bryant: (Maggie)

Most of my hobby time in 2010 went to playing Living Forgotten Realms. I had a really good time doing it, for the most part. As I recall I’d been playing since early 2009; I know I started playing in Boston and it turned into our main gaming outlet once we moved down to the Baltimore area.

In 2010, I decided to try and play 50 LFR games over the course of the year, and further decided to blog them all in one of those occasional fits of organization I have. This was a wildly unambitious goal, as it turned out. I wound up playing or GMing 120 games. I’m pretty sure I pushed through one or two of those in December so that I could hit a round number.

I never did hit epic tier with Reed. I can’t imagine how I would dig up enough players to do that even informally now; kind of a pity. Man, he was a great character, though. I used to start out adventures by hiring a bunch of townsfolk to cheer him and Faral on their way out of town.

Anyhow! For some reason I did all that blogging on a Tumblr, and it occurred to me today that some day that’ll go away, so I spent an hour or so importing them back to WordPress and fixing up the tags. A few of the links will be broken unless I get around to fixing them eventually, but the whole insane year is now captured under the lfr2010 tag. Call it a very very small slice of gaming history.

Boy, either my cell phone camera was really terrible or Tumblr killed the resolution on my photos. Sorry about that.

[Crossposted from Population: One; go here for the original post.]

About 2011

Feb. 20th, 2011 02:44 am
bryant: (Default)

So what now?

Not as much LFR. I feel less cranky about the campaign than I did when Susan and I talked it over before Christmas, which is when we made the initial decision to cut back. On the other hand, I’d bet that part of my good cheer is that decision itself, so revisiting it doesn’t seem either wise or necessary. I’m glad to be stepping back in a good mood rather than a pissy one.

2010 was a very poor year for the campaign. I enjoyed it a lot personally, but that doesn’t negate the fact that the rate of new content dropped alarmingly. Even worse, there were almost no new mods for private play. Private play was a very important part of the success of the campaign, and cutting off legal private play hurt badly. As a nasty side effect, this encouraged people to blow off the restrictions on private play and start breaking the rules. With no real enforcement available (or perhaps even desirable), this meant all the rules started to seem less important.

This combined poorly with a serious communication issue. I appreciate everything the globals do; I also think they, as a whole, are not skilled community managers. Which hey – I’m not either. But it is absolutely awful when one of your global admins is bitching about how poorly the players treat him. Here, read the MMO take on it. All of that is relevant except the volunteer note, since some of our admins are pure volunteers – but let us not grow confused about what it means that WotC isn’t spending money on the campaign.

One of the other more cheery things in the last month is, however, improved communication, which is nice. While not all deadlines are getting met, they’re getting better about communicating the issues at hand. Probably not coincidentally, the campaign has control over new module distribution. My uneducated hypothesis is that the admins had, for most of 2010, very little control over the mechanical process of releasing content and that this generated a lot of frustration. If this is accurate, the new livingforgottenrealms.com is helping a lot.

Organization has also been better. DDXP came off very well this year, although eyeballed attendance was down. Nonetheless, the BI was done before the show, people got modules in time to prepare, and the story was interesting and most forum reports were good. I was mentally prepared for a disappointing, semi-chaotic DDXP, and it wound up being quite the opposite.

This leaves me looking at 2011 and thinking that I can take my LFR when I feel like it and leave it alone otherwise. Our primary characters, Reed and Faral, hit level 19 at DDXP. We still don’t plan on playing the epic any time soon (more on this later), which means they have four or so adventures left before they leave paragon play behind. We’d like to make three of those the upcoming Waterdeep adventures, and one is probably the end of the Tyranny arc. That is pretty much OK. I have a level 16 character who could do P2 and P3 content, but Susan doesn’t, which means paragon play won’t be a big feature of our gaming time.

We do have plenty of heroic level play in us. Whether or not we do a lot of it in practice – well, we’ll have to see if we ever get down to the Monday night Columbia game.

I also intend to run semi-regularly, because I like it. I am still looking for the sweet spot between creating a challenge and overpowering players. 

[Crossposted from Population: One; go here for the original post.]

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There are some experience point spoilers in what follows; pray be careful, if this might offend.

Reed and Faral would like to play the three upcoming Year 3 Waterdeep modules and SPEC 2-2 P3 before hitting epic. Reed is slightly ahead of Faral on experience; he has 137,495 experience and it takes 175,000 to hit level 21. This gives him 37,505 experience points to play with.

SPEC 2-2 P3 will chew up 11,200 of those, leaving him and Faral with 26,305 experience points to epic. High tier experience for P3 modules is 8,840. Three of those would be 26,520 experience, which would just push them over. But Faral’s a bit lower. Note made: try to play at least one of the Waterdeep modules or SPEC 2-2 on a lower tier, to open up room for another adventure in there somewhere. Sadly it can’t be a double-length one unless it’s the last one they play.

Bah, math fun is not. This is not why I play, and it’s bugging me that I have to care about all this crap just so Reed can get some play in the locale I really want to play in.

[Crossposted from Population: One; go here for the original post.]

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LFR Mods

I played everything new for LFR at DDXP except the epic. Brief, non-spoilery thoughts:

The BI had a slightly less interesting story, but I thought it was better structurally. They had one special mission per encounter slot, which only one table could take; when more than one table wanted a given mission, they let the rest of the BI decide who should get it based on a brief speech. The special missions were level-band limited. Also, at the end of the the BI, the Coronal of Myth Drannor awarded unique items to randomly selected players. One of my friends got a special banner, and one got a pumped up version of the Bowstring of Accuracy that allows him to use any bow as a divine or arcane implement. You can give these items away to other players, but you can’t ever get them back.

The BI was fairly tough but not ridiculous. I think they amped it up a bit for the second day, combining two encounters into one. As per expectations, charging into battle was not always the right move. Both days failed one particular encounter, heh.

There were only two specials. While they took place in Myth Drannor and were tightly linked to each other, I didn’t feel like they were super-closely linked to the BI. The paragon one has a ton of replay value and if you do it at APL 18 or 20, you can face off with a pretty big name villain. I played the heroic once and the paragon twice and had a ton of fun both times.

The Elturgard modules were both fun. I was pleased to see that they used the  flowchart I sent in after playtesting ELTU 3-1, so if that ever turns out to be useful for you, you’re welcome. I’m getting pretty optimistic about the new story region system.

In general, quite a few adventures had story awards that allow you to buy specific uncommon consumables and so forth; they also seemed to have a lot of bundles of the style “Any uncommon neck slot item of level + X.” So that’s some of how they’re handling the new rarity system.

Oh, and everyone seemed pleased with the epic.

Rumors

New BI at Origins? Maybe!

Heroes of Shadow

I played the HoS preview game, Kalarel’s Revenge; my character was a blackguard, which is a striker paladin build. No mark, lots of ways to burn your own life for extra damage, plus an encounter power that inflicts damage even on a miss and adds ongoing on a hit. Essentials-style character, no attack dailies. Str/Cha. Fun flavor, I liked him. The other characters were some sort of dark cleric, a necromancer with both necromantic and nethermantic powers, an assassin, and something I’m forgetting maybe. I’m sure someone will post the character sheets somewhere.

Also I loved seeing some of the post-Keep on the Shadowfell activity in Nentir Vale. From a roleplay perspective this was great; this module should be made available for download somewhere.

Seminars

I didn’t go to any because I was gaming and someone always liveblogs.

Fortune Cards

I played with some at the Heroes of Shadow game. They were not super-unbalancing with a random selection. However, the rare ones seem to generally give you a floating reroll card when a specific condition is met – stacking a deck with ten of those could be ridiculous and unbalancing. I’m still waiting to see the full card list before I make up my mind either way.

[Crossposted from Population: One; go here for the original post.]

About 2010

Jan. 12th, 2011 07:10 pm
bryant: (Default)

So there you go. 120 games in 365 days, which maths out to a game every three and a half days. That seems about right. Something like 28 of them were at cons, not counting the game days we ran at our place, which still leaves me at a pace of one game every four days. This may not have been entirely wise, since I’m a bit burned out, but it was fun. I regret very few of those sessions.

I’m not industrious enough to figure out the online vs. face to face count or anything. Half and half, probably. I never really warmed to online play as a main venue for me; more often it was an easy way to get a character into a new band. I liked the people but I didn’t like the medium most of the time.

Susan and I went to DDXP, RegulatorCon, Dexcon, Gencon, and GASPCon. I also went to a local one-day minicon at Games & Stuff. In January, I’d already moved my store game day to Legends; in the summer I gave up on Legends out of frustration with communication problems and (to be honest) a lack of desire on my part to take responsibility for difficult players. I can be tolerant, but I don’t necessarily want to have to be tolerant.

We played at Games & Stuff fairly often. I never got down to the Columbia game day, which is a shame.

The best thing about LFR in 2010 for me was gaming a lot with Susan. Other best things, in order: the Embers of Dawn mini-campaign, the Elturgard Battle Interactive and resulting plot lines, the White Petal Demise major quest,  experiencing paragon play. And of course the people involved in all of these.

[Crossposted from Population: One; go here for the original post.]

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Susan and I went down to Games & Stuff the day after Christmas to play Ripples in the Stream of Souls with Faral and Reed. Jimmy ran; Mark B., Jason B., Amanda, and Terrence were our fellow players.

I liked the moral choices in this module a lot. There was a lot to mull over, there was stuff to investigate without the risk of getting stuck without enough clues, and so on. For the last adventure of the year, I’d say this was pretty good. It was also pleasantly apt that we’d meet a fun new local player in the last game of the year, since that’s always been a big part of the LFR experience for me.

[Crossposted from Population: One; go here for the original post.]

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I ran this down at Games & Stuff for Alan, Hudson, Mark B., Jason B., and Evil Tony. Like most Akanul region mods, it’s a straightforward linear mission. The story is a bit weak for paragon tier PCs, but the opposition is fun and it’s a very tunable module. You can make it deadly dangerous or you can dial down the difficulty as appropriate. It’s also got some interesting monsters.

The entire module takes place on a single map, which happens to be the WotC DM Reward ship tiles. The Fat Dragon Medieval Cog model is just about the same size as that map, so I built the ship, which I am very pleased with. The players liked it too.

Also fun: I came within inches of forcing Alan’s pacifist cleric to give up his peaceful ways. He has this personal vow; if he ever does damage to any creature at all, he’ll give up the pacifist path. This is obviously much more restrictive than the feat requires, but that’s cool. I didn’t know any of this, but I sort of dominated him and forced him to make a charge attack against one of his allies. Barely any chance he’d hit… but he rolled a 20.

Fortunately his 4 points of damage weren’t enough to get through the ally’s damage resistance. But it was close. Neat stuff.

[Crossposted from Population: One; go here for the original post.]

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The second game we played on 12/18 was A Stab in the Dark, which was one of the few H3 modules nobody had ever played. I dragged Alesk out of the folder, since Amanda was GMing and Susan didn’t want to play two games. Jimmy and the Bradleys were the other three players, of course.

This is pretty much your usual Dragon Coast Westgate module. (Previous versions of this post may have been confused, ahem.) I liked the terrain even though it was not at all rewarding to melee – but playing Alesk as a polearm battle cleric was tons of fun anyhow. Plus I’m a sucker for Westgate.

[Crossposted from Population: One; go here for the original post.]

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We played a couple of games at the house on 12/18. The first one, which Susan ran, was Tyranny’s Bitter Frost: a bunch of the local peeps who’d played Tyranny’s Bleak Depth’s at Gencon wanted to play the sequel. I happened to have Collin sitting comfortably at the beginning of P2, so that worked out well. (This made his fourth SPEC module in a row, and he’ll be playing the BI later in January. No mundane mods for him.)

The other players were Amanda, Jimmy, Mark B., and Jason B. The usual suspects. It was a super-balanced party and the module went very smoothly despite a couple of nervewracking points. I never enjoy repeats quite as much, but it was fun seeing if Collin could stand up to the task. He could.

[Crossposted from Population: One; go here for the original post.]

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Year’s just about done! I will do a retrospective post at some point in January, although I will not bother with stats. I will also finish up the last four or so games I played and ran in December. I might do a post for DDXP if I feel moved. I will not be cataloging all my 2011 LFR games, because I don’t think I’ll be playing as much LFR in the new year. More on that in the retrospective, or possibly in its own post, depending on how I feel.

[Crossposted from Population: One; go here for the original post.]

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We finished up the day with Silver Lining. Mark B. ran; Colin, Pamela B., Matt B., Stacey, and Marc were the other players. I played Veil, my cranky deva avenger of Vergadain. You try getting hijacked by some dwarven god of merchants and thieves on your way to serve the elven pantheon and see how you feel.

By this time we were pretty punch-drunk. Matt’s barbarian pummeled everything. I cannot for the life of me remember who healed… it must have been Marc, cause Stacey was playing a Magic Missile-happy wizard and Pamela was playing a psion. This was absolutely fun and reminded me what it is I like about H1 play. As did How To Hunt A Demon, for that matter.

[Crossposted from Population: One; go here for the original post.]

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Colin ran How To Hunt A Demon for our second game of the charity gameathon. I played Cine; the other players were Pamela and Matt B. (who run a Columbia game day that we wanna go to sometime), Stacey, Marc, and Mark B. This time we played low and Colin complained about it the whole time until he accidentally killed Mark’s warlord. I told you so, Colin!

I think possibly part of my earlier crankiness about Cine was because Spellgard was getting a bit claustrophobic, because this time he was pretty fun. Moving people around the battlefield continues to rock.

[Crossposted from Population: One; go here for the original post.]

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Games & Stuff does a charity gameathon every year after Thanksgiving, so this year instead of waiting in line for Black Friday sales I went down to Glen Burnie to play a bunch of LFR. We set up three adventures for the day; I ran Shadows of the Knights to kick things off. My players were Colin, Mark B., Mike McK, Stacey, and Marc.

Playing high was probably a mistake – any second year adventure, you should take the high/low distinction seriously. I wound up underplaying the final fight a bit to avoid demolishing the PCs, which normally I wouldn’t do but who needs a bad start to a charity event? I like the mod a lot, though. Plenty of room for roleplaying.

[Crossposted from Population: One; go here for the original post.]

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Part 2 of operation ParaCollin was Lost Souls, run by the always chipper Matt J. The other players were Eltherian, Kazordan, Eladar, Mike 38115, and gadunge. I’m a bit behind, but I played this on… Thursday, August 26th.

This is definitely a tough module, made tougher because Matt’s a very good tactician. Also an excellent GM, and yeah, those two things are sometimes different. We had a striker-heavy group with only a hybrid leader, but given Collin’s self-healing and our general ability to crank out damage, it all went well. Despite Matt cheating horrendously in the middle fight (I kid because I love)! And now Collin has a little blue tear tattoo next to his eye, which doesn’t make him at all happy. Probably better get used to divine attention as he hits paragon.

[Crossposted from Population: One; go here for the original post.]

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Mark B’s My Realms begins.

[Crossposted from Population: One; go here for the original post.]

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We finished up the day with The Worst of All Snares, run by Susan, which left Amanda, Jimmy, Mark, Hudson and me to play. The location was convenient – coming off a successful struggle against undead horrors, we just had to move over a few neighborhoods and fight a street gang or two. There was also a nice thematic link to some previous villains, which was a pleasing coincidence.

As an earlier module, this sucker was definitely less challenging than Twilight Ambitions. This is good, since we were all pooped. We had a hard enough time dealing with the fact that one of WotC’s bear miniatures has a distressingly suggestive tuft between his legs. Tonight we are all fourteen years old!

Great street flavor, though, and a totally awesome capper to a long day. We finished up right around midnight, cause we started a bit late and because Twilight Ambitions ran quite long. 

[Crossposted from Population: One; go here for the original post.]

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Our second game of the day was Twilight Ambitions, which only just came out. We had a couple of people who were eager to play it for the sake of a major quest, so the timing was good. Hudson DMed; Susan, Amanda, Jimmy, Mark and I played.

I found it an interesting module, not entirely in a good way, although I think I enjoyed it a bit more than the others. The first fight was quite cool, and the skill challenge was reasonably entertaining. The second fight was OK – really mostly filler. The third fight was a serious bear of a battle that kind of turned into a grind.

The big boss has a lot of defensive powers, plus regeneration, plus she can use second wind. The tactics for the module explicitly call out the second wind and encourage the DM to use it. This is bad. Second wind, for monsters, is something you can use to prolong the fight if the PCs are trampling all over the monster and you want to get some tension back. In most fights, where the PCs are moving towards a win at a reasonable pace, it’s just a way to extend the fight. Layer it on top of regeneration and an ability that’ll negate a couple of attacks, and ew.

I enjoyed the fight because we had to work our butts off to win it. When Collin breaks someone out of dominate three times because I took Heal and remember the rule about granting saves, that’s satisfying. Good use of terrain from all players, likewise satisfying. But I definitely would have enjoyed it more with a somewhat better constructed monster.

All kudos to all the players and Hudson for making it pretty darned tolerable.

[Crossposted from Population: One; go here for the original post.]

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We had another game day at our house on Memorial Day weekend; tons of fun. It gave me and Susan a chance to play with Amanda and Jimmy, which was also cool. 

The first game was Incident at the Gorge of Gauros, with Amanda running. Mark and Hudson joined Jimmy, Susan and me as players. Susan and I had played this one before with Reed and Faral, who did the entire Szass Tam questline, but I never mind a bit of repeat. Also this puts Collin on the road to finishing that quest himself, which is cool.

It was fun. At level 7, Collin was a bit low to play it on high, but his accuracy is good enough so that it wasn’t awful. Also, Come and Get It is cheatyhax of the highest order. Mark played his fighter, which meant we could hold down two knots of opponents at once. Good times.

[Crossposted from Population: One; go here for the original post.]

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A lot of the reviews give this one a high tactical challenge rating, for some reason. I’ve played it twice and it hasn’t been too tricky either time. The campaign file people use for this one online has modified maps, so maybe that’s the issue? Anyway, this was another highly efficient module for us and Collin is now level 4. Not that we ran it at speed or anything. I hear stories of people clearing this one out in an hour.

Neofax DMed; my fellow players were Zeitgeist (and his son), Logopolis, Ryven, and Elden from Germany. Good crowd, pretty much.

Hey, that’s February done with. Recap post to come.

[Crossposted from Population: One; go here for the original post.]

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This was sort of a last minute addition when Mark got Jason to come up and play, which meant we’d have five people for the full day, which meant we could have another game, but I didn’t want to ask anyone to run at the last minute, so I said I’d run. And Mark asked for Head Above Water. Which is awesome, because Head Above Water rocks.

I told everyone we were switching from the Hong Kong action movie genre over to gothic horror. I was so right. Head Over Water takes place in the Vast Swamp of Cormyr, and a lot of the plot occurs in this almost deserted mansion. I went full out and described the place as a Southern plantation, decrepit and decaying, and played the Lady Mersha as a steel-backboned elderly Southern woman. Fun for me and the players seemed to like it.

The adventure is pretty solid, with several paths, and a serious choice for the PCs. My players were very noble in the face of temptation and managed to roleplay well enough so that they could split the difference and avoid choosing between two rather divergent interests.

Key moment: Jason’s PC, who happens to be an eladrin, is dueling an eladrin knight. Said knight had earlier called him a traitor to the fey kind. Jason dodges the blow which will probably bring him to 0 hit points, and retaliates, hitting for enough damage to take out the knight. He then says “OK, can I reduce him to 1 hit point but knock him prone?” I say sure, since the knight would have been prone and unconscious otherwise, and I want to see where he’s going with this. Jason says “OK, I do this,” and reaches his hand across the table to me as if to help me up. I hope I was grinning like a madman when I accepted his hand, because that was a completely cool thing and Jason deserves huge props for it.

The knight called for his guys to surrender, and they did, and then the PCs kept on thinking hard and figured out a way to make everyone happy and took some chances and it all worked out in the end. So satisfying.

[Crossposted from Population: One; go here for the original post.]

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