Showing posts with label Game History. Show all posts
Showing posts with label Game History. Show all posts

Saturday, March 22, 2025

I Think Marvel Multiverse Role-Playing Game Taught Me To Play D&D e5

I am having a failure to campaign. I wanted to do a Star Wars campaign, but my potential players spotted the Marvel Multiverse Role-Playing Game on my shelf and dove into a rabbit hole of Super Heroes. I wanted to playtest some ideas for my module POP-001 Reverants of Revenants of the Lost Temple but got sidetracked by prototyping a new RPG. Add in the new laser, the tablesaw, and the 3d printer and I am at a loss for what to do first or now. 

So back to basics. I am going to review the games I have acquired over the last year to 18 months. I just need to pick a good one to start on. 

To get this game design bug out of my head, I want to talk about the Marvel game. 

Marvel... it is inescapable right now. We have a couple of movies and TV shows coming out at the same time that the company is kicking out all kinds of new comic books. That's a mighty big rabbit hole to live in. When my kids and friends saw the Marvel RPG, instead of playing the game we ended up watching 3 movies while digging through a box of comics and perusing the rules. 

Friends, I have wasted a day. 

I'll review the Marvel rules eventually, but I THINK I understand what changed between my D&D of the 1970s and 1980s and e5 thanks to this Marvel ruleset. 

The social purpose changed. As a historian, I like this concept. In history, historical people wanted to focus on the ills of the world, but could not effectively mesh the current massive problem with underlying social issues which were also occurring. It usually results in half measures and more problems. The idea the gaming changed on the social side is neat. 

D&D started as a tactical game; it evolved from wargaming. I have X guys and you have Y guys, let's throw some dice to see what happens. Ok? 

D&D adds special abilities and roleplay to a tabletop game, which changes that random dice dynamic. Individuals become heroes, it is important for them to have a past, present, and future and now we have Player Characters.   

When I think of a classic movie, it will be from the 40s, 50s, or 60s. Many of these were big-budget affairs that depicted massive set-piece battles but also had an undercurrent where a gang of scrappy heroes would be the solution. Or they were low-budget and had to have a gang of oddball heroes to compete with big-budget movie spectaculars. This humanized the story and was a satisfying use of characters. Nobody saw the oddball scrappies coming.  

It doesn't even have to be a war movie. Flight of the Phoenix is a movie about people literally building a plane in flight. Just like war movies, it elevates individual characters to heroes or solution-maker status.

Even though there were far fewer character choices in OD&D, Basic D&D, and e1, not all of the rules were harmonized in the mechanics. Because the mechanics were often unique to the class or monster, it was hard for the DM to determine if a scenario was a real challenge. Add in wily player characters, and really strange things happen. This mirrors the movies of the day. No one saw the ending coming and DMs didn't try to adapt to the players. They just rolled with whatever happened because as long as the players were willing to play, there were always new bad guys and challenges.   

Today, if you ask someone about a "classic movie", the answers are very different. It's Star Wars, Batman, Harry Potter, Kill Bill, The Usual Suspects, etc. 

What is different about these films from older classics? Usually, the viewer has awareness of the heroes from the get-go and the bad guy has the advantage of knowing the heroes just as well as the viewer while the heroes are unaware of their opposites' goals. 

Back in the day, D&D didn't have a Session 0. The DM designed his campaign or story in a vacuum and the players subvert this by building the plane in flight. Session 0 was a vague idea when the DM told the players about the world their characters lived in as they rolled up characters, but it occurred at the same time as Session 1. The players are adapting to the DM's world, without the DM thinking about what the characters were all about. Sure there were minor questions to be answered, but those were usually no big deal: 

"Sure you can be a paladin, an assassin, or a cleric! Any class you like is available."
"Yes, you can have full-plate armor, everyone does. It's all the rage, you are cool."
"You want a pseudo-dragon as a familiar? Awesome!" 

It was almost unseemly for the DM to try to negate a character's abilities by reshaping the previously written materials. Yeah, we have all played those games where clerics can't heal, paladins are evil, or wizards are hampered by widespread anti-magic. Those results are really horrible and DM's usually learn not to do those things. 

An excellent modern movie that depicts this idea is Dungeons & Dragons: Honor Among Thieves. The DM created a scenario in a vacuum and has no idea that zero players have thieving characters. The antagonists think they know what is going on, but usually, they are wrong. The PC's subvert expectations, just like classic D&D. The link above is a post all about the idea where the PC's subvert the basic tenets of the scenario. 

It's great! Everything goes sideways for the DM because they have to cope with the fact zero people are conforming to their original idea. The plane is going down. That is ok because everyone is out there working on the wings. 

In Star Wars and in the MCU, the bad guys know exactly who the heroes are. The author/DM is now creating a checklist of tasks that are measured against the known. The prevalence of Session 0 is almost universal. The harmonized mechanics of D&D e5 make it so simple for the DM to swap out specific antagonists or scenarios to counter the heroes in a way that makes sense... at least in terms of what the DM desires. 

I personally don't like this tactic, but I see the appeal. It makes the game more superhero-like or like a video game while avoiding the trope of simply taking away the hero's abilities, tools, and gear. It is almost fair and just barely dodges railroading. Anything is preferable to taking stuff from the players or railroading, but I dislike this option of plug-and-play gaming. But I understand it.  

I think this is where the idea of DM as a storyteller became overpowering and all-consuming. It's like you are playing against the DM, which is not fun. I have always been a storytelling DM. I create a unique world for the players. BUT I am not "storytelling" in a way to prevent or pervert the player's intentions and goals. There is a difference. 

For example, pawnshops are just as common in my world as magic item shops. New players may not have thought they could find such a thing, but I am not making them shop there. They just know. Horses are also common, the players won't have trouble obtaining one but they don't have to do it. I will tell the players if they are in a kingdom or a republic or something else, which changes a lot of the dynamics of society. I will also let them know if there is a town guard, a marketplace, a city hall, a bank, and whatnot and populate them appropriately. This is the storytelling I do for them. It makes them react if they so choose, it doesn't force them to make specific choices or force them to be something.  

I think I understand e5 better now. What do you think? 

Saturday, August 10, 2019

Slate Wands

I have a couple of old slate wands in my locker. I wonder if these are rechargeable. 

>analyze wand
You analyze your slate wand and sense that the item is free from merchant alteration restrictions.
You get no sense of whether or not the wand may be further lightened.
>analyze other wand
You analyze your slate wand and sense that the item is free from merchant alteration restrictions.
You get no sense of whether or not the wand may be further lightened.
>pre 405
You gesture and invoke the powers of the elements for the Elemental Detection spell…
Your spell is ready.
>cast at wand
You gesture at a slate wand.
The essence swirls as it flows in a fog of chaotic patterns around the wand.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>pre 405
You gesture and invoke the powers of the elements for the Elemental Detection spell…
Your spell is ready.
>cast at other wand
You gesture at a slate wand.
The essence swirls as it flows in a fog of chaotic patterns around the wand.
Cast Roundtime 3 Seconds.

They don’t play nice with 405 like a Thanot Wand so I don’t know how many charges they have.

>cast at wand
You gesture at a pale thanot wand.
You sense that the wand is a magic item that holds the spell “Limb Disruption” with a fair amount of charges.
Cast Roundtime 3 Seconds.

Thursday, March 24, 2016

Old Voln Symbol List

I was looking at some old logs and noticed one of my characters accessed the old Voln Symbol list.
For those who wish to see the old stuff:
Symbol list
Symbols known to you:
Symbol of Recognition
Symbol of Blessing
Symbol of Thought
Symbol of Recovery
Symbol of Courage
Symbol of Protection
Charl’s Throw
Kai’s Punch
Phoen’s Kick
Symbol of Calming
Symbol of Sleep
Symbol of Turning
Symbol of Mana
Symbol of Sight
Symbol of Holiness
Symbol of Submission
Symbol of Restoration
Symbol of Need
Symbol of Retribution
Charl’s Improved Throw
Kai’s Improved Punch
Phoen’s Improved Kick
Symbol of Preservation
Symbol of Dreams
Symbol of Return
Symbol of Invitation

Sunday, March 20, 2016

How to get the Deeds done – Wehnimer’s Landing Temple

Deeds are critical to avoiding death’s sting. Obtaining Deeds in The Landing is fairly easy and is one of my favorite places to purchase Deeds.
The basic formula for deeds is:
101 coins for the deed plus your level times 100 plus the current number of deeds times 100.
This formula works in the Landing, River’s Rest, the Caravansary, and Icemule Trace.
There are a couple of caveats, in River’s Rest you may only use gems. In Hearthstone Manor you may use wands but no coins. In the Temple in The Landing, gems are worth triple their value. In Northern Caravansary you may only use items while in Icemule Trace you can use items in addition to wands but no coins.
In Wehnimer’s Landing, the temple accepts silvers and/or gems, and the gems are worth triple their value. This appears to be the best value for your money.
Enter the temple, go through the black arch, go through the tapestry, use the mallet to hit the chime two times then kneel. Drop your gems and coins and hit the chime again.
If you attempt to kneel before hitting the chime twice you will receive a warning. Once complete, you are escorted from the room.
Trivia 1: In the old days, there used to be ONE tapestry and people would line up to use it. You literally had to wait for others to figure out the puzzle.
Trivia 2: The Caravansary sells a Ruby for 5000 coins. By the formula, one Ruby will always be enough for one deed for characters 100 levels or less and having less than 48 deeds. For the 49th deed, you need to drop one coin and for each deed beyond that you need to drop an additional 100 silvers. This is only possible at the temple not the Caravansary’s deed shrine.

Game Mechanic Shafts

Sorcerers are known to have one of the cruelest game mechanic shafts – low strength and/or constitution and a requirement to tote a ton of kit to work spells. Many spells require some sort of component: 740, 735, 725, and 714 just to name the major ones. Bottles, rune stones, ink, paint brushes, pens, chalk and so on.
For this reason, I role play a slightly built sorcerer with glasses and robes. No one should be surprised when he rummages in his backpack for a bottle or sack for some found prize instead of wielding a weapon.
This isn’t the greatest mechanical screw in the game. I think the record holder is the old Tapestry in the Temple, Wehnimer’s Landing’s. Back in the day, the Tapestry was a unique item and space. One character at a time could enter that part of the Temple. So, queue it up and play nice for a deed. Yes, one deed because you were pitched out by the acolytes, just as you are now.
This mechanic was removed years ago, but I still recall the wall of text and line of characters waiting their turn.

Counting Coup

Last night, I was cleaning up some old logs and found my first adventure into The Marsh Keep Area.

Jersea, Moswell, Gutios, Armundia, Sorlu, Spingwell, Khiya Lurrah, Ponrick, Husark and I left the Common’s in search of a mythic fortress in the bog. Following Sorlu, we took a minor detour to Niima’s shrine. Then we promptly got lost.
We were attacked by Necrotic Snakes in the Ghastly Swamps. That doesn’t happen any more, the swamp is just outside of their range now. I am proud to say I am the first Rester to kill a Necrotic Snake. I was also the first to injury a Chimera, which ran for it’s life.
A few minutes later, I got lost and ended up in a running battle with a Tomb Troll Necromancer, a couple of Flesh Golems and a few Tomb Trolls. Fortunately, the group came back for me and handily defeated the Trolls in a truly epic rescue.
Jersea took up the lead as a bard and lore sang many new finds. She pulled knowledge and details unimaginable to us.
Moving deeper into The Keep, we found the Flooded Chamber. The pool with turned out to be an impassable barrier to me. I wished the others well and took up the rear guard position. Armed with a flask, some pretty old songs and my staff I managed to hold the Chamber against hordes of Trolls. I was focused on holding on, I missed the signal. The rest of the party escaped back to town.
My fault, entirely. I went down fighting an uncountable host of Trolls. The rest of the gang escaped back to town.
For the record, I heard that the prize was a book.

Gruesome Feast

I was fighting a Flesh Golem and took it down as a Tomb Troll Necromancer entered the room. Instead of attacking me, it did this:
With a ravenous glint in his eye, a tomb troll necromancer pounces upon the body of a flesh golem and begins feasting on its abdomen. Within seconds, the golem’s midsection is torn asunder and the troll necromancer looks up from his meal with gore dripping down his face. A tomb troll necromancer looks much healthier after consuming his gruesome feast!
I’ve never seen that before. And really don’t want to again.

Astronomy, Elanthian Style

Elanthia is interesting. This world is set in what would be our Middle Ages or slightly before, yet they have developed astronomy due to the weird nature of their satellites.
Examine Stars:
You gaze up into the sky and see a broad field of lights…
An elaborate and expansive pattern of twenty-one stars shines directly overhead through the darkness of the night sky, forming the serpentine coils of a magnificent drake, its raised head framed by a dark indigo nebula. Every star within sparkles with a brilliant silver hue, highlighting the twinkling outline of the regal creature as it drifts its way through the darkness.
Examine Lornon:
You gaze up into the heavens scanning for the moon Lornon…
Lornon drifts through the upper sky as a full perfect circle. Whorls of darker hue shift slowly across the icy disc, their rhythmic swirling nearly blending in completely with the blackness of the sky.
Examine Liabo:
You gaze up into the heavens scanning for the moon Liabo…
Liabo isn’t anywhere to be seen right now.
You gaze up into the heavens scanning for the moon Makiri…
Makiri isn’t anywhere to be seen right now.
You gaze up into the heavens scanning for the moon Tilaok…
Tilaok isn’t anywhere to be seen right now.
No only does the planet have four satellites, they move. The moons play a great part in the history of Elanthia, Lornon is the most prominent moon and the home of the evil Arkati. Liabo, the largest moon, is the home of the good Arkati. Tilaok and Makiri orbit Liabo, not the planet.
In the distant future, Makiri will plunge into the surface of Liabo in a titanic cataclysm. Once a month, Lornon is tinted blood red. The cause of this is unknown. In the distant future, the moon always appears red.


It appears that the world of Elanthia is shared by three game systems – DragonRealms, Gemstone IV and Dragons of Elanthia. Gemstone IV takes place many years before DragonRealms and who knows when Dragons of Elanthia takes place.

Slate Wands - Old Equipment

I have a couple of old slate wands in my locker. I wonder if these are rechargeable.  

>analyze wand
You analyze your slate wand and sense that the item is free from merchant alteration restrictions.
You get no sense of whether or not the wand may be further lightened.
>analyze other wand
You analyze your slate wand and sense that the item is free from merchant alteration restrictions.
You get no sense of whether or not the wand may be further lightened.
>pre 405
You gesture and invoke the powers of the elements for the Elemental Detection spell…
Your spell is ready.
>cast at wand
You gesture at a slate wand.
The essence swirls as it flows in a fog of chaotic patterns around the wand.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>pre 405
You gesture and invoke the powers of the elements for the Elemental Detection spell…
Your spell is ready.
>cast at other wand
You gesture at a slate wand.
The essence swirls as it flows in a fog of chaotic patterns around the wand.
Cast Roundtime 3 Seconds.

They don’t play nice with 405 like a Thanot Wand so I don’t know how many charges they have. 

>cast at wand
You gesture at a pale thanot wand.
You sense that the wand is a magic item that holds the spell “Limb Disruption” with a fair amount of charges.
Cast Roundtime 3 Seconds.

River’s Rest and Dust

I was wondering why there was so much dust in River’s Rest. It turns out that River’s Rest is modeled on Andalusia in Spain.

Andalusia is a Mediterranean climate and experiences both torrential rains and cool dry spells. This was revealed by Scribes on the forum.

Perhaps the image on the left is the hills where the Kakore was harvested for my runestaff.

I think it is wonderful.

The current descriptions go back to Bradach and Jineer. They gave the town a dry and dusty flavor, with vague hints of Middle Eastern Culture. I would describe it as Moorish, but Middle Eastern fits, too.

Another possible Easter egg in the town is the inexplicable model ship available at Bertha’s. It might have been modeled on the ship in MYST, however no clear evidence of this exists. There is a couple of ships in the River’s Rest environ’s, so this could be completely independent of the MYST ship.