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Showing posts with label Dragon Magazine. Show all posts
Showing posts with label Dragon Magazine. Show all posts

Tuesday, May 7, 2013

Review: Citadel by the Sea


One of my favorite features in Dragon Magazine were the adventures in the center of the magazine. Sorta like the centerfold. One of the adventures that stood out for me was Citadel by the Sea designed by Sid Fisher. It appeared in issue #78 and won 1st place in the module design contest, category A-1. It combined many of the classic elements without being cliché. Orcs barricaded within a ruins of an old elven fort with a couple of dungeon levels beneath. Mix in some undead, an evil half-orc cleric and an orcish artifact and you got yourself a wang dang doodle of a party. What I appreciate the most about this adventure is the simplicity and the progression of the adventure.

This adventure is very adaptable. How difficult is it to place that setting/situation into a campaign? I have used it four or five times, with small changes. It became a stronghold for one of the players. He tried to capture some creatures during his expeditions to stock his own dungeon and found it was easier to kill the critters than subdue them. There is plenty of room to develop the area for a micro setting, a seed for a sandbox campaign. The village of Awad (probably not the best name in the world) could easily be mapped out and some of its inhabitants are already detailed. The area has a history that could be altered, but even if the GM decided to use the background it can easily be adapted into an existing campaign.

If you have issue #78 (it's a pretty great one) than dust it off and take a look. I was fortunate to find the first 250 issues on DVD a few years back. There were many great modules tucked into those pages and this one always seems to come back to me. It's like a great late night horror flick you've seen it a dozen times. It's just as good the twelfth time as it was the first time.

Monday, April 5, 2010

How do YOU rate as a GM? (Only your players know for sure.)

This little test was inspired by DeAnn Iwan's article in 81st issue of Dragon Magazine of the same title. Well, replace the GM for DM and then it's exactly the same. She wrote a 43 questionnaire for players to rate their GMs. This is a variation of her test. Circle which number best describes the way your GM plays. So all you players out there grab your favorite writing utensil and know that your GM is not permitted to peak at your answers. You information and identity protection is my highest priority unless you write a comment then the gig is up. Remember, there are no bad GMs only ones that suck before they get good.

Does the GM challenge you?
1. Not so much. Everything is too easy. There is no penalty for being stupid.
2. Everything is impossible. Everytime I return home the GM makes me roll a lockpick challenge. I have the fricking key!
3. The challenges are balanced and fair. Just don't touch his slice of pizza or demon lords happen to appear.

How often do your characters die?
1. Die? I've waded through an army of titans and came away unscathed. I am immortal.
2. I've got sores on my hands from rolling up new characters.
3. Frequent enough that I run away when I see an army of angry titans.

How much treasure do you get?
1. I own at least one of everything in the treasure section. If Vecna had any more body parts lopped off I would have them.
2. I'm a 7th level fighter and I have holes in my shoes and wield a dull scythe I got from a farmer.
3. The party members and I have a pretty good stash of loot to help us take on what is thrown our way, but man I would love to get my hands a Girdle of Giant Strength.

How quick is the level progression?
1. I have attained godhood in three different classes. I am a god among gods. I'm very bored.
2. Forty-three sessions in the campaign and I've finally reached 3rd level. Never laugh at a GM's haircut or touch his pizza.
3. I'm progressing well. I got a nice bump of experience points after the last adventure.

Is your GM creative?
1. Ahh, he developed his own language for sentient bovine that have fled their native plane. I won't even go into culture of vegetables he gave us a handout on last session. Hint, don't eat the turnips.
2. My shoe has more ideas. I swear he bases each session off the most recent episode of Heroes.
3. Yeah. Keeps me guessing. Never assume a magic item or monster is going to react like its written.

How does the GM run NPCs?
1. All of them are nice and helpful. Even the mean ones apologize.
2. All of them are dicks. Even the nice ones would rather die than give us directions to a tavern.
3. Lots of variety. Although he tends to favor old characters of his, but if you know that ahead of time your good to go.

Does the GM favor any one class?
1. He likes non-adventuring classes. Last session we got a twenty-three page hand out on the particulars of a cobbler.
2. Any class his current NPC is.
3. I don't see any favoritism. Certain situations make one class shine over the others, but we all seem to get into the spotlight.

How does your GM handle critical successes?
1. Any hit is a critical. I've lopped off more heads than a lawnmower in a field of dandelions.
2. I wouldn't know.
3. He has a homemade chart with some cool effects. Although my group seems to favor the pelvis shot.

How does your GM handle critical failures?
1. I wouldn't know.
2. I've lopped off my own head and another player's leg while just eating dinner. I failed my challenge roll for cutting a piece of ham.
3. He has a homemade chart with some cool effects. Okay, it is pretty funny when someone hits themselves in the pelvis.

How realistic is your game?
1. If I want it I get it. So not very realistic.
2. I caught a cold walking in the rain then had to hunt a cow and nearly died because I couldn't track it down in a fenced in field. (Yes Rob, that one is for you!)
3. Enough to make simple things a little more exciting, but not get bogged down with details for the more mundane aspects of the game.

Does your GM go strictly by the rules as written?
1. We don't have any rules. We make it up as we go.
2. We aren't allowed to have a copy of the rule books. We had to hand them over before we began. He didn't want to be bother by people arguing with him.
3. He goes with the flow. There is a definite framework in place, but a lot of home rules built in. And if we as a party don't like a particular rule the GM with change it.

What is the best part of the game for your GM?
1. To see his player happy and successful. There is no failure as long as we try.
2. Collecting all the characters he's killed over the years. Sick son-of-a-bitch makes you hand over your character sheet so he can add it to a folder that reads 'character graveyard".
3. Watching us struggle with one of his puzzles or watching us cheer on a fellow player to get a good roll so the party can survive.

If your score is very low you must have a GM from California who does yoga. If your score is in the middle then you have GM from Texas who works in a prison. If you have a very high score you must live in Pennsylvania with a GM named Rob (I've got a game tonight so I figure I can get some extra xp for blatant flattery). So concludes this test. There are many other questions that could be asked, but I don't want to ask them. So please feel free to add you own.

Wednesday, March 10, 2010

Calculate Your Own Attributes Old School Style

I came across this funny article while I was leafing through Issue 8 of Dragon Magazine. I love how Brian calculates wisdom.

So, You Want Realism in D&D?
by Brian Blume

We at TSR have heard several people express a desire for a system which gives more realism and variety to the method for determining the natural abilities of player characters in D&D. After minutes of exhaustive research, we have come up with an optional system which is designed to replace the old method of rolling three dice for each of a player’s abilities. This system is guaranteed to make a player character conform more to the abilities of the actual person owning them and will provide a great variety in these abilities from person to person.

STRENGTH — To determine strength, go to a gym and military press as much weight as you possibly can. Divide the number of pounds you lifted by ten; the result is your strength rating.

INTELLIGENCE — To determine your intelligence, look up the results of the most recent IQ test you have taken and divide the result by ten. This number is your intelligence rating.

WISDOM — To determine your wisdom, calculate the average number of hours you spend playing D&D or working on your D&D Campaign in an average week. Subtract the resulting number from twenty and this is your wisdom.

DEXTERITY — To determine your dexterity, go down to the track at the local High School and run 440 yards. Subtract your time in seconds from eighty, and the result is your dexterity rating.

CONSTITUTION — To determine your constitution, figure out the number of consecutive number of months you have gone without missing a day of school or work due to illness. The number of months is equal to your constitution rating.

CHARISMA — To determine charisma, count up the number of times you have appeared on TV or have had your picture printed in the newspaper. Multiply this number by two, and the result is your charisma rating.

In order to try out this system, I tested it by figuring my own ratings.
The results are interesting (I think?).

STRENGTH - 8
INTELLIGENCE - 12
WISDOM - 19
DEXTERITY- 4
CONSTITUTION - 9
CHARISMA - 14

Now you have to go figure out your own stats. All us old timers all tried to estimate what we would be in D&D terms.