Archive for September, 2008
Roleplaying music – “The Witcher”
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Recently CDProjekt has released the Enhanced Edition of its roleplaying game “The Witcher”. The game uses a heavily modified Neverwinter Nights engine and it’s based on the novels by Andzrej Sapkowski. One part of the games re-release was the soundtrack that you can now get for free!
The download consists of a ZIP file (approx. 191 MBytes in size) that contains the official score and “Music inspired by The Witcher”.
The official score was composed by Adam Skorupa and Paweł Błaszczak. Instead of some of the other soundtracks I recommended for roleplaying purposes the music from The Witcher is not atmospheric but more melodical, making heavy use of choirs (or samples sounding like choirs) and there are pieces that sound like medieval tavern music.
“Music inspired by The Witcher” is a compilation of songs that were inspired by the computer game. It contains songs from different genres and most of the tracks weren’t exactly my cup of tea. But your mileage may vary.
If you are interested to learn more about the Witcher check out the great Witcher Wiki. By the way, there’s also a Polish roleplaying game set into the world of the Witcher novels called Wiedźmin: Gra Wyobraźni. But as far as I know this game was never translated to English.
First Look: Forgotten Realms Player’s Guide
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On Saturday I got my copy of one of WotC’s latest books, the Forgotten Realms Player’s Guide. Although the Player’s Guide is a bit thin in my opinion, it’s a very good looking and interesting book that brings a lot of new option to your D&D game even if you don’t want to run a Realms campaign.
Introduction
The “Forgotten Realms Player’s Guide” is a hardcover book with 160 pages. The overall look is great as with all the new D&D 4th Edition books. There are six chapters and aside from chapter 3 (“Backgrounds”) and 6 (“Almanac”) you can probably use the content of the other chapters in non-FR campaigns. So even people not interested in the Realms could find the new races and class options useful.
Races
The first chapter “Races” provides us with two new playable races: Drow and Genasi. I don’t think I need to introduce the drow here since almost everybody has a least some knowledge about that infamous race from the Forgotten Realms. In 4th Edition they are finally playable as 1st-level characters. As racial powers they get “Cloud of Darkness” and “Darkfire”. The first power allows to create a shroud of darkness as a Close burst 1 and the latter power is a Ranged 10 power that gives you combat advantage against one foe. Both powers are nothing spectacular, but fit the Drow well.
The Genasi are of roughly similar to humans but are “touched” by the elements. For example a Stormsoul genasi has purple skin, silvery energy lines covering the skin and glowing crystalline spikes instead of hair on the head. There are five variations of Genasi (Earthsoul, Windsoul, Watersoul, Firesoul and Stormsoul) each with its unique physical qualities and racial powers. For example Stormsoul genasi get the “Promise of Storm” racial power that allows them to deal 1d8 extra lightning damage until their next turn once per encounter. The genasi are also perfectly suited for the swordmage class detailed in the next chapter.
The rest of chapter 1 deals with the other core races and their place in the realms and gives some information on “supporting cast” like gnomes, goblins, goliaths and so on. So there are still no Gnomes for player characters. I am pretty sure they will return with the Eberron Player’s Guide since the members of House Sivis are Gnomes.
Character classes
Chapter 2 “Character Classes” brings us the new swordmage class, an arcane defender. From what I’ve seen so far the swordmage is my new favorite class. There are two variants, the assault and the shielding swordmage. The assault swordmage uses elemental attack powers and the shielding swordmage specializes on defense using energy shields. Both variants look very nice but I slightly prefer the assault variant. One cool class feature is “Swordbond” that allows you to call your bonded weapon to your hand from up to 10 square away. The new class somewhat reminds me of the psionic warrior of 3.5th edition D&D but since it uses magic and not psionics it probably fits into more campaigns.
The rest of the chapter deals with a new warlock pact, the “Dark Pact”, the Spellscarred and new Paragon paths and one new Epic destiny. The Dark Pact is a whole new option for the Warlock especially drow warlocks. Dark pact warlocks get their power from a pact with the “dark beings that lurk in the shadows of the drow civilization” and their spells focus on darkness, poison, madness and spite.
Spellscarred is not a complete class but an option for all classes. You take the “Student of the Plague” feat to multiclass into Spellscarred and get a number of traits and you can later choose powers from the Spellscarred list. You have to bear a spellscar in order to chose the feat. Usually the taint of the Spellplague that causes spellscars to manifest is an unique feature of the new FR setting, but a GM can probably introduce Spellscarred to any campaign.
There are 25 new paragon paths and a lot of them should be usable in other campaign as well. I haven’t checked them out fully, but there are quite some nice options for your players. The epic destiny featured in the FR player’s guide is the Chosen. When you choose this destiny you become your deities’ proxy in mortal affairs and you get some demigod-like powers. Each Chosen gets a specific level 26 utility power granted by his or her deity. There are only FR deities listed, but a crafty GM can either create his own powers or try to fit an existing power to a non-FR god.
Backgrounds
The third chapter “Backgrounds” focusses on character backgrounds in Faerûn. Each region is listed complete with regional benefits (the 4th edition equivalent of regional feats), common knowledge and people of the region. This section of the book is a great addition to the “Faerûn and Beyond” chapter in the Campaign Guide. Now the GM never needs to give the Campaign Guide to the players since all information relevant to them is in the Player’s Guide and they get a couple of interesting player motivations.
Feats and Rituals
The fourth chapter “Feats” adds some new racial, heroic, epic, swordmage, channel divinity and multiclass feats to the D&D game. Aside from the channel divinity feats you can probably use all the other feats in non-FR settings as well. The chapter “Rituals” provides us with a couple of new rituals like “Waterborn” that gives up to eight target creatures the ability to breathe underwater and resistance to cold and pressure of the deep oceans.
Almanac
The last chapter “Almanac” gives the players some information on the setting, its deities, calendar, lore and so on. The chapter is a bit short in my opinion, but the rest of the information can easily provided by the GM using the information available in the campaign guide.
My two cents
From what I’ve seen so far, the Forgotten Realms Player’s Guide is a must-have for all players and GMs interesting in running a FR campaign. But it also could come in handy if you want to play a drow or genasi and/or try out the swordmage class. The artwork is top notch and worth every penny. My next task is now to convince my GM that he allows me to play a genasi swordmage in his homebrew campaign…
Roleplaying music – “Thief – Deadly Shadows”
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When “Thief – Deadly Shadows” (aka Thief III) was released, Ion Storm also made the games’ soundtrack available for download. The games’ score consist of 16 atmospheric tracks that were composed by Eric Brosius.
The soundtrack has some tracks that work good when you try to create an eerie mood, but it also works great when running a dungeon adventure.
The complete soundtrack can be downloaded here.
“Thief – Deadly Shadows” - Pavelock Prison
UPDATE: The download link should work now.
Freebie: Ars Magica 4th Edition
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Long before White Wolf created their World of Darkness there was Ars Magica by Atlas Games. And when you first have a look at Ars Magica’s rules and setting you could believe it was some kind of Mage: The Dark Ages or something. And this is not far from the truth since the Storyteller system was developed by Ars Magica’s co-author and initially Mage: The Ascension was planned as “Ars Magica in the Modern World”.
Some years agon I bought a copy of Ars Magica at my friendly neighbourhood game store, but I never actually played it. The one thing that always bothered me with Ars Magica is that you play not one character but at least two: the Magus and his Companion. While this sounds rather intruiging on paper, I prefer playing only one character in roleplaying games. But since I never tried it out, it could really work.
If you want to have a look at Ars Magica you can either buy it at your local game store or download the fourth edition for free.
The 272 page long PDF is available at e23, Steve Jackson Games’ digital content store. As far as I’ve seen the PDF is pretty close to the printed version. And by the way, you don’t need to register at e23 for downloading free content and that’s a big plus in my book!
GM Advice: How to handle “GM’s block”
8GM’s block is a problem you’ve probably experienced yourself in the past. It is the inability to run or prepare roleplaying sessions due to lack of creativity or inspiration. I have had that problem several times in the past, especially when I was in stress. There are a few methods that can help you to get out of this crisis.
- Ask someone else to be GM
Ok, that’s the cop-out. But it could help to be in the players’ shoes for some while to give you new energy for running your own adventures again. But don’t stress yourself. Perhaps the new GM is enjoying his new position and wants to run a campaign. So lean back and enjoy the game!
- Use a pre-written adventure
If you don’t have any ideas of your own, don’t hesitate to pick up an adventure written by someone else. If finding ideas for your own stories is your problem, just run some else’s adventure. If there are no adventures for your game available for sale (or for free over the internet), take an adventure from another game and make it fit.
- Don’t be perfectionistic
Sometimes the problem is not that you don’t have any ideas but you have to many ideas. And on your quest to create the perfect world, campaign, adventure you just can’t stop. But sometimes you have to accept some flaws to get things done.
- Do one-shot adventures
Sometimes it’s easier to just run one-shot adventures instead of coming up with a full-blown campaign. If you start to feel overwhelmed focus on shorter adventures instead of trying to run the “epic-campaign-that-will-end-all-campaigns”.
- Change to another game/genre
You just can’t come up with another adventure for your current game? Try a different game/genre instead. Most game masters have lots of roleplaying rules and settings lying around, so why not try that Shadowrun game you picked up at the last con or the new D&D 4E you read so much about?
- Talk to your players about it
Don’t be shy and talk with your group about your problem. That’s much better than rescheduling the game “to next week” forever. Perhaps a player has an idea or ask them what they would like their characters to do next. Perhaps turning the whole campaign into a “sandbox campaign” could be the solution. Sometimes improvising during the session is much easier than planning the game beforehand (don’t ask me why), so why not concentrate on improvisation while the players drive the story?
Dungeoncraft: Secrets!
1Secrets are what makes a campaign setting more interesting and deep. The old man sitting on the bench under the big tree in the village is not very interesting. But if he’s – unbeknownst to everyone in the village – a former mercenary and adventurer, it suddenly becomes something greater. But as with all good things you have to make sure you don’t overdo it. In this episode of Dungeoncraft I want to talk about some of the secrets of my campaign world “Asecia”. If you are part of my gaming group, please read no further (Warning! Spoilers ahead!)
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Roleplaying music – Bioshock
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The award-winning computer game Bioshock takes place in an underwater city called Rapture, where the dream of scientists and artists turned into nightmare. The soundtrack of Bioshock not only featured songs form the 40s and 50s but twelve original orchestrated pieces composed by Garry Schyman. The score (without the licensed songs) has been released for free shortly after the game came out.
In my opinion the Bioshock score is perfectly suited for horror campaigns set in the first half of the 20th century. I think I will make use of it the next time we play Call of Cthulhu.
You can download the Bioshock soundtrack here (ZIP file; 21.7 MByte).
There’s also a review of the score and an interview with the composer at Tracksounds.com!
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