RPG Tech Talk: Waiting patiently…

RPGTechTalkLogoIn my last RPG Tech Talk column I talked about Realm Works, the new ‘Campaign Information Manager’ being developed by Lone Wolf Software, who also make the Hero Lab character creation software. As a backer, I have access to the monthly updates for the Kickstarter project, which have been extremely informative both in terms of project progress, and some interesting technical information.

The key piece of news over the last couple of months has been that the Early Access release, which I’m really looking forward to, has slipped a bit, and we’re now looking at getting hold of it in June (hopefully…) rather than May. From my perspective, this isn’t a major problem – in fact it may dovetail nicely with the new DnD Next campaign I’m working on. It would be great to try out this software as I’m prepping for this!

A major component of the Kickstarter delivery is not so much the Realm Works client application, but the community ‘cloud’ which will allow content to be shared and published via Lone Wolf’s servers. There was an interesting discussion around the problems they have to tackle re synchronisation of content, especially when one of the key functions of Realm Works will be to load content, and alter it easily to fit your own campaign. So what happens when the publisher of that content updates the material – as the end user, you then need the choice to accept that update – or not if the changes would be clash with your own? Managing this with user-based granularity is definitely going to be a technical challenge ;)

At the outset, unfortunately, there are no plans to provide export/import formats for your data, or to have any sort of APIs for accessing the data via other tools, such as a Combat Manager, or a Virtual Table-top. Lone Wolf Development have clearly stated they do wish to tackle this sort of functionality, but it will be considerably further down the line. I certainly hope this does come to fruition, as I’ve said before, one of the main aspects of managing information is to do it once … and have it easily integrated into the other applications you need to use.

Overall however, the project seems to be shaping up nicely, with a few small (to be expected…) but none too-serious hiccups. What we (those lucky ones signed up for Early Access) get to see in the next month or so will surely need a few iterations to get into a final release version, but at least we’ll have it in our hands!

I can’t wait (despite the title of this post …)! :)

Posted in Columns, RPG Tech Talk, RPG Technology | Leave a comment

Cartographer’s Annual Challenge: May 2013

The May 2013 Annual issue was somewhat different than many, presenting a library of symbols intended for adding information and markers to your maps.

For this month’s Challenge entry, I decided to create a marked-up map showing the key travel routes and incidents from a fantasy story I have been writing for my kids. It is set in my world, Tolrendor, and initially centred around the Havenscoast region. Having lain neglected for quite some time, I recently finished off the first couple of chapters and read them to the kids over Easter … and now have strict instructions to keep on writing!! The story is deliberately episodical, and is pretty open-ended in terms of where the main characters will end up … I certainly have no idea :)

Anyway, here is the map, which is based on a previous view of the Havenscoast, with the addition of the mark-up and a key (click image for full-size version):

Annual Challenge May 13 - 2

This Annual issue packs in a nice set of symbols, which are great for adding all manner of extra details to a map. I can see the set being very useful for maps which are intended to show historical information such as military campaigns, large-scale migrations etc. As an added bonus, the Mapping Guide (which accompanies every Annual issue) has a useful tutorial on creating symbols and symbol libraries!!

Till the next Issue, keep up the mapping! ;)

Posted in Cartography, Columns, Fiction, The Annual Challenge, Tolrendor Gazetter | Leave a comment

DM for Kids: The Eyes have it!

RPGKidsLogoAs I’ve mentioned several times over the last six months or so, the Amber Tower campaign, my 4E game with my kids, has stalled somewhat. It’s not to say we’re not enjoying it, the kids are as keen as ever to play – it’s all down to scheduling!!

My daughter, now almost 14, is a keen competition show-jumper, so many weekends for her are taken up training, travelling and/or competing! My son, turning 12, has a number of his own sporting activities, so the overlapping slots are rare …. and generally taken up by the ever-present curse of homework! Weekday evenings don’t work, as I don’t get home from work in time for a session on a school night! Teenage family life; I’m sure many of you know it well! :)

In actual fact the real problem is getting all 3 of us together for a game; it’s much more likely that my son and I can find the time, as we’re not the ones tied up with equestrian pursuits! So…. I’ve been toying with the idea of starting a solo campaign just for the two of us … and… potentially running it as a DnD Next campaign…

Of course, the purpose of running a DnD Next campaign is at least partly to play-test and explore the new rules. In a solo campaign though, there’s clearly not much variety in the character(s) being run! :) I could DM a series of one-shots with different characters for each adventure, but in my experience that isn’t very satisfying for kids – they tend to invest quite strongly in their characters, and enjoy storyline continuity.

So after a bit of brainstorming I’ve come up with a campaign idea that seems quite fun, and seems to tick a number of boxes:

  • It will be set in the Havenscoast. More specifically, it will centred around the Knights of Watch, the military order which guards the northern regions of the city-state of Camlan against the dangers of the Barrens, and the demon-wastes of Gorak. I’ve been itching to run some adventures in this region, and this area is ripe with possibilities!
  • My son’s main character will be a member of (or at least seconded to…) the ‘Eyes’, a sub-branch of the order which is deployed in scouting, espionage and ‘special-ops’ style missions. This will allow me to mix-up the ‘supporting’ NPCs, with a potentially different ‘cast’ for each adventure, in order to explore a greater range of character builds than otherwise possible.
  • Adventures will be based around episodic ‘missions’, each of which will be designed to gain one level. A single mission might still play out over a number of sessions, but progression will be relatively rapid, again allowing more of the new rule-set to be utilised.
  • In the event my daughter is also available for a session, and I’m not prepared for an adventure in the Amber Tower campaign, it will be relatively easy to drop her into the  game using one of the ‘character’ NPCs included in the mission.

Sound exciting? I think so! :) Now I need to get brainstorming on the first adventure …

Posted in Columns, DM for Kids, DnD Next, The Havenscoast Project | 1 Comment

Wizard’s Watch: Subclasses!

Wizards Watch LogoMike Mearl’s latest Legends and Lore column touched on a topic from my previous Wizard’s post, here; namely the variability within the class structure possible to achieve the flavour of character desired.

As I said last time, I am impressed by the current incarnation of the cleric and rogue classes, which have specific choices (deity and scheme) that lead to substantially different flavour, and mechanics, over the course of the character’s progression. Other classes however, such as the paladin and ranger, seemed a little fixed in their options, with the only real variability seemingly available via feats.

So it was very interesting to read that the concept of ‘subclasses’ is going to brought in more strongly in future material, with potentially quite different powers/mechanics available to one subclass compared to another, whilst still retaining the core features of the base class. Feats are then used to add snippets of flavour that are not subclass specific. As an example, characters using different fighter subclasses e.g. Warlord and Gladiator might have substantially variable abilities (e.g. leadership vs. arena-fighting), but might both use a feat to become experts at two-weapon fighting.

I definitely like this approach, and indeed it seems like the only way the design can scale to match the huge spectrum of expectation from the community. Using this model, a player can chose a very simple 1e style fighter (choose Fighter with e.g. Warrior subclass, ignore background and specialty, press play!), or choose from a myriad of options, using class, subclass, specialties, backgrounds and feats to create the desired build in the manner favoured (expected?) by the 3E/4E generation.

Although in some ways I have to chuckle. 4E already provided this concept: class was essentially a top-level concept which you then built out in many different ways with the infinitely flexible system of powers and feats. 4E Essentials later added the simpler builds with less choice required (i.e. simple start-up), and yet was pilloried for somehow being a new game! Oh well, water under the bridge now I guess… :)

One question I have is how far they will take this in providing significantly different subclasses, especially for iconic classes such as the paladin and ranger. Currently for example the ranger is definitely pitched as a Druidic style spell-caster, whereas in my view there are many valid ranger concepts (e.g. Beast-master) which are not related as explicity to spellcasting ability. Its hard to see how a subclass could differentiate enough without substantially changing the core class concept. However Mike does makes it clear in his post that the current versions of these classes are draft, so I have some hope here :)

In any case, one thing is obvious. The flexibility of this class-subclass-specialty/feat model will definitely provide plenty of scope for DMs to build setting specific flavour into the character choices available to their players. This is important to me, and one aspect I think was strong in 4E, so its good to see it continuing in the next generation of the game!

I’m certainly looking forward to the next playtest release to see how this develops!

Posted in Columns, DnD Next, Wizards Watch | Leave a comment

The Cartographer’s Annual Challenge: April 2013

Just in time for the April entry!!

This month’s Annual Issue was a welcome return for one of my favourite cartography, Jonathan Roberts, who drew the beautiful overland maps in the Midgard Campaign Guide.

In fact, this issue was a style based on these very maps. I decided to map the same area as I did last month, as a comparison between the two. Here is the result:

Tolrendor - Northern Region - CA76

One of the cool things about the Midgard maps is their wealth of detail, but in a readable form, and this style emulates that well. As you can see, I still have a lot of detail to create and fill in, but its a good start.

So which style do I like best [between March and April]. Well, quite honestly I am going to sit firmly on the fence here!! The March style is really striking and quite different, but I have always loved the muted colours and symbol detail of Jon Roberts maps. In my campaign I would probably use the April style more, as its better suited to smaller scale regional maps.

As always, your comments are welcome! :)

Posted in Cartography, Columns, The Annual Challenge, Tolrendor Gazetter | Leave a comment

Wizard’s Watch: Embers Stirring?

Wizards Watch LogoWell, stimulated by some good vibes about DnD Next on a number of blogs I follow (here being one key example), I downloaded the recent Playtest packet (April 1st!) for the first time since about August last year. Things have certainly moved on a bit! After a good read  it’s clear aspects of the rules are taking firmer shape.

There is a lot to like about where the Playtest has got to. Advantage/Disadvantage for example is a new mechanic that seems to have stuck. It’s a neat way to provide a simple bonus for checks, and fits in nicely with game-play i.e. who doesn’t like to roll the dice :) This will certainly suit my kids (at least when they have Advantage…) – I mean how often have they rolled low on a Daily power and begged to be allowed another roll?? :)

Specialties also look very promising, essentially a package of Feats that you obtain as you rise in level, and these being somewhat upgraded in Next to be more ‘substantial’ than the minor buffs in 4E. In essence, it looks like Feats are intended to allow access outside of class boundaries to some of the ‘flavour’ powers that help define your character. I like this, as it also gives a perfect mechanic for bringing campaign specific flavour into play. There has been a lot of reaction over the last couple of weeks following Mike Mearl’s columns on ‘Ability increases vs Feats’, but I won’t comment on this until more detail comes out!!

Backgrounds and skills also mesh nicely, and I like the mechanic that skills are simply Ability checks with an extra die – depending on the depth of the characters skill. Although  the skills are fixed, I think there is an opportunity here for extension based on specific settings as well.

If there’s one thing I’m not yet sure about, it’s the Class structure. The most significant part of your character’s make-up is controlled by class, and the designers seems to have gone down the route of fairly fixed class abilities and powers. For example, the new Ranger class is assumed always to be a spell-casting hunter. Now clearly, you can use Specialties to give your Ranger extra options, or to give your Fighter ranged weapon skills and tracking abilities i.e. non-spellcasting Ranger flavour, but I’m not entirely sure whether this will stack up against the myriad of options in 4E for example. I realise there will be lots of people that think this is a great idea, but there will be just as many who think this is not!

I like the options presented for the Rogue, where over and above the core powers of the class, a ‘Scheme’ is used to give different packages of abilities based on the type of character you want to play. Clerics also get a lot of variability based on the deity choice, which again will dovetail neatly with the campaign setting. It will be interesting to see whether other classes will be treated in a similar way as the design iterates.

For the rest (e.g. combat rules, monsters, spells, magic items etc) the Playtest now has a fairly extensive set of material that seems more than enough to run a full campaign. It seems, especially with spells and magic items, to more aligned with older editions. To me that is not necessarily a bad thing as in these particular areas I felt a little of the ‘wonder’ was lost in 4E as everything was fitted into the ‘power’ structure.

So where next then? Well, I said a while back that I would be sticking to 4E while the DnD Next Playtest matured, and that is certainly still true for my main campaign, the Amber Tower.  However, I’ve also been a bit frustrated with progress here, due to the few times the three of us actually get time to sit down and play! So I’ve considered running a little solo campaign in the Havenscoast with my son, and am toying with the idea of running this with DnD Next!

Hmm, decisions, decisions :)

 

Posted in Columns, DnD Next, Roleplaying with Kids, The Havenscoast Project, Wizards Watch | 2 Comments

April Fools (Not…!!)

CA76 ExampleIt certainly isn’t at Profantasy Software! The first of the (any…) month is always one to look forward to, as it’s the release of the next Cartographer’s Annual issue!

April’s issue is a new style from Jonathan Roberts, one of my favourite cartographers! Even better, the style is based on his wonderful Midgard Campaign Setting maps that he created both for the setting books, and the iPad app: Midgard Atlas. This month’s Cartographer’s Annual Challenge entry certainly won’t be a chore … except for deciding what to map :)

In keeping with the Midgard theme, the issue even includes a Midgard Preview, which hasMidgardPreviewCover a couple of short stories, a new race and an short overview of the wonders of this setting. (If you’re not a subscriber, this preview can also be downloaded for free from the Kobold Press website … just click the image …). If this isn’t enough info to get you excited, you can of course browse my multi-part review of Midgard :)

Happy Easter from TolrendorDm’s Blog!!

Posted in Cartography, Midgard Campaign Setting, The Annual Challenge | Leave a comment

The Cartographer’s Annual Challenge: March 2013

Ok, so I’ve now got caught up in the Challenge (just) after a late February entry!

The March Annual issue returned to a more normal type of style, after a couple of months of quite different offerings. It is an overland style derived from a map posted on the Profantasy forum of a Viking inspired region called Myrr

As I’m in the process of re-imaging the northern parts of my fantasy world Tolrendor (as described here), it seemed a great idea to use this month’s issue for mapping the region:

Tolrendor - NE Region - CA75

This is a first draft of this region, which you can tell from the lack of place name detail! I have lots of thinking and creating to do before this can be filled in!

In the southern-central part of the map you can see the town of Fallcrest, and the Nentir Vale region (from the 4E D&D Dungeon Master’s Guide) which is the setting for the Amber Tower campaign I’m running for my children. The rest of the map is designed to provide a Viking/Medieval Baltic-type setting, with plenty of fantasy twists of course (Like the frost-dragonborn raiders from the fjords!).

The Annual style was a good choice for a ‘draft’ map, as it uses bitmap fills for terrain features rather than symbols, making it pretty easy to fill in the high-level detail quickly. The textures and sheet effects are lovely, although I think I’ll need to fiddle about with some of the individual sheet settings to get it just how I want it for a final map. What I really love about this style is the coastline effect, with the bevelled edge of the land blending with the sea – particularly striking where the narrow fjords cut into the northern-most landmass. The textured text and text border is a highlight also!

Posted in Cartography, Columns, Roleplaying with Kids, The Amber Tower Campaign, The Annual Challenge, Tolrendor Gazetter, World Building | 1 Comment

World-building: History vs Geography

WorldbuildingLogoIn the real world, it’s clear that History, the march of human events across the slowly unravelling scroll of time, is driven by Geography. Natural mountain barriers, impassable terrain, waterways and seas, climate, land fertility; all these factors have had a significant, if not dominant, impact on the ebb and flow of human civilisation, migrations, kingdoms and even empires.

It’s true that I may have been thinking about this subject partly as my daughter has recently had to choose between these subjects for her GCSEs (UK national exams), but primarily its because I’ve spent the last few days musing over a region in my world of Tolrendor!

The north-eastern region of my main continent has always been a sketchily imagined area, beyond the vague concept of wide steppes and migrating hordes. However, inspired in part by the ‘Holy Roman Empire’ vibe of the ancient Grand Duchy in the Midgard Campaign Setting , I’ve been reading up on the Hanseatic League, the Teutonic Knights and generally the medieval history of the Baltic Sea. A fascinating period, and certainly an area that I was less familiar with than the western regions of Europe.

So what do I do to integrate these ideas into my world. Well, the strange thing is that I approach it in the opposite direction. My first thoughts are about the human (or fantasy races…) events and and backdrop I want to create. For example, my reading has inspired ideas such as:

  • Heavily armoured (human and dragonborn) knights crusading against (conquering) the eastern pagan tribes
  • A powerful merchant league of cities with their own fleets, armies and trading stations spread across the region
  • Dragon ships of the wild Northmen raiding the coasts and even deep into the heart of the continent on a network of rivers and lakes.
  • Merchant barges and pirate galleys clashing along deep river valleys, overlooked by seemingly inaccessible castles perched high on rocky outcrops.
  • A complex, inter-related myriad of nobles, clerics and powerful town guilds locked in a political battle for supremacy in the region.

From these ideas, I start to imagine the map. Clearly there will be a sea linking the mainland with the land of the northmen (and other fell races), and many interconnected river valleys and narrow lakes. The mainland regions will need to have lots of natural features that help to break the region into smaller realms, sites that suit strong independent towns and cities etc. So here I have History driving Geography! :) After all, in a role-playing world, it’s the story that comes first!

I don’t always work this way. Many times I have started with doodling a map, and progressed to fitting my story to it; but then often find myself getting frustrated because the geographical features don’t quite fit my ideas, and so the map has to change! A design process is necessarily iterative :) This is without doubt in my opinion one of the most enjoyable parts of the world-building process, when nothing is set in stone, and your ideas can clash and twist and eventually the geographical and historical elements blend to create a setting ripe for new stories to be told!   

What about you? Does this sound familiar? If not, how do you approach the early stages of building a world setting?

Next, hopefully I’ll have a map to show off!

Posted in Cartography, World Building | 6 Comments

The Cartographer’s Annual Challenge: February 2013

Yes, I’m aware it’s March! :)

This is my (late) entry for the February Annual in my own challenge, in which I attempt to create a meaningful map for Tolrendor using the Cartographer’s Annual issue for the month. I have to say, after taking this on, Profantasy didn’t exactly help me out, with the first two issues of the year being quite different from the normal fare!

February’s issue was a style for drawing isometric building views. This is not something I’ve ever attempted before, so it took me quite a long time to decide on my subject for this month. Eventually I settled on mapping a small way-fort in the Havenscoast, used by a mercenary company called the Blue Riders, who specialise in escorting caravans along the Traders’ Way. So here it is:

BradonBlueRidersBase

I’ll be honest, I can’t see this being a style I’ll use too often! I found it pretty fiddly to get it looking right, for example having to move bits of building back and forth to get them in the right order. Also, the need to have separate symbols for each angle meant that you’re pretty much limited to whatever is included in the style.

However, it’s always good to try something new – you don’t learn otherwise! Now I just need to get cracking on March’s issue, and see if I can catch up on the Challenge!

Posted in Area Map B4: The Havenscoast, Cartography, Columns, The Annual Challenge, The Havenscoast Project, Tolrendor Gazetter | 1 Comment