Posts

Cha'alt Game: Campaign Diary #2: The Interview and the People of the Pit

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 A lot has happened since my last post!  I'm going to try to get things caught up rather quick-like. We've been using a lot of downtime activities to give the PCs opportunities to do things that they would otherwise be unable to in a session without holding the other players hostage.  Here's an idea of what things have been going on in the Gonzo desert wasteland. All of the PCs were interviewed by a prestigious local journalist.  They were given a list of questions that she'd ask and they had the chance to think of the best answers that their characters would give.  Due to the serious waves that the party has made with the ruling class, the journalist's editor seized her notes (her manuscript ended up being skewed in favor of the PCs, which is now a quest item that has been hinted at) and released an overly negative article, taking things they said in the worst context and using it against them.  Admittedly, Breeder-san made it pretty easy. Here's the artic...

You're Not Really Playing D&D

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Now hear me out! I've spent some time thinking about this: what exactly IS Dungeons and Dragons? The disparaging remark that is often raised to voice dissent toward groups playing in a way someone doesn't like is "that's not real D&D." The rebuttal will either simply be a personal attack or a platitude somewhere along the lines of "there's no such thing as 'real D&D.'" Now, if you know my moniker, you understand that I'm a bit of a pedant. I like to use precise language with agreed upon definitions when having a debate because it's necessary for us to find our way to the truth. So let's try to define this shit. I'll put forth some definitions I've heard and I'll say my peace on them. D&D is what happens when you roleplay at a table with your friends. CoC, WoD, it's all basically D&D. Okay, this one is kind of a joke, but I've heard it said at my table before unironically. If I had to...

Knowledge Checks Tend To Suck

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Does your character know that trolls are weak to fire? Does the player have a chance to roll to see if their character knows something the player themselves doesn't know? These are the principles I go by on this issue, and I'll expand on why I see it the way that I do. 1. If the player knows, the character can act on it. Call it intuition if you must. But the player shouldn't give the information to other players. 2. If the character knows it, the DM should let the player know what their character knows. 3. If the character might know it, do a roll, with modifiers as necessary to get the appropriate probability based on what upbringing the character should have had, how obscure the knowledge is, etc.. In 5e, this is approximated through skill checks, with advantage/disadvantage used to alter probabilities. 4. If the character has no reason to know it and the player doesn't know it, it remains unknown unless the knowledge is obtained through experience. This ...

What Makes Magic Items Interesting

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 THE QUESTION HATH BEEN RAISED!  The answer shall be found.  Hopefully. As anyone familiar with my blogging, my tweets, or my videos will know: I am mostly an amalgamation of a ton of incomplete thoughts.  Occasionally, those thoughts find something that makes sense, then they spit it out for others to see it and revise as needed.  Here's what I've got for magic items right now. 1. Risk vs. Reward This should be no surprise, especially to fans of old school gaming.  One of the things that really lights our fire for gaming is the desire to have to make difficult choices, and to see the ramifications of those choices.  This is the essence of role-playing (as opposed to telling a story/acting).  Here's your situation, what do you do?  Magic items have the capacity to introduce risk vs. reward in two ways.  Earning the magic item can be an exercise in risk vs. reward, and using the magic item can be an exercise in risk vs. reward. Perhaps th...

Cha'alt: Fuchsia Malaise Review

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Cha'alt: Fuchsia Malaise is out!  I've got my greasy hands on the PDF and I'm going to take some time to try to give everyone an idea of what exactly this monster has.  And a monster, it is.  At 165 pages of main content and an additional 65 pages of appendices, Fuchsia Malaise gives you a hell of a lot for $15 (give or take).  Just how much quality is there in this massive quantity?  We'll see.  A few disclaimers: 1. I consider myself to be a good acquaintance of the author.  I backed the project and offered some feedback on the book during the editing process. 2. I was not given anything for doing this.  I paid for my PDF and for the hardcover. 3. The very nature of this review is going to be highly preferential.  Things that I say are something I dislike may be something that you appreciate and vice versa. 4. I'm currently running a Cha'alt game but have not (as of yet) been able to incorporate that much of Cha'alt: Fuchsia Malaise in my g...

Reaction Rolls Are Smarter Than You

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  Why, Aaron, what an overly clickbait title you have, right? Reaction rolls.  If you've come across this blog, the likelihood that you know not only what reaction rolls are but also exactly how to use them is staggeringly high.  For the sake of everyone else, this is the idea. If you're unsure how a creature is going to react to the player characters, you roll two six-sided dice.  The higher the result of the roll, the more favorable they are to helping the player characters.  It uses a bell curve, so typically 7-9 is your fairly neutral average.  This is the chart from back in the early days. It may not be a surprise to anyone, but I don't use this chart exactly as it's written.  While I see the purpose of multiple rolls, I favor a single one, and I use it more than just for monsters. 2-5 Extreme hostility 6-7 Somewhat hostile 8-9 Neutral 10-11 Favorable 12 Helpful One may ask, "but Aaron!  This is completely random!  Why can't we consider ...

How People Screw Up Nonhuman Races in RPGs

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DISCLAIMER: ALL OF THIS RAMBLING IS SPEAKING WITH THE ASSUMPTION THAT YOU ARE PLAYING IN A SETTING THAT IS EITHER HUMANOCENTRIC OR VERY MIXED.  IF YOUR SETTING HAS ANOTHER RACE THAT'S THE MOST COMMON, SUBSTITUTE THAT FOR WHAT I'M SAYING HERE. I think there are a few reasons why people ultimately decide that they wish to play a nonhuman. 1. It sounds cool. 2. It looks cool. 3. It makes me better at something. #2, I don't really give a shit about.  There's nothing to really opine on.  You like how it looks? Awesome, go for it. Numbers 1 and 3 are where the real meat and potatoes are. It sounds cool, sure.  Why does it sound cool?  Is it because the lore surrounding the race is intriguing?  Perhaps there's a compelling history surrounding this race that strikes you as being fertile ground for a neat backstory?   Unless there are actual implications in the game world that come with being the race that you've chosen, this is little more than set dress...