Monthly Archives: November 2009

Dream Project 1.5: The Fortress of Dreams

This is a summary of my ongoing Dungeons & Dragons Fourth Edition game, played with some friends from college over the internet using MapTool and Teamspeak.

When we last left our game, the citizens of Meersha had fled a dragon who had taken over their town, heading north to the city of Decolay, which had been out of contact for years. When they arrived, in the midst of a thunderstorm, they found the city partly burned, with scattered fires and little signs of life.

The caravan was guarded by five people:
Etzlojek, kobold rogue and lover of fine things, adopted by the town’s general store owner
Eva, student of the local ritual mage and magic shop owner, who seems like a perfectly normal human wizard
Donaar, dragonborn warlock, who ended up in town after his home city was overrun by undead
Diesa, dwarven fighter, who was visiting family in town
Sully, formerly-retired half-elf paladin of Erathis and party NPC, who ran the tavern in Meersha.

This is the second half of level one.
Continue reading Dream Project 1.5: The Fortress of Dreams

Dream Project 1.0: The Flight from Zekleinenezzar

Over the past couple of months, I’ve been running a mostly-weekly Dungeons & Dragons Fourth Edition game over the internet using MapTool and TeamSpeak. Generally, these tools have served us well, with the biggest problem being the voice chat; it makes conversation flow very awkward, with some people stumbling over other people’s sentences due to lag, and other people often unintelligible due to mic issues. MapTool is a bit clumsy, but it gets the job done.

For a while, I’ve wanted to run a tabletop game where the play shifted between a dark, gritty, waking struggle for survival and a wondrous, fanciful dream world that the player characters entered when they slept. This is not that campaign, but it uses the “dream world” motif that I’ve incorporated into several of my games. Below the fold, I’ll give a summary of the first part of the campaign for those who are interested.

Before then, however, I should discuss my current feelings on D&D4e. First, the combat system is a lot of fun and very slick, but it requires a lot of effort and attention to keep it from becoming a tactical strategy game. In the game so far, players basically just say “I’m using Scorching Burst” or “I’ll do a Deft Strike.” I much prefer a game where players describe their actions with more flavor and color, and often do actions that aren’t straight from their power list. I’ll work to encourage this in the future.

Second, I still don’t have a handle on Skill Challenges. They make sense on paper: a way to structure non-combat encounters to have the same randomness, flow, and structure as combat encounters. However, in practice they feel very clunky. Twice I’ve had a single character take lead on a major NPC conversation, and instead of having them make repeated Diplomacy checks, I’ve just roleplayed it out. Maybe I need to make the Skill Challenge mechanics more explicit; maybe I need to abandon them altogether.

Finally, the XP system feels slow. Ten encounters between levels is a lot. I’ll be giving double experience in 4e in the future, just to restore a sense of progression to the game.

Now, for the story so far. This is the first half of level 1.
Continue reading Dream Project 1.0: The Flight from Zekleinenezzar