Pathfinder

Pathfinder RPG Spellcards, for free!

I know free stuff is usually Youseph’s topic but I discovered this website this week and I’m thrilled. As you doubtlessly know I’m a Pathfinder RPG fan and have run a weekly game for the past year. Even if I don’t play D&D 4th edition I can tell you many things I liked about the game, one of them was the ability, with the DDI, of printing power cards. I’ve wanted something similar for spells for Pathfinder for a while now. I know there are commercially available sets in RPGNow but I was reluctant to spend money on them, some of the samples did not impress me.

Imagine my surprise when I discovered theGM.org and the handy dandy Perram’s Spellbook! This is a free application that allows you to create and print spellcards for the Pathfinder RPG, including the Advanced Players Guide and some other Paizo books! You can even create custom cards…

I love this web application! Kudos to Jefferson Jay Thacker, aka Perram, for this! Go over and check it out, it is well worth it.

Electronic Tools for Gaming – The iPhone

I’ll admit it, I was a holdover. I didn’t make the switch to an iPhone until last winter. Before that I had an ancient Palm Treo that worked perfectly well for years. I used it to browse the internet, and on it I planned many adventures and campaigns. I had used an iPhone and loved it so when I had the chance to end my old mobile phone contract and switch I took the plunge.

Despite all the controversy surrounding the recent iPhone 4, for me the iPhone is a great tool. I use it for all sorts of things, including organizing my campaign! I use it to take notes, do prep when I’m away from the computer, read PDFs (easier said that done in some instances) and recently, I’ve even run a game straight from the iPhone!

So what does the iPhone offer that has enhanced MY gaming experience? I can’t attest for all the applications out there. I haven’t brought that many, I haven’t gone app crazy; many of the ones I use are free. I’m currently running a Pathfinder RPG game and these are the tools I use on my iPhone to make running my game easier:

Dice Bag (can’t find it on iTunes anymore) – This was the first game related app I downloaded the same day I got the iPhone. It’s a VERY simple dice roller that allows you to roll all the typical dice as well as 3d6 and 4d6 dropping the lowest die. No fancy animations, just the sound of rolling dice. As simple as it seems it did what it said it would, randomly generate numbers.

Awesome Note – I got this when I was trying to find a better option than the Notes app that comes with the iPhone. Michael recommended it and it has lived up to the expectations. I love what it does, the interface, how you can organize notes and integrate information. It also uploads notes to Google Docs which is a great feature. I use it for gaming notes, not only for this campaign but for future games. I even wrote some blog posts with it while traveling.

GM Toolkit – A free app I recently downloaded. It has a dice roller, including the possibility of rolling series of dice and applying different modifiers, say 10 rolls of a d20, each with a +5. A feature that allows you to generate random rooms (something I am yet to use) and a random name generator as well as random name generator for unusual places, both great features when you have to come up with a name on the fly!

Pathfinder Reference Document – And the cream of the crop! The Pathfinder Reference Document on the iPhone. Before getting this I would go to the website containing this information, but I no longer need to do that. The whole Reference Document at my fingertips. I can search for specific subjects, the interface is easy to grasp and the bookmark feature is very usefull. It was only $4.99 and this is probably the app I use the most on my iPhone, after Angry Birds!

I know I may be a little late on the iPhone bandwagon. There are some excellent lists and posts about apps for gaming; I’ve consulted EN World’s on more than one occasion. On this post I’ve just considered how the iPhone has enhanced my face to face gaming experience. There are many other ideas on how it could, and has, enhanced electronic gaming, be it Play by e-mails or Play by Posts. I am yet to get an iPad, I can only imagine all I’ll do with that…

Just so you know I have a 32GB iPhone 3Gs, and have not switched to the iPhone OS4. Recently I tried an HTC Evo with the Android OS and thought it was great, who knows what the future holds!?

Do you use your iPhone for gaming? What apps do you use?

Review: Kobold Quarterly Issue 14

KQ 14 Cover Currently I play none of the games which are regularly covered by Kobold Quarterly, but so far I’ve enjoyed reading every issue I got my hands on. Aside from a lot of material for games like D&D 4th Edition, Pathfinder or even Dragon Age, a large portion of the magazine contains articles that apply to any fantasy game. And in most cases the game-specific articles can be at least be used to inspire. And because of that Kobold Quarterly can truely be called “The Switzerland of the Edition Wars”!

The latest issue of KQ is 100-pages thick and contains articles written by a lot of industry veterans, including roleplaying luminaries like Ed Greenwood and Monte Cook.

The cover art reveals two of the themes of this issue: Loot and Paladins. For D&D 4E players there are finally rules for playing Aasimar characters (which always made great paladins) by Kolja Raven Liquette.

The love for the paladin continues with James Graham’s variant rules for Laying on Hands for the Pathfinder Roleplaying Game and the Men of Honor article by Dan Voyce which provides us with an in-depth look on alternate Paladin codes.

Although not directly related to Paladins, “Moral Choices That Matter” for the Dragon Age game by Jeff Tidball, is a great read for everyone who runs a campaign that features paladins or similar characters. In my opinion every roleplaying game benefits from the player character’s being subjected to moral dilemmas that really mean something. Jeff’s article should be read by every GM, even those who don’t run Dragon Age!

The second theme of this issue is treasure (or as we gamers tend to call it: “loot”!). Especially Michael Furlanetto’s article “Hoard Magic” stands out here. The idea behind Hoard Magic is that a large dragon hoard warps the environment around it to suit the nature of it’s owner. Again, while the article was meant for D&D 4th Edition, the basic idea can probably be easily used in other games as well.

Another of my favorite articles was “The Reign of Men” by John Wick and Jesse Heinig. It’s the continuation of the “Wicked Fantasy” series. Wicked fantasy is a re-invention of the classic core races. In August the complete series will be released as a PDF edition. I have to admit, that’s something I am pretty excited about. I love to give stereotypical RPG elements a twist in my campaigns and this series looks like great inspiration. In “Wicked Fantasy” humans are the oldest race and they’ve developed without the influence of gods, so they have some innate resistance to divine magic, but if they choose to adopt a divine patron, they do it with such fervor, that they get a hefty bonus. I haven’t read the articles on halflings, dwarves and elves yet, but I’ll do so as soon as the book is out in August!

I would love to write more about all the wonderful articles I’ve discovered in this issue of KQ, but this would probably go beyond the scope of that review. As with all the issues of KQ I’ve seen or reviewed before, the articles are of very high quality and the artwork is very good.

By the way, after reading through KQ issue 14, which has been provided as a review copy by Open Design LLC, I put my money where my mouth is and finally subscribed to the print edition of Kobold Quarterly. The shipping costs to Germany are a bit high, but I think it’s worth it!

If you prefer a PDF copy, you can either get it from the KQ store or from DriveThruRPG. One issue sets you back, just $7.99.

What about the GameMastery Guide? A review…

The Paizo GameMastery Guide is an excellent companion to the Pathfinder RPG Core Rule Book. The Core Rulebook combines all the rules you used to find in the old D&D 3.5 Player’s Handbook and Dungeon Master’s Guide into one book, but there was much more ground to cover, especially for the Game Master. Enter the GameMastery Guide, full of advice, ideas and rules for new and experienced Game Masters alike!

What to learn more? Read on…

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Character Death, woe or wow?

Last night I played a particularly long session of my weekly Pathfinder RPG game. During this game I killed a player character. Well that’s not quiet accurate. I wasn’t gunning out for him; it was a mixture of chance and strategy.  Scar, the half-orc dragon blooded sorcerer rolled a 1 on his saving throw and died from the maximized Acid Ball (the enemy wizard’s version of Fireball). This was actually a replacement character of the player; his regular character got transported to the other side of the world and was pretty much out of the picture. Which means his character was not strongly integrated into the campaigns plotlines so his loss, while sad (he was an interesting character), is not disastrous. There was a time when I felt like that, when the death of a player character was a disaster. Now I like to see it as an opportunity.

Come and take a walk with me down memory lane…

I didn’t use to be a killer DM! When we played Basic D&D, or AD&D, 1st or 2nd edition, I rarely killed characters. I can’t remember any death back in the day that did not serve the story. I used to give lots of breaks, the dice might have killed a character but I’d use DM fiat and leave the character badly wounded. Somebody would get the chance to help them just in the nick of time and they would survive to fight another day.

The only random death I can remember was late into my AD&D 2nd edition campaign when a player character, an avariel wearing a Helm of Brilliance, failed a saving throw after a fireball and then had to save for the helm, he rolled a 1 and he just blew up like a small tactical nuke. The explosion not only killed the character but most of the undead around him and an NPC. To this day the moment is a memorable one at my table, fondly remembered as the “Fried Chicken Incident”!

(Coincidently the same player that rolled the 1 for the avariel was playing the half-orc that died last night, sorry Pierre…)

My campaigns integrate a lot of character’s back stories, so the death of a player can truly affect the flow and feel of the campaign.  Up until 2000 I looked at character death as something that should only occur to serve the story, never randomly. When I was planning my new D&D 3rd edition campaign I asked my players for feedback on what they expected of the new campaign. One player put his thoughts in writing and something shocked me. The player told me he would like for the campaign to be more lethal, to allow the death of characters; otherwise he felt there was no real danger.

I took a long hard look at my DMing style and decided to embrace change and became a Killer DM, ever since I decided to “let the dice fall where they may!” Over the last ten years I’ve killed at least one character for every player that’s sit at my table. One of my players has the record of 13th character deaths over ten years. Don’t think I relish this. I still hate what a character’s exit from a campaign does to storylines. That’s why I’ve slowly integrated ideas and tools to help characters survive.

My current campaign is a pirate inspired, high adventure, swashbuckling romp (or at least that’s what I’m shooting for). We use action points and the excellent Swashbuckling Cards (with judicious weeding mind you!) to allow players swing from chandeliers, jump from balconies, and for raging barbarians to pull down wooden scaffoldings (tip of the hat to Carlos for last night’s daring!). We have house-rules in place that allow players to use those resources to turn certain death into a near death and survive.

Still some players don’t like to do this and believe that if the dice have dictated their death, they shall stay dead, no last minute rescue through the use of action points, no resurrection. To them dead is dead. I used to go crazy when this happened, but now I try to think of this as an opportunity, a chance to integrate a new character into the campaign.

It may take some rethinking strategies; some reworking of plotlines, but it can be done. I’ve begun to integrate ideas from script writers in ensemble TV series and build in exit points into plots so characters can exit the campaign gracefully without too much fuzz. It doesn’t always work, but any campaign is a work in progress.

What do you think? How do you deal with character death in your games?

PS – I’d like to dedicate this post to my players, past and present, they make it possible for me to tell these tales and do that which I enjoy so much.

What about Creepy Creatures? A review!

Creepy Creatures is a monster book for the Pathfinder RPG by Alluria Publishing. This is the first product by Alluria I have read and I’m glad I did! I am a sucker for monster books; you can never have enough monsters! And this is an eclectic collection of interesting, quirky and silly monsters. The buffet is served, select and antagonist and go torture your players!

Want to learn more? Read on…

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What about SORD? A (short) review…

Some days ago I wrote about game master screens and readers correctly pointed out that even if I don’t use a traditional screen, when I use my laptop in the game the computer serves the same purpose as the screen. Think of it as my electronic game master screen! Behind this screen I keep my campaign notes on Excel, PDF copies of several documents, maps and the Pathfinder SRD. Now I have a new toy for this motley collection of tools, the crowning jewel, SORD.

SORD stands for System Operational Reference Document, a tool for the Pathfinder RPG. This is not your brother’s SRD; it’s not an SRD at all. It is an extensively hyperlinked summary of essential rules, mostly presented in just one page per relevant topic.

While the promotion from Myth Merchant Press emphasizes that SORD will speed up your combat (and it will), it does so much more. SORD clarifies rules, summarizes long or difficult rules and references weapons stats and features, skills and other details that frequently require looking it up in the book.

SORD should reduce looking up rules in the book, except in the case of spell descriptions. The document works excellent as a print out, I had the previous version by Myth Merchant Press for the Pathfinder Beta rules and my players made great use of it. But where the document really shines is in electronic format, keywords and concepts are hyperlinked and the document makes extensive us of layers that allow you to turn things on and off, such as page references to the rulebook.

This past week was my first session using SORD in the game, I’ve been using the online Pathfinder SRD extensively, but this week I looked up rules in the SORD and only referenced the SRD for monsters and spells.

I love my SORD; count me as a happy customer!

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