected to have been running a couple of ‘full on’ D&Ds for more than 60 sessions over the past 18 months. Crazy talk. But here we are. I’ve talked before about the long form play that the structure of D&D encourages. I’m on that train and it’s a great ride with amazing views. At the same time I’m also playing in a 5e Strahd game, so it is gaming central.

It’s good to look back sometimes, and my gaming has been great, even if expressed through a couple of systems that I would never have imagined. And now, onwards!

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Furnace XVI In Person

 Furnace Convention has returned to the Garrison Hotel for a weekend of games, my goodness it was great to be back! We decided to hold the convention fully in the physical as a starter to our return to what we had known before. Our Covid precautions were all in place and, thanks to the national digital infrastructure put in place (hoorah for NHS Digital!), it was super easy for people to confirm their vaccination status, and recent test. We had only a couple of tests required on the day, and that was just through some easy errors.

On discussion with Newt, some online gaming was also made available at the same time, as Furnace Online, and it was so nice to see the reports of the games that took place over the weekend. Although we don’t plan to offer a hybrid style experience over our convention weekends next year, I am a big advocate for pop-up online conventions, and plan to create and attend many, both this and next year.

We are now hopeful that we can move forwards with Revelation and North Star at the Garrison Hotel next year. It was really good to support them, just as they support us. The venue were deighted to see us, with a range of new faces, some different lighting, a new posh menu for their new restaurant, but most everything familar otherwise.

After some setup I got to catch up with Andy Sangar in the bar, it had been too long. A sizeable group circled round a table and we chatted away on games and good thngs with me enjoying the nice hand pull pale ale that the Garrison had put on for us. It felt like we were fully back.

Patriot Games were there to support us, and great to catch up with Jim. Safe to say that Covid and the enforced move to a dfficult part of town centre has made it quite tough for his business. Out of nowhere (Liverpool), Michael of Emmanuel’s Collective also came along with dice and dce bags and t-shirts. Thanks!

Never have the Garrison’s vegetarian sausage! Rarely have I eaten anything more horrible. That was the only false step on a really enjoyable first day. I played in a great game of Agon, The Isle of Nimos, run by Pete Atkinson with a great crew of Greek heroes. My first time out with this version of the game, and a really tightly designed game, with a lot going on just when you need it. Fantastic start to face toface gaming and the buzz of it was great.

A football match, brought in the Wednesday fans, but I hardly saw them as I did the Morrisons meal deal thing as usual and settled into The Dungeon with some convivial chat with Jag on gaming conventions for next year.

In the afternoon I got to run a game of Degenesis for the first time and there is a lot about it I like. I won’t underestimate the amount of time I took during the week getting myself ready for this game. Dipping into the lore, ensuring I was conversant with the new system and getting the supportive bling together. The more I prepared the more I liked the game. It has deep and difficult campaign written all over it. A convention slot for something so deep and crunchy? Well, I accept a little bit daft, but I really wanted to get it to the table and hoped that prep and enthusiasm would carry me through. I appear to gravitate to slightly more crunchy systems, encased in a big complex setting. The game went well and enjoyed very much by 3 out of 5 as an enticing taster, of the players, but I think too overwhelming for the other two players.

My evening was playing in Dom’s Through Sunken Land, a fun Black Hack / OSR hybrid with a Playbook style PC build that created backstory, other protagonists, connections and setting as we played out an investigation in the Great City. This was a  slightly riotous and comedic game that hit lots of high notes. Nice to game shoulder to shoulder with some old friends, new people, and before then faceless but lovely twitterati. The game bounced between infectious jokes, ribald play and driven to a conclusion with verve and gusto. I like the game, but would probably prefer just the Black Hack mechanics, without the OSR D&D spliced on.

A wedding on the Saturday night ensured some noisy partying, which I found delightful to hear. People, enjoying themselves. The young lady in the room next to mine was certainly enjoying whatever she was doing a great deal. I hope they were all safe, in all meanings of the word. 

On the Sunday morning I had some space to just sit in the main room and do some light Cepheus worldbuilding, listening to the burble of games happening all around me. It was marvellous.

The afternoon saw a shake-up due to GM drop outs, so I ended up running TRIPOD in the city of Dramaguhl for six, but the game handled it in its stride. I had a bit too much fun with all the characters and the roleplay, and I keep forgetting how much I like my own game system! A good game to finish, and I made sure that it concluded in good time to allow people to get off to their homes.

I’ve taken today off as an extra treat to come down a little and reflect on the weekend. It was a return to convivial and personable gaming. I thin our precautions were everything we could provide and I hope it proves to have been safe for everyone. Our attendees had a great time over the weekend, with many fine games and much hobby chat. More please!

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Character Premise

 Player characters with a premise are easier to play as distinct and deeper personas, with a story to tell in the game you are playing.

A premise is a prior set of statements from which a plot develops and has meaning. The creation of a premise for each character helps to focus their action in the stories you will tell together in the game you are playing. A premise need only be very short. A three page backstory can simply lose you in the weeds and never get your character’s narrative drivers expressed in actual play. At the end of the day, the play’s the thing. Having these motivations and internal dialogues out and in play, or simmering just beneath the surface, elevates the game you are playing to something more impactful and personal to the characters who are living through it.

Influences

Many roleplaying games have provided frameworks in which to construct premise, so this is nothing new. The simple method below was inspired by a couple of excellent blog posts by Ian O’Rourke of Fandomlife (https://www.fandomlife.net), who in turn took inspiration from Ron Edwards’ influential Sorcerer RPG, How To Write A Damned Good Novel by James L Frey, and Donald Miller’s Marketing book on ‘Building a Story Brand’. An eclectic and insightful concoction.

Here is a simple way to quickly construct a character premise. It can be applied to any roleplaying game, with the option of you adding mechanical game rewards for playing out the premise as befits the particular game you apply it to. Of course, the real reward is some more character story brought out in play.

I wanted to explore a method for the Cepheus Deluxe science fiction roleplaying game, building out ‘Stage 5: Finalize The Character’. As such the text below will briefly reference some game context, but the method is clear and shines through.

Create Your Character Premise

Character Premise is defined through three dimensions:

External: What is the player character’s core goal? What are they trying to achieve?

Internal: Why is this important to the character, what internal uncertainty might this surface?

Philosophical: What question does this premise ask of the character, the setting and the game story? 

Expressing all of them gives you a 3D premise and a more powerful story to tell. Look through the Career and Life Events collected during their career service, and check in with the Refree on the setting backdrop and the overall thrust of where the game is going. A ‘Session Zero’ is a great time to establish character premise collaboratively with your group.

Each character premise is created to be shared around the table. All players will know the characters’ premise and will be able to encourage bringing them out in play. Increasingly, as player characters become entwined in the shared narrative of the game, various levels of premise, most obviously ‘the External’, will be known between the player characters, providing in-character opportunities to bring them to the fore in play.

An Example

Traven Harp is a recently retired Scout, who had been providing vital courier services out in the trailing sectors of Hinterspace, an area that is now under threat from the incursions of the reptilian Ssurask aggressors. Trevan gained Survey Duty (what lost alien secrets did he find?), Exemplary Service (what secret mission did he undertake?), and Cybersurgery (what tech is now housed in his body?) events during his three term career.

Trevan’s premise:

External: Use my skills to aid the polities of Eventide that I call home

Internal: I always give to others, but why do I hide from myself?

Philosophical: Can our worlds be preserved when others have fallen long ago?

At the end of a play session, each player that wishes may highlight an example of how they have played to their character’s premise.  Strong playing to the character premise adds a second XP reward. This could be checked at the end of every session, or at a cadence agreed by the group.

If you are enjoying long form play then all dimensions of Premise can change over time. What new questions challenge and infuse characters as they move through their story experiences, what new fiction bubbles up?

I may return to this post from time to time as thoughts strike me as I apply this and through feedback from others.

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Eventide

 I’m having some innocent fun with Traveller setting building, just as a thought exercise and to squeeze some creative juices. This was precipitated by the acquisition of the new Cepheus Deluxe, a really wonderful version of Traveller. I talk about it here:

Set 1000 years in our future, the game focuses on the Trailing sectors of Hinterspace, largely ignored by the introspective Empire of Stars (EOS) as they are far and away from their stagnated playground and their subservient provinces. Occasionally the Noble Houses will send their Envoys out into the deep, but otherwise these fringes of space can level up on their own.

I’ve started by looking at sector structure on the Orion Arm. This provides a simple overview of astrography and provides a context in which to zoom in. I’m aiming for one sector, and starting within one subsector, which will probably be enough for all play anyway.

Each box is a standard Traveller Sector

The alien threat is a new and active incursion, driving Spinward and into the Hinterspace sectors. EOS has started to take an interest and looking for the ‘outwilders’ to resolve the situation for them, or die trying. Mostly EOS is firming up their borders and resisting any spinward pressure into their hallowed space.

Next we zoom in with enough detail to enable some Travellermap.com possibilities. I’ve picked out the Cyronsure Sector as the place I will do gaming.

Subsector names and those of surrounding sectors

Still zooming in, I get to the subsector level and Eventide itself. I’m using this generator:

https://zhodani.space/stuff/generators/random-subsector-generator/

It generates SEC formatted outputs that can find their way into the Travellermap.com for poster and booklet outputs. A first pass of a random subsector data produces a nice map on the generator site.

A pre-edit Eventide subsector

The next stage is to hand edit the text file that created this map. I can double check the random names and tweak to my satisfaction. Hinterspace has fragmented polities, so I will check the allegience data and create a small number of powers ready for the next stage.

The subsector generator doesn’t output any extended stellar data. This isn’t strictly necessary for mapping, but when I drop down to individual system level I will want to map out in-system details, which will be strongly influenced by the stellar data. This leads to a confession. I can’t find my original Traveller LBBs, and most specifically Book 6 Scouts. This was always my go-to Traveller extended system resource. I’m hoping that they are all in the far recesses of the overladen store cupboard, but wherever they are, they need to be out and available. I don’t own T5(.1), but do have MegaTraveller which, when you plug in the errata document, gives a nice system for generating star types and world orbits.
I’ll need to make a call on which resource I use. Book6 PDF is in my Drivethru basket right now, so I might just grab it electronically anyway. For now I can move on, adding star types to the SEC formatted text files after the fact. I have tested the text and they do port into Travellermap, including appended stellar data, so I am all good to proceed.
In some ways all of the above is just foundational. The real fun starts soon when I get to unpack the UWPs, look for connections and start to get into some gameable details that will get a group of player characters busy!
I’d like to get some base outputs for some gaming. A Sector map is a given, in robust material as a centrepoint to a table. A subsector focus and some forming world data and polity information to enrich game play and get some stories told.
Who are the invading alien species? Why are they now encoroaching on human space? Will Cyronsure, close to the frontline get overrun? Will EOS stop their factional infighting and do something?
I’m looking forward to dropping into the next level of detail and see what stories will emerge. Who knows, I might actually get a convention game or two out of all this effort! 😅
Posted in Cepheus, Games, Mapping, Traveller | Leave a comment

Starships Riding Fire Across The Sky

Starships riding fire across the sky. Heroes and villains exchanging laser fire. Desperate spacers struggling against an alien monstrosity. Vast planetary vistas, flying cities, moonscapes, mad robots, and first encounters. In short: high-action science-fiction adventure that stimulates your sense of wonder. Cepheus Deluxe puts you in the shoes of an adventurer visiting distant stars and encountering the unknown. Whether you are a seasoned player looking for a rules-light game, or a new gamer wanting to experience what science-fiction roleplaying games are all about, Cepheus Deluxe opens your way forward.

The future awaits!

Do you still get that new game tingle? Or even a new expression of a loved game tingle? I have recently tingled. I’m looking for some SF contrast in my GMing as I plan how to wind up some of my Fantasy D20 fun. My focus had been on getting Genesys back to the table with the Twilight Imperium game coming out sometime at the end of this year or probabaly into next. I expect that’ll still happen, and a watch this spaaaace. Now, I have found the recently released Cepheus Deluxe and my head is in a spin.

Traveller is my always. Playing it early in my gaming life, probably ’81, I have played the game ever since. The ultra light base mechanic, the modular family of options, and being able to tinker and build anything, from characters to sectors of space, from critters to starships, has made it a sure fire winner that continues to delight. I have bought and played most versions of the game over the years. Mostly I have gone with the flow, and persevered even through the TNE house system days. I didn’t go T5, but had a passing happiness with T4 despite the errata laden nature of it. It was great to see the Mongoose Publishing version come out. I felt it brought us back to the simplicity of the early game, but with a lot that made it hang together well for a modern audience. Despite myself, I took to Mongoose’s 2e version, and found an even more refined version of the game which seemed to tick some more of my boxes. That was it then.

But no, along comes Cepheus Deluxe (CD), a new iteration of the Open Gaming Licensed version of Traveller, based on the Mongoose 1e version. I must say that if I were to create my own 2d6 version blend I would aspire to create one as very good as CD. There is so much I like about what it has done with the game.

It manages to maintain everything you would expect, whilst simplifying areas of complexity, and creating engaging sub systems for operatic play. It is still very much Traveller with the usual assumptions, the DNA is all there, but I think this comprehensive book delivers an extremely approachable and dynamic Traveller experience:

Some highlights:

  • Simplified skill list that dispenses with specialisations
  • Pick your skills, roll your events
  • PC Talents that give them ‘advantage’ edge in certain signature situations
  • A simple PC advancement system (from Sword of Cepheus)
  • Task Effect is the total number above the Difficulty – easier and more impactful
  • MgT2 quality Autofire rules (always a bugbear of mine)
  • Damage factored seperately on two tracks (Stamina and Lifeblood) rather than off attributes – looks good
  • Boxed options for cinematic play using Hero Points and other edges
  • Rolling for ‘Position’ simplifies and ‘theatre of the minds’ vehicle and starship combat.
  • Chase rules
  • Starship construction takes us back to simple stats and location based damage effects
I have heavy skimmed the book, and got the tingles. I want to run it and check out how it plays. The world creation is almost entirely compatible with Cepheus and so open to use with online sector generators. Starships are built quickly using the familiar volume and component system. Fuel only realy applies to Jump to keep things simple and the elctronic systems are varied enough, without needing to buy software packages for the ship computer. The armour system for constructs has been simplified to a None/Light/Heavy/Massive group of ratings which cross references with weapon grade to determine the damage table used. It sounds cumbersome as decribed, but looks very workable and will get a good range of effects in a straightforward way.
Of course CD also introduces some more to the 2D6 modular library. The toolkit is further enriched. I tingle to run this as a solid base, drawing in other elements as and when and if I feel I want to.

As CD propelled me towards actual play, I took a moment to reflect where I should run a game. Third Imperium and associated Charted Space is a default and a superb one. I have also started to look elsewhere. I’ve picked up the rather good looking Cosmos – Age of Sail from Drivethru. There’s a lot going on for not a lot of financial investment. It’s quite possible that I will end up seeing starships sail through the alternate dimension of the Aether, thanks to their Kessler Engines and Schechtman Crystal capacitors. A new expression of the game in an alternative Traveller universe.

Feeling a bit like an excited pioneer, I have also considered firing up a sector generator and do it properly. Maybe, just maybe. Tingle.
I’ll be able to devote some time to it after Furnace.
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My RPGaDay 2021 Thread

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