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Showing posts with label game tools. Show all posts
Showing posts with label game tools. Show all posts

Monday Music: Scene Soundtracks

Recently I've started experimenting with building mini-soundtracks for scenes. My group has actually asked for more musical cues, so I've started making small groups of songs to accompany certain events as they unfold. It takes some micro-management on the DM's part but the extra impact is worth it.

(The following contains spoilers for the Shackled City campaign)

Here's an example of a scene that will occur the next time I run my campaign. In this scene, the city's merchants and businessfolk are fed up with increasing tax rates, and one merchant named Maavu is leading a vocal protest/demonstration outside City Hall. Many disgruntled and even hostile merchants show up, as well as many other civilians, and a large mob forms. One of the issues they have is that the tax money is being used to hire half-orc mercenaries to supplement the regular guard force.



Maavu's passionate speech has a huge effect on the gathered crowd, and they start cheering and encouraging him. His words are inspiring and stir up those in attendance...maybe too much. Encouragement starts turning into hostility towards the city government - perhaps Maavu's true goal all along. The next song will play once the party realizes things are starting to turn ugly, but Maavu continues orating and whipping the crowd into a frenzy.



The foreboding, ominous next song will start as a guard captain and 4 mercenaries arrive on the scene. As they make their way through the crowd they receive jeers, angry glares, and thinly-veiled threats. Upon arriving at Maavu's dais, the captain announces that Maavu is under arrest for, essentially, treason. The crowd, openly hostile towards the newcomers, is on the verge of erupting.



At that moment, members of the local thieves guild hiding in the crowd brutally ambush and murder the mercenaries in an attempt to throw things into anarchy. The last song starts at this point. The crowd starts rioting and destroying buildings, lighting things on fire, and trying to kill the guard captain. Meanwhile, a mage working for the city government in the upper level of City Hall summons some invisible air elementals to assassinate Maavu. The party has to try to disperse the crowd without killing everyone, save Maavu, save the guard captain, and deal with the air elementals. Needless to say, it's utter chaos.



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I find that having scene-specific music really livens the game session up and keeps the players interested, involved and really immersed in what's happening. It does take some time to trawl through the hundreds of mp3s you've got stored up (if you're like me) but I keep them organized by theme - creepy, caves, fighting, etc - to help streamline the process. What would really make it more efficient would be a tag system, so I could tag a single song with multiple attributes. Something for me to work on, I guess.

Monday Music: Music Parallelism

I've been thinking about music parallelism lately - using different versions of the same song for different moments (or using two different but similar sounding songs). When a familiar melody from a past important moment starts playing again, different yet still immediately recognizable, players will immediately think back to that moment, and also wonder what the musical change entails.

The dual nature of using parallel songs lets you achieve a number of different effects. You can show how something has evolved or changed, maybe due to the players' actions, maybe IN SPITE of their actions; you can have a slow/fast-paced combination to use as foreshadowing/eventual reveal; or even something that is literally parallel like a mirror universe or a "dark world" alternate reality.

Tristram Village

I recently used the Tristram Village theme in a Monday Music post, but I've since discovered a track on the Death Note (anime) soundtrack that sounds remarkable similar. You could use the second song to represent the same village, only years later, or after some significant event - showing that while things in the village have changed (like the song), at heart it's still the same place (the music sounding very similar).


Ave Satani

This is the song that original made me want to start using parallel audio cues. The first, original version of this song would be perfect for an evil god's plane, lair, temple or whatever. Something that firmly associates the god with the song. The second song, fast-paced and rocking guitar, would be great for the inevitable epic battle with said evil god.



Those Who Fight

One of the best sources of roleplaying music ever, the Final Fantasy series is also awesome because there are different versions of so many of its songs. Whether it be fanmade, from a movie inspired by one of the games, or even a spinoff game, there are countless FF renditions to pick from. The following songs are all version of the Final Fantasy 7 battle music "Those Who Fight." The second song is a great modernized version of the original, and the third is something completely different - a discordant yet beautiful piano version.



One Winged Angel

Probably one of the most famous Final Fantasy songs, this one actually worked on me via parallelism - I was familiar with the original version, I heard it again in Final Fantasy spinoff game Kingdom Hearts and instantly went "Oh shit!" upon hearing it, which is EXACTLY what I believe DMs can achieve with good music selection in their campaigns. The third version is the mind-blowing version that was in the Final Fantasy 7 movie, Advent Children. Listen to the first two and picture those songs playing as the party fought a villain during Heroic and Paragon tiers - enough so that they associate the villain to the song. Then listen to the third video and picture the terror on their faces as they realize just who's back for revenge.

Achievements in D&D, part 2

No music spotlight today - instead, update on the D&D Achievements system! We finally managed some D&D game time on the weekend, for the first time in months. I've been gradually adding more and more achievements to my master list for some time now, and decided to implement them in Saturday's game.

I printed all the achievements I'd come up with on 2.5" x 3.5" cardstock cards (baseball card size) with the name, point value, and criteria (and a little line at the bottom for the achiever to write their name). An empty box to check when the points had been spent, and I was ready to go.



I told my players, and they were excited about this new element of the game. One thing I was sure to emphasize was that in general, each achievement would only be attainable once, ever. I told them it would make sense later.

The first achievement

About 20 minutes into the game, the first achievement was given out! It was one for rolling over a 30 on a skill check. This was a perfect opportunity to explain why each achievement was only attainable once - in this case, it was so that the other players, upon learning of the criteria for an achievement, didn't go out of their way making silly skill checks or stacking bonuses to get a result over 30. I think that unlike video games, purposefully "farming" achievements would ruin the game and get everyone distracted and preoccupied with metagame thinking.

Problem: Tracking long-term stats

I quickly ran into a predicament with some of the achievements though. Long-term ones such as "kill 100 enemies with melee attacks" quickly made me realize that I need some sort of easy recording method, as it's quite tough to keep track of in the heat of battle, especially when you're running half a dozen monsters and numerous abilities, status effects, etc. A master list with each player's name & current kill count already written down will help. Since this is an ongoing, permanent stat sheet, it should be easy to keep updated.

Problem: Tracking short-term, temporary stats

The other type of achievement that caused me headache were the short-term ones such as "Fail 5 saving throws in a row." Not only did I need to track each PC when they had a status effect, but if they saved against the effect and then received a new one, I had to start counting all over again. I haven't yet figured out a nice way to handle these.

For both of these, I could ask the players to help me, but I think asking them to keep track of how many saves you fail in a row would tip them off that there's an achievement related somehow, which I want to avoid.

Problem: Need More Achievements!

One player got a little disappointed after pulling off a phenomenal series of actions to keep the entire party AND a room full of important dignitary NPC's alive, and not getting an achievement for his efforts. We laughed about it, and I told him flat out that I mistakenly forgot to design some healing achievements (though I do have a long-term one for restoring 15 allies from negative HP to positives).

While this wasn't a big deal, it did slightly set off alarm bells that getting achievements was already an important objective in my players' minds, despite there being nothing to redeem the points for yet! I'm hoping this was just because they were new and fun, and everyone wanted one.

Overall, the achievements were a great success. For next time, I'm going to try to come up with some better bookkeeping methods, and maybe a fun little sound to play when an achievement is received - maybe the Final Fantasy victory jingle?

Monday Music: Unstoppable

One of the most vivid, dramatic campaign scenes is when the party has to take on titanic being that looms over them, massively powerful and destructive. These songs have deep bass-like qualities that convey a feeling of immense size and invincibility, an unstoppable force that everything flees from.

Shingun (Marching Army)


Source: Fullmetal Alchemist OST 3


In Labors & Dangers ~Fortitudo~


Source: Bayonetta [Xbox 360]


Bridge Battle


Source: Lair [PS3]


Mood: Power, enormous size, unstoppable, impending disaster

Summary: These songs would fit any situation where the party is faced with something that they really can't slash or magic down - maybe it's a huge, primordial being awakened from dormancy, an army of hulking warforged juggernauts bearing down on a city, or even something more mundane like a volcano eruption. They all feel very epic, and would be perfect to use as in a campaign/chapter final battle.

These songs would be perfect for:
• A gargantuan, godly creature that dwarfs the party
• A driven, mindless, merciless construct army destroying all in their path
• The end of the world, when the fate of humanity/earth/existence is at stake

Monday Music: Dark and Depths

Caves, subterranean tunnels, deep murky depths...sooner or later, every D&D party ends up delving into the dark underground. Whether it be vast caverns of aquatic horrors, or ancient ruins of long-dead civilizations, these excursions tend to be similar in spirit - tense, ominous and a little creepy.

Fortunately for the music-loving DM, there are boatloads of great "Evil Cave" songs available to use. Most are quite generic and would also work perfectly well for dungeons, prisons, ruins, etc...anything controlled or inhabited by monsters or enemies.

Kita No Daikuudou


Source: Final Fantasy: Advent Children [Movie]


Darkness


Source: ICO [PS2]


Dark Secrets


Source: The Last Remnant [Xbox 360]


Dungeon


Source: Diablo [PC]


Dead On Time


Source: Silent Hill: Homecoming [PS3]


Mood: Creepy, suspenseful, dark, gloomy, tense

Summary: This selection of songs is high on ambiance, hopefully evoking feelings of uncertainty and danger. They're all fairly generic while still maintaining a discordant, unnerving feel, which should help a DM build up dramatic suspense before all hell breaks loose. There's also lots of strange little noises which really keeps a listener on edge and wary. Personally, the echoing wind and unidentifiable noises makes me think of maze-like, unknown caves where a party would be completely lost and overwhelmed by the huge vastness they find themselves facing. And who knows what those clangs and bizarre sounds really are?

These songs would be perfect for:
• The Underdark
• Exploring an ancient, long-dead underground civilization
• Investigating something haunted; a ship, a castle, an city, etc.

Monday Music: Danger!!

Most D&D fights are against regular sized foes. Orcs, gnolls, maybe you go up against a troll or giant now and then. But sometimes the PC's have to take on a true behemoth. We're talking dragons, titans, maybe some horrible primordial. For these fights, it's nice to have suitably overwhelming music.

The Monster Hunter game series for Playstation Portable is a great source of "oh crap!!" panic music. Fast-paced and exciting, I would definitely only use them for battles against a massive foe or with an epic scale. To use them on orcs or goblins would be a waste.

Rathalos - Howling


Source: Monster Hunter OST


Monoblos - Crimson Horns


Source: Monster Hunter OST


Gypceros - Poison Mist


Source: Monster Hunter OST


Gravios - A Crack In The Earth


Source: Monster Hunter OST


Rathian - Rhythms Of The Ancient Past


Source: Monster Hunter OST


Narugakuraga


Source: Monster Hunter Portable 2 OST


Mood: Primal, panicked rush, fight for survival, relentless pursuit, rampaging beasts

Summary: If your party is against something physically massive and overpowering, these songs should work perfectly to convey the sense of power that such creatures should possess. The fast drum beats also work great for encounters in a jungle or wilderness setting, where the players are clearly out of their element...but their opponent is not.

These songs would be perfect for:
• Fighting a dragon, tarrasque, or anything else enormous that dwarfs the PC's
• A climactic battle where the party has to rush and hurry before something Terrible happens
• Any combination of Big Monsters and Out-of-Place party; T-Rex in a temperate jungle, bulettes in a rocky gorge, Kraken at sea (obviously)...anything where the monster can have their way with the hapless, uncoordinated party.

Monday Music: Banquets & Balls

Occasionally your party of rugged manly-man heroes will end up in a situation totally foreign & frightening to them - a fancy, glamorous banquet. (Or ball, masquerade, etc) It's a nice break from hack/slash killing, gives players some roleplaying time, & usually ends in comically disastrous fashion.

Even if you know the barbarian will end up brawling in the kitchen or swinging from expensive crystal chandeliers, having "scene" music helps bring life to the setting. Some players will concentrate hard on being civil and dignified, while others will be exactly the opposite and emphasize how awkward and out of place they feel. Having appropriate music will do a better job of painting the scene in players' minds than even the best spoken description, and help everyone at the table get into the proper mindset.

Blackjack


Source: Final Fantasy VI Grand Finale


Lullaby of Resembool


Source: Fullmetal Alchemist Brotherhood OST


Tifa's Theme


Source: Final Fantasy Advent Children OST


Mood: Elegance, lighthearted, high society, nobles, luxury

Summary: Over the years, my players have attended high-class balls and banquets as bodyguards, as thieves, and as guests of honor. It's always fun when they're attending as legitimate guests, since you end up with the real-life players roleplaying their characters, who are themselves "roleplaying" as distinguished, cultured citizens.

One extra feature in these songs are how generic they are. Pleasant but unremarkable, they are meant to be subconsciously absorbed in the background while the players are busy roleplaying, concentrating on dialogue, or making sure they don't offend the Duke they're trying to impress.

These songs would be perfect for:
• Any luxurious, high-class party such as a banquet, gala, masquerade, etc.
• A play, show or opera
• Pretty much anything where the party is there as spectators or guests instead of adventurers

Monday Music: Town Themes

Something that makes me want to punch gnomes is the sound of cliche "medieval" music. You know the kind - bagpipes wailing, cheery flute ditties...music you'd associate with celtic dancing or medieval fests. (It is also used in many RPG games, and every terrible fantasy TV show/movie ever invented.)

I hate this music! Not the music itself, but what self-respecting evil DM has a happy little town deserving of a theme song like that? No, our villages are besieged by bloodthirsty goblins, situated atop ancient gnoll burial grounds, or unknowingly participating in vile rituals which will summon Yok'Thrykrr the Devourer. No, my fellow DMs, we need appropriate town music.

A few "village that is totally effed and may even be aware of this fact" themes that I have used are as follows:

Tristram Village


Source: Diablo OST (No longer available for purchase on Amazon)


Castle in the Mist


Source: ICO OST (aka ICO-Melody in the Mist) (Import only, it seems. Sadness.)

Mood: Loneliness, determination, meager resources, hardship, helplessness

Summary: These songs perfectly capture the "points of light in the Darkness" theme that Wizards is pushing so hard in 4E D&D. In fact, the games themselves follow this theme exactly as well - in Diablo you are one hero against thousands of demons in a corrupted land, and in ICO you are a boy all alone in a monstrous castle fighting...the Darkness (no, seriously!). No wonder their music fits so well.

I would guess that not many would listen to these songs and think "Wow, this sure is a nice place to live!" Instead, I hope players would grit their teeth, sharpen their blades and prepare themselves for difficult struggles ahead.

It would be perfect for:
• Any town/village where there is hardship and people who need help (aka EVERY D&D TOWN EVER)
• Castle in the Mist - an elegy (I visualize it playing while sending someone's body drifting off to sea, something like that)

Monday Music: Countdown

Countdown



Source: Needless (Anime, but couldn't find a link to purchase the soundtrack). The artist's name is e-ZUKA.

Mood: High tempo, blood pumping, aggressive, speed

Summary: One of many in my "generic battle" music folder, this song has been remarkable in my D&D group for stirring up my players and getting them very intensely focused on the fight at hand. A few have even started mock-hating the song because they unconsciously find themselves pumping their heads to the fast guitar beat. It's a great, fast-paced battle theme that would also work exceptionally well in other tabletop games for chase scenes, fights atop a speeding subway train, or anything else that screams SPEED.

It would be perfect for:
• A high-speed car chase
• A medium-level fight - not a pushover, but not epic either
• Battling atop a speeding lightning rail train in Eberron



Bonus:
This rest of the soundtrack is full of similarly styled action music, many of which I use in my D&D music library. Here are a few more of my favorites. (The thumbnails look identical, but they are in fact different songs.)









Monday Music: Ave Satani

Ave Satani



Source: The Omen soundtrack (Amazon)

Mood: Evil, pervasive, fanatical cultists, grotesque, foul ritual

Summary: Probably one of the most classically "evil" songs I can think of. Hell, the title means "Hail Satan" so you know what you're getting. Great gregorian chant singing (which always sounds biblical and ominous), mixed with a plodding, foul musical score which builds to an eerie crescendo. It's quite disturbing, especially how the singing voices continue to raise in pitch and harshness right up to the song's finish. Also, when the instruments start in at 0:32 (a bassoon, maybe?), there's just something about it that screams corrupt, bloated, obscene demon...at least to me.

It would be perfect for:
• A demonic cult performing a ritual for their loathsome master
• An evil temple or church
• A plane/realm of nightmares or madness

Bonus:
I always find music works well in parallel. I don't foresee working this song into my game, but if I did I would probably have the party encounter or be imprisoned by a cult set on summoning their demonic master. "Ave Satani" would play during the ritual, but the demon lord might still escape (maybe in partial, weakened form) and then the party would have to fight it. Or, they might have to pursue the demon back into its own realm and slay it there. Regardless, when they fought it I would switch to the following song, a more rocking version of "Ave Satani" by a group called Gregorian. This style of music isn't for everyone, but it's perfect for my group.

Great idea resource: Paizo's RPG Superstar



Paizo is currently in the midst of their 2010 Paizo RPG Superstar contest, where they have gamers submit a number of concepts and finished ideas to their staffers for judging and criticism. I believe the winner last year won a writing spot on one of Paizo's products, possibly their Pathfinder line? (I don't remember exactly).

Over the course of the contest, the contestants must design a number of varying entries - a wondrous item, a monster concept, followed by its stat block, a location complete with map, and finally a full adventure proposal. The field of entries is narrowed down to 32 writers in the first round, and then halved each round after that until only one is left standing (writing?).

While this is certainly very cool to any aspiring RPG writers, I find it to be a great source of ideas and inspiration for my own personal GM toolkit. Every GM I know is constantly on the lookout for cool ideas or novel concepts, and this contest is an incredible think-tank of creativity. Obviously you can't pluck someone's adventure proposal out and get it published, for blatant legal and copyright issues. But in your own personal game? Go for it!

One of the best things about looking at such an unrestricted field of entries is the huge variety you see in the entries. Some people submit simple and conservative ideas, others might have bizarre necromantic elements in everything they do, others might have a cosmic/starfarer slant to them.

My favorite category is the first round finalists - 32 wondrous items that made the cut past Paizo's judges. The nice thing about any of these 32 items is that you already know that they are mechanically sound and not game-breaking/overpowered, since those are some of the criteria the judges looked at. However, even the items that didn't make the cut are worth checking out. Even if you don't use the item as-written, you're bound to find some fascinating and truly imaginative things you could implement into your own games.

The only negative for 4E players is that the contest is for Paizo's Pathfinder universe, which uses the 3.5 rules. Even if you can't use the exact crunch of some of the applications, you can always reskin them for 4E, or simply view them as raw, undeveloped concepts and ideas.

Some of my favorite wondrous items from this year's finalists, which I intend to stat up for 4E and work into my game:

Amulet of Sparkling Deceit by Jeff Spencer (amulet that distracts a nearby enemy, making it grant combat advantage to the wearer)

Batrachian Helm by Matthew McGee (a frog helm with a tongue attack!)

Tankard of the Cheerful Duelist by Matthew Morris (tankard that buffs AC a little while worn, but more when carried in offhand)

Monday Music: Phantom Forest

Phantom Forest



Source: Phantom Forest - Final Fantasy VI: Grande Finale (Amazon)

Mood: Solemn, mournful, mysterious, tranquil

Summary: A haunting yet regal song, full of tragedy and tranquility. The first part feels like arriving, and passing through, some otherworldly gate or door, while the rest feels sorrowful and peaceful.

It would be perfect for:
• Entering a ruined kingdom where all the people are trapped as (non-hostile) ghosts
• Floating down the River Styx, seeing images and memories of the past flicker around you
• Exploring an ancient and deserted, yet still sacred-feeling temple

Bonus:
It's from Final Fantasy VI, so huge nostalgia points right away. But even better, it's not the exact version from the game, so players who've played the game (let's be honest, who HASN'T played it) might not even recognize it right away.

Monday Music: Assault on New Avalon

Because I focus a great deal on music in my campaigns, I've decided to post a cool song or two each Monday, what kind of mood it sets, and where I intend to use it (if I've planned that far). Today's song is "Assault on New Avalon" from the World of Warcraft - Wrath of the Lich King soundtrack.

Assault on New Avalon



Mood: Chaos, war, epic scale, overwhelming evil

Usage: This will be used near the conclusion to the entire campaign, when the party's home city is attacked by an army of demons and a gate to a terrible demigod from the Far Realm begins opening in the sky. The PCs will be dispatching a foe either underground or out of town (somewhere not directly on the city streets), and will receive an urgent magic message telling them that the city is under attack. This is the music that will play when they arrive on the scene and take in all the destruction - thundering black sky, razed buildings, streets erupting in fire and smoke...and up above, a foul, monstrous form slowly rippling into view.

GameMastery NPC Decks

I was randomly perusing Paizo's online store yesterday and ended up in their GameMastery Cards section. I own a few of their item card and critical hits decks, so I figured I'd see what new item sets they had for sale now.

I was pleasantly surprised to discover a new deck product by GameMastery, NPC decks - cards with full-color face illustrations of NPCs. There's even a deck devoted to villain pictures.

This is a BRILLIANT idea! Often have I lamented that a particular NPC is not coming across in very memorable fashion, and wished that I had a picture I could show my players. These cards seem like the perfect solution.

First of all, they're inexpensive, which is always nice ($10.99). If the quality is anything like the item sets/critical hits decks, then the art will be great and the cards nice and sturdy. The cards have blank space on the back to write notes, so parties or DMs will be able to jot pertinent NPC info down for easy future reference. And since the cards are standard trading card size, they will fit in protective sleeves - great for extending their durability and allowing notes to be written on the sleeves without wrecking the cards themselves.

I instantly became a fan of these cards. I see them being greatly beneficial to any DM, as it will help players remember NPCs more effectively, and also allow them to record important notes or information about said NPCs.

Scenario #1, without cards or pictures
DM: You walk into the tavern and see Sheila the Red at the bar, who waves you over.
Player 1: ...who?
Player 2: Was that the mage who helped us escape the catacombs?
Player 3: No, wasn't that the evil sorceress we were trying to find last month?
Player 4: Is she hot?
DM: *cries*

Scenario #2, using the sample picture on the NPC deck box
DM: You walk into the tavern and see Sheila the Red at the bar, who waves you over. *hands over card*
Player 1: Oh right, her! I remember that ridiculous hat.
Player 2: *turns card over, reads notes* Hah! That's right, she was the one who beat you in the drinking contest!
Player 3: Grrr...I hate her so much! Write that down. I'm serious!
Player 4: Oooh, she's pretty hot!

Great-looking, affordable NPC gallery AND information database, rolled into a set of portable, convenient cards? SOLD!

Achievements in D&D


I'm thinking about implementing an Achievement system into my 4E campaign, much like the achievements in Xbox 360 games or World of Warcraft. I believe that achievements, while meaning a bit of extra bookkeeping/tracking on my part, will enhance the campaign in a multitude of ways.

Recognition. Extremely heroic or awesome actions will now be rewarded not only with in-game victory, but also out-of-game recognition and celebration.

Permanency. Each achievement will be in the form of a cardstock card or slip, that players will be able to keep with their sheet - tactile reminders of the adventures they've had.

Consolation. Achievements for really bad luck, such as 5 failed saving throws in a row, will (hopefully) lighten the mood and help an unfortunate player get back on his feet.

Humor. Many of the achievements will add humor to the table, either through weird requirements (such as drowning a flying monster) or funny titles referencing running/inside jokes.

Redemption. I haven't figured out how this will work, but players will be able to "cash in" achievement points they have earned for favors in-game. Not like a store, but more like...divine favours, like the gods themselves are rewarding them for their feats. Rerolls would be the simplest exchange, but maybe also things like a permanent bonus to a skill or defense. Minor boons.

Some achievements are easy to plan out - kill X enemies, deal over X damage in a single attack, etc. I've written up plenty of those already. The harder part now is coming up with creative achievements that will suitably reward a player doing something bizarre and unexpected. In other words, exactly what someone should get an achievement for.

Here are some sample achievements I intend to use:

• Kill an enemy with a power that does not deal damage or ongoing damage.
• Kill an enemy with a utility power.
• Roll a natural 20 three times in one encounter.
• Fall 100 feet and survive (only attainable in Heroic tier)
• Knock an enemy off a ledge, cliff, etc., where it dies from fall damage.
• Perform an area attack that includes at least 2 friendly targets where you miss every friendly target but hit every enemy target.
• Have at least 3 players at the table wearing pop boxes on their heads at the same time.
• Miss three attack rolls in a row.
• Go an entire game night without taking any damage.
• Survive an encounter while wearing armor you are not proficient with.

One potential drawback of achievements is people getting carried away with them and "achievement-hunting," but this won't be an issue because the achievement list & requirements will be secret, and each achievement will only be attainable once. So players won't be able to intentionally try for achievements.

Another drawback will be trying to keep track of achievements that are bestowed for things like 100 kills, or like in the list above, surviving an entire night without taking damage. I'm considering making a graph with each character's name on one axis and achievements the character qualifies for on the other axis. That way, I can tally kills or put an X in a character's box when they no longer qualify for an achievement. Not sure how well this will actually work, but it seems a decent method in theory.

I've ran the idea by a few of my players and they were very excited about the idea, so it should be fun to see how they react when the achievements start popping up!

DM Pressure, more music!

In a way, the internet is an awesome resource for DMs looking for inspiration and ideas. However, it's also awful because if you're like me, you see all the awesome campaigns out there and what other DMs are doing and feel totally overwhelmed! I mean, look at the stuff Gabe @ Penny Arcade is doing, and that's as a (relatively) rookie DM! Then there's people with light-pen projector tables, all sorts of awesome Dwarven Forge terrain dungeons, and of course the completely mind-blowing SurfaceScapes project.

Sure, it's self-inflicted pressure, since no one else in my group even hears of these awesome things unless I tell them. But still! I want to keep pushing the bar and surprising my players in as many ways as possible.

Some of the fancier table tricks are, unfortunately, out of the question for me and my limited finances. But as someone with a laptop, extra monitor, and devoted "gaming table" speakers, one thing I can do is use electronic props to their fullest.

I mentioned previously how essential music was in the finale to our last chapter, and I intend to continue this trend when the party ventures to a haunted village later on in the campaign. They don't know anything about the village other than its tragic, distant history, so it should be interesting when they eventually find the hooks connecting it to the central plotline.

The song is from a World of Warcraft dungeon called Karazhan, a haunted, magical tower which contained all sorts of awesome noble ghosts and weirdness, like an undead butler still serving at a banquet of cultured, elegant ghosts, a giant chess board where you had to participate as chess pieces, and an opera event where - in front of a ghostly audience - you re-enacted well-known folklore stories such as Romeo & Juliet or Red Riding Hood. (How full of great, classic fantasy RPG hooks is that??)

The way I see this happening is they'll travel to the village, expecting long-deserted ruins. But the village will be still there, bustling with people in antiquated style houses and clothing. Gloomy lights, cobblestone streets, Victorian manors...maybe a Ravenloft feel. Obviously, because it's blatantly fishy and because they're PCs, they'll be suspicious. Which is fine!



Then, as they proceed deeper into the seemingly-innocuous village, wondering what all the fuss was...maybe they find a few hidden secrets and discover the darker truth beneath the simple exterior. Or maybe there will be some old man on the road warning them not to stay past nightfall, but they do and when the sun disappears the town gets all demonic. Endless possibilities!

Using music to enhance your game

In a previous post I mentioned how I was using a very cool song from the movie Final Fantasy: Advent Children to add a ton of atmosphere and suspense to my 4E Shackled City campaign. It was a huge success, and I highly recommend using special music for special events. Here's a few more details about how it went down. (The full session recap can be found here.

The temple was well defended, and the party had been overcoming tough opposition (and were starting to really hate kuo-toas.) After emerging into a large open cavern, they started to hear a loud, rhythmic thumping noise.

This is what they heard (I clipped the first minute or so and played it on repeat.)




As they explored further, they looked into a huge, football-stadium sized chamber only to see hundreds of kuo-toas deep in trance/meditation. The sound was the sound of countless kuo-toa hearts beating in unison.

A long bridge led above the crowd into a shrine, and the effect of the suspenseful, ominous music playing while they crept across was great. I stopped the music when they entered the shrine. A few encounters and one session later, they had the dwarf in tow and were ready to start sneaking out again. They exchanged nervous looks when I put the music on again, which I took great pleasure in.

Sneaking out over the bridge was a stealth-based skill challenge, so as to not alert the dormant horde beneath them. They eventually failed, making noise and alerting the kuo-toas. However, I didn't tell them they had failed or that the kuo-toas had noticed them, I simply switched the song to the 1:40 mark and waited. When the tempo changed everyone at the tables completely lost their minds and started all yelling at once what they were doing, in a panic.

The skill challenge turned into an escape-themed one, led into a fight with a vengeful dragon back for a rematch, and finally a terrible far realm abomination blocking the way to their escape boat, all while being pursued by enraged kuo-toas out for blood. I used various escape/pursuit-themed songs to emphasize the danger, and after the beaten, tired but successful players drifted away on their boat, they all said it was one of the most intense sessions yet.

It can be tough to find that song that perfectly fits an event, and you don't want to do it too often or it'll lose its magic. But sometimes it works perfectly, and makes a cool encounter unforgettable.

Keeping Dungeon Tiles in Place

Wizards' brand of Dungeon Tiles are great game tools, but they have the annoying habit of sliding around the table, sending figures and dice flying. I've read suggestions to use putty or sticky tac on the backs to hold them in place. While this certainly works, I happened upon a nice solution by accident over the weekend - non-stick kitchen rubber mats.

We have this rubber mesh matting that is used to protect countertops or line drawers to protect the wood and keep things from sliding around.  I think I got it at Wal-Mart or Superstore, somewhere like that. They are inexpensive for a large surface, and you can cut it with scissors so you can fit it wherever you need.  Well, these mesh mats work great on tables to keep your tiles from unwanted sliding, and there's no risk of removing the surface of your tiles by sticking things to them. And when you're done, just roll up the matting and tuck it away (maybe next to your rolled-up battlemat).  Cheap and convenient.

After googling for pictures, I've learned that these mats are commonly called bar liners. Makes sense.

Tracking Powers with Transparent Sleeves

Using a transparent sleeve with dry or wet-erase pens can be a very efficient way of tracking hit points, marking conditions, or anything else that would normally require you to erase or record something. When it comes to powers, most of the players in my group use the Character Builder's printed power cards, or some custom power cards that I've designed, but I find it unwieldy to have a handful of cards that I have to hurriedly sort through every turn.  So I use a custom power page in a plastic sleeve.

I still build my character on the Builder, but only print out my actual sheet and not the powers. I open a new document in Adobe Indesign (you could do this in Word or Excel, but probably with more effort.) and write in the pertinent information for each of my powers...action type, range, attack versus defense, etc. I separate at-will powers, encounter powers/item uses, and daily powers/item uses into different sections, and put a little checkbox next to the encounter & daily ones.

When it's time to play, I leave the power sheet in the sleeve and color in each checkbox (on the sleeve, not the paper) with a wet-erase pen.  Then, when I use that power, I simply wipe off the mark.

I prefer this single-page method because it allows me to see my entire range of powers/options without any card or paper flipping.  I play a healing shaman and it's vitally important that I always know how much healing I have left available.  Using the sheet, I can simply glance down and see how many colored marks are left on the sheet, rather than flipping through cards and trying to remember which powers I've already used.  It's also nice because I can write in any conditional triggers - in my case, when a healing power heals additional hit points due to an ally being adjacent to my spirit companion.

 

On this sheet, the left half is at-will and encounter abilities, while the right side are dailies.  The thick black line splits the page again, with the top half being attack/utility options while the bottom half is all healing stuff.  Again, this organization helps me quickly decide which of my options are viable for a given situation.  A routine fight where no one is injured yet? Left (non-daily) and top (attacks) is where I look.  Later in that same fight, an ally starts to get a little low?  Left (non-daily) and bottom (healing).  Boss fight, a lot of damage being thrown around to the entire party?  Probably dig into the right (daily) and bottom (healing) goodies.

Aside: using paper clips works great for anything in 4E that has charges, such as the charges on a Healer's Sash or even an assassin's harvested souls. Just stick them on a card to have a nice visual reminder of how many you have left, and remove them when you need them.

Obviously, this method isn't for everyone.  It takes a fair bit of work, and every time your stats or equipment changes you need to print out a new page.  I've also use Indesign every day at my job, so while making a sheet like this is very easy for me, it could be difficult for people unfamiliar with design programs.  But for actual in-game convenience, I love it.

Music Showcase: Beyond the Wasteland

Beyond the Wasteland  (Final Fantasy: Advent Children soundtrack)

Ever since I heard this song, I've wanted to use it in a game.  In the campaign I'm running (a 4E conversion of Dragon's "Shackled City" adventure path) I finally have the chance.

In Chapter 4: Zenith Trajectory, the party is tasked with tracking down and rescuing a dwarven warrior named Zenith Splintershield, who's been missing for a decade after a crusade into the Underdark that went wrong (surprise surprise). They learn that he's being held in a kuo-toa city/shrine deep underground.

So far, the players have fought their way in, killing many kuo-toas and fighting off a black dragon, who flew away before they could finish it off, and have approached a massive stone shrine/ziggurat with hundreds of chanting kuo-toas crowded around it. They have to sneak over a stone bridge into the shrine, defeat the totally insane Zenith, and then try to sneak away/escape.

Which, of course, isn't going to happen.  ;)



When they started approaching the temple (before they could see it) I started playing this song, clipped to the first half. It freaked them out completely, which was only driven home when they saw how many potential enemies were before them.

After fighting Zenith, I'm going to play the music again as they sneak along the bridge, trying not to alert the Kuo-Toas below (which will be a Skill Challenge based on stealth and observation).  Eventually they'll be discovered, but I won't say this fact out loud - I'll let the music at 1:47 convey the message. It should be fun, and will lead into part two of the Skill Challenge, which is based more on athletics and fending off the swarm of enraged kuo-toas.