Archive for December, 2007

28
Dec

December Behind The Screen

   Posted by: BigE    in GM Articles

This Month’s Subject: The 6 Step Campaign

Greetings my fellow Game Masters, I thought I’d take a little time away from my production schedule to make my return to the Behind the Screen Column and get back in touch with all you guys who are faithful gamers for B.P.P. Inc. What better way to do just that than to show you how to put together a long running campaign with minimal effort on your part.

Let’s get started: If you are like me, and have very little time to put together games sessions for your group of players then perhaps this will work for you. I call it “The 6 Step Campaign”. This is a less work intensive way to run a long term, story-driven campaign that should take your PCs from 1st to 10th level and not be more than 24 hours worth of work on your part. I know 24 hours is a lot of time, unless you break it into a few 20 minute work sessions throughout the life of your campaign. You’ll need about 5 or so hours work time to get everything going, the rest is used in between session book keeping and adventure tweaking to better fit your Player’s.

Step #1: pick 6 pre written game adventures. These can be free stuff found on the web (such as on our site here) or published adventures or things you have written yourself in the past.

I recommend this breakdown if possible: (1) 1st level adventure, (1) 1st -3rd level adventure, (1) 3rd -6th level adventure, (1) 5th -7th level adventure, (1) 7th -9th level adventure and (1) 8th -10th level adventure.

There are a few rules you should follow: No adventure should be much longer than 20 pages. This will get you a good 3-6 hours of play time and won’t take you more than 20 minutes to read and familiarize yourself with. Also the more generic the better. This makes linking them easier as well as keeps you from having to change location names to fit your own game world.

Step #2: Pick out and artifact from the DMG or some other source. This will be the overall goal of your Campaign. If you like you can make the artifact, but this cuts into your work sessions so I don’t recommend it.

Step #3: Create your main antagonists. A Cult or guild is always good, since you can have multiple members of various levels. You can get this one in one 20 minute work session. Make up a single 1st level stat block and then add an additional level to it to make a “leader type” NPC. Once this is done scratch out a page or two of what the groups goals are and how much pull they have in the areas your 6 adventures take place.

Step #4: Create your Hooks. These will be clues that lead the PCs to the next adventure. You will need five of these. The first one is best to be a Key or a Map. No adventurer worth his salt will leave a Key or Map behind. You will place this in a faily easy to find place in your 1st level adventure. After that the Hooks can be anything under the sun. Perhaps a friendly NPC, strange runic clues or even more maps and keys. it really does not matter. Just make sure your PCs take the bait and try not to let them know they are taking it. You should be able to take care of this in another 20 minute work session.

Remember some of the best “keys” are magic items. Your party’s barbarian is less likely to give up his cool +2 Great Sword than he would be some brass key he found laying about.

Step #5: Interludes: These are short single encounters that will help your 6 adventures flow together into a single story-line. These can be a as simple as an antagonist ambush or a role-playing encounter with a helpful NPC that gives the PCs some information about either their quest, enemies or just world information. They also are great to use along with Hooks the PCs may have missed in the previous adventure or shows the PCs that what they took for a random encounter was much more sinister.

Try and mix these up, if a bunch of crazy cultist attack the PCs at the end or beginning of every adventure it will become dull. If on the other hand if the PCs are approached by an old sage seeking aid in finding this artifact, then they are attack by a band of thugs. The next adventure the same sage seeks them out, but is killed right in front of them by some of the same thugs a story begins to take shape. Now the next time someone asks them for aid they will most likely help or be ready for the thug attack. Either way it works out give the PCs what they are looking for, but let them get the jump on the thugs this time.

You will need to design 10 of these. They will be used starting at the end of the 1st adventure and take place on at the beginning and end of each adventure until the end of the 6th adventure. You can get away with only making five or so and reusing them, just changing the numbers or levels to better fit the PCs.

The stats for NPCs you can steal from the DMG or other published material or even old PCs if you wish. The role-playing encounters need only a couple of lives of info that need to be pass to the PCs. You should be able to put this together in a couple of 20 minute work sessions. Read the rest of this entry »

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28
Dec

December Critical Hits & Misses

   Posted by: El magnifico    in Critical Hits and Misses

A ROLEPLAYING REVIEW

 

This is our monthly article that checks out what is going on in our hobby away from our own nest. To handle the task of writing this article we found a self-proclaimed Super Gamer, Mexican Wrestler, Champion of the Downtrodden and President of the People for Nachos as their own food group. He puts his own unique spin on things. His reviews are solid, if not a little on the strange side when it comes to presentation.

Our Rating System: All items are reviewed in each of four categories, and given a rating from 0 to 5 in each and then all are totaled for the items “To Hit Roll” which has a maximum of 20 or a “Critical Hit”.

By EL MAGNIFICO

This Month’s Subjects

Well my faithful readers I have been a bit lax in my purchasing of gaming products what with all the holidays and all. Lucky for me some very cool buddies of mine have gifted me with some good gaming loot. So without further ado, this month’s subjects are

ANAUROCH The Empire of Shade, a Forgotten Realms Campaign by WOTC

INN-FIGHTING D&D Dice Game by WOTC

FIGHT CITY, A CHEAPASS CARD GAME by CHEAPASS GAMES

ANAUROCH The Empire of Shade, a Forgotten Realms Campaign by WOTC

WOTC brings us another nice hardback campaign adventure set in the Forgotten Realms. I myself love the Realms and have since it first hit our gaming table in it’s original grey box format back in the 1980’s. Myself and many of the guys I game with have spent many hours exploring the Realms in one incarnation or another. With WOTC still churning out supplements for master Greenwoods home world I hope it makes it to 4e. The ANAUROCH Hardback Campaign Adventure is set for PCs of 9th-13th level. The artwork and maps as usual are top notch. The content has some interesting encounters, to say the least. I won’t spoil it for you, but the Cover art says alot! Think lots of Shade goodness. There are some cool new “shadow” type monsters and a few new spells and magic items. This book bills at the usual $29.95, but you’ll get your money out of it if you play it cover to cover.

Artwork / Fluff: 5 lots of great Realms fluff, good artwork

Useable Game Material: 4 very good material though for levels 9-13

Overall Content: 4 Good story arch, should be a fine adventure for months of game nights

Price: 3 Industry standard

Total “To Hit Roll”: “16” I recommend it for all you mid level FR players.

INN-FIGHTING D&D Dice Game by WOTC Read the rest of this entry »

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22
Dec

Down to Rest

   Posted by: Golden    in Short Stories

“Now I lay me down to rest, me heart still beats within me chest. Should it stop ‘fore I rise, place two coins upon me eyes.”

The tinny voice carried more than a hint of madness. Many said that to enter the Lands of the Dead, one had to be insane to begin with. Carrow had traveled the blight for more than five years, and had seen (and committed) all manner of unspeakable things. He was a tall, thin, raven-haired man with a heavily scarred face and an angry, empty socket where his left eye should have been. A slight smile twitched across his yellowed teeth as he crouched, staring into the flames with his one good eye.

“Shut it, Carrow,” growled a mound of blankets lying just outside the fire-light. Beneath the blankets lie a barrel-chested man, average height by Mar-tillan standards, but nearly as stout as a dwarf.

A well-kept mustache and long, braided goatee sprouted from his face, while unkempt brown hair spilled down his head to his shoulders. A battle-worn splint maul lay next to him.

Carrow’s head lazily swung over to look at the large man. “Jus’ a lil’ prayer for me soul’s well bein’. No ‘arm innat, now is there, Grumon?” He smiled maniacally, showing several missing teeth.

Grumon sat up and growled through gritted teeth, “There are some of us who have not, as yet, succumbed to madness. We would like to get some rest, but your damn fool chatter every night seems to get in the way of that!”

Read the rest of this entry »

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tpk-ii-flyer-2008.jpg

“COME ONE COME ALL”

YOU CAN PREREGISTER FOR ALL THE T.P.K. II 2008

GAMES AT “THE VAULT” THEN LOOK FOR  ”CON PREREGISTRATION”.

SO DON’T WASTE TIME AS THERE IS LIMITED SEATING FOR ALL GAME SLOTS.

GO TODAY AND PREREGISTER

LETS GO TO WAR…..

 

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Here is Volume 1, Issue 1 of The Stool Pigeon:

Download: The Stool Pigeon Volume 1 Issue 1

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