Friday, 24 May 2013

Dark Sun Marauders (Season 3, Chapter 5)

These posts are from our DnD group's downtime chatter.  The current adventure is a return to the world of Dark Sun.  In the previous seasons (the first run by me, the second run by Richard), the party were involved with hunting through Kalak's pyramid, confirming if the Sorcerer-King was truly dead, and retrieving the Orb of Dust.  The group is currently readying Tyr against the invading Urik army. 
His wounds were severe, his skin blistering and peeling underneath the lengths of chain that wrapped around his body, but Kulo, was not defeated.  Sure, he had fallen before the hideous hydra, and was still fighting to regain his consciousness when Paelias delivered the fateful arrow.  That annoyed him - it would have been something to see, and something he wondered if it was by pure chance, or repeatable skill.  Time would tell, he was certain.  But for now...


Kulo, stepped across to the squirming mul, and gazed at him in contempt.  There was no mercy in his eyes, no desire for the smuggler's well-being.  Stopping about ten feet from his blistered body, Kulo, sent out his chain, which easily caught Xalos' ankle and, with a tug that probably sprained, if not dislocated, the man's ankle, Kulo, slid their captive across into the middle of the group. 

He made no effort to free the mul from his bindings - had he caught the man himself, instead of 'rescuing' him from the strange fiery cultists, he probably would be in chains, not ropes.  "Quit ya moving!" he barked roughly, "It'll only be worse for ya if ya manage to get 'em off!"

When he felt confident that the mul was going to stay still, he began his questioning.  "Now, tell us - who were them that we just fought?  Why did they git ta have the fun with your smuggler buddies out back, and we had to singe and burn in here? What were ya all doing here?"

Xalos struggles on a little more, though somewhat half-heartedly once Kulo,'s chain had wrapped itself around his leg, causing not an inconsiderable amount of wincing. Finally he lays on the ground looking up at the half-giant, "I don't really know who or what they are. Some kind of snake-men. We ran into them down here when we started digging tunnels...", he says, gritting his teeth against the pain of his ankle.

"Fine. Ya screwed up." Kulo, was happy to accept that.  His enemy being weak was natural, normal. Still, he moved in a little closer, letting his chains snake variously over the mul's flesh. They had cooled significantly since the fiery battle, but their touch was still warmer than normal, and the residual heat stirred recent memories in Xalos' burnt and blistered skin.

Leaving in close, so that the mul could smell his breath - almost a torture itself! - he hissed another question through clenched teeth. "But what were ya all doing, digging here in the first place?"

Kulo,'s twisting of the chains elicit some satisfactory gasps and winces from the stonemason, but Mul's were known for their toughness and Xalos regained a semblance of his defiant mood, "I would have thought you might have worked that out by now, you addle-brained half-giant", he said with a sneer, his lips curling to add to the insolent tone.
 
Xalos' response - or rather, his lack of an adequate response - did not make Kulo, happy.  "Hah, look who is dumb one, now!" he sneered, placing a large foot on the mul's shoulder.  "If'n I figured it out, why'd I ask you?"  Making sure to put a lot of his weight down on that one foot, and twist it so as to grind his shoulder into the hard floor, Kulo, looked to the others.  "Don't think he wants to be talking to us, even when we stop him from burning. Should we be putting him back, to finish burning, or start opening him up, and look for answers inside?" 



Whilst waiting for an answer, Kulo, looped some of his barbed chain through the mul's still-tied arms, and pulled it tight.  Sliding underneath Xalos' underarm, the sharp pieces of bone, obsidian, and hardened wood pierced the softer flesh, and wedged securely in.  Shifting his foot from shoulder to wrists, he applied enough weight to press Xalos' bound wrists into his gut, and ensure he could no longer move his arms.  The chain was trapped there securely, for now.

Kuoroar! moved forward from where he had been sitting, and added his own voice. "If he ain't gonna answer our questions, put him back in. We have no time for fools who don't appreciate their skins being saved!" Sure, there was no fire any more - the strange liquid had burnt off - but there were plenty of bottles left to make more!  "Look, you got two choices. You prove to be a friend by helping us and we let you go, or you prove yourself to be an enemy, and we don't leave you behind alive, on the chance you backstab us. What's it gonna be?"

Quietly enough that he could be mistaken for failing to whisper, but loudly enough that everyone heard him, Kulo, mutters under his breath, "Please pick enemy, please pick enemy, please pick enemy..."

 Xalos frowns at the strangely muttering half-giant, then looks up at the younger one as he joins in the threats. The spikes of Kulo,'s chain now digging in rather uncomfortably makes the Mul wriggle slightly, which in itself seems only to cause further pain, so he takes a committee decision to stay still.
The sneer on the Mul's face, slowly fades to a wry smile, "Friends? Why not, eh? What sort of help might such likely fellows such as yourself be needing?"

Sounding like the child, and not like the parent in the relationship, Kulo, whines at Xalos' decision.  "Oh, Kuloroar!, why'd you have ta give him a choice?  I wanted ta kill him..."  Sitting down gruffly - on the mul's thigh - he held his chain tightly, and sighed deeply.  "Fine then...what were ya smuggling, and who were ya working for?"



The mul, strangely, didn't take Kulo,'s word that he would not be killed, and instead, demanded to be brought to the authorities.  There, he claimed, he would talk.  With their word already given, and the promise of information at hand, the party started their trek out of the caverns, and back to the surface of the city.  There, Kulo, and Beren took Xalos back to the templars that had initially sent them on their missions, whilst the others returned home to rest.  Kulo, claimed he could do the task alone, but Beren thought Xalos had an increased chance of survival should he accompany the bloodthirsty half-giant.

The following morning, when everyone reported back to the templars, there was some further news.  Xalos had given some names, and eventually spilled on one attack scheduled for later tonight.  Other groups of smugglers and those the smugglers had smuggled into the city were even now working on placing more of the dangerous jars of liquid fire at strategic points throughout the city's defences.  When the time was right, they would be released, to cause chaos, death, and destruction, allowing the oncoming army an easier time at taking over the city. 

A small strike-force, including the exhausted Kulo, and their thri-kreen contact, Ix'it, had taken down the communications cell, but the jars had already been transported throughout the city.  One of the captured would-be saboteurs, an elf named Mutami, had agreed to not only give names and locations, but help the group take the smugglers down...in return for some spare ceramic, and not being killed for being a traitor. 

Before they departed, the very weary Kulo, took Kuoroar! aside, and with a grin, pointed out a new adornment hanging around his neck.  A bloody ear.  "Xalos didn't want to name names, he kept trying to play us, so I gave him some incentive.  This is my trophy!"  After a moment's pause, he held out a hand, and said "Thought you'd like one, too - there' pretty rare!"  In his opened hand lay another bloody ear, a pair for the one hanging about his neck.

Friday, 10 May 2013

Another Trip to Neverwinter

It's interesting how many times games come back to Neverwinter.  Neverwinter Nights was a great step forward in DnD computer games, and I had a great deal of fun with it.  The option to play alongside others, to create your own adventures, and to play in other adventures, was a real special and rare thing for the time.  With my love of the 4th Edition of DnD, I was excited when I initially heard that there was to be a computer game based upon it.  That excitement didn't last a whole long time, however.

Cryptic's initial idea was to have five standard characters, each with race, gender and class locked, and to play from there.  And that's about where I stopped keeping up to date with the news.  It felt like going back to the Diablo 2 character choice - which, mind you, wasn't bad for D2; it just wasn't Dungeons and Dragons.  DnD is about choice, about customisation, and about creating your character how you like.  So, when the open beta went live, I decided to check it out again.  And fortunately, things had changed.

Now, you can choose gender, choose one of seven races (more coming), and take one of five classes (also with more coming).  Right there, that's a total of seventy options, a great improvement to the initial five.  Plus - it's free, so I jumped in.



First of all, I'm not a big MMO player, and I've never played an MMO via a subscription (I don't have enough time, with my other hobbies, to make it worthwhile).  I have played a lot of various RPG or ARPG games, the ones most similar to this being Diablo, Torchlight, Neverwinter Nights and even Fallout 3.  You could even draw similarities between it and Jade Empire, or Knights of the Old Republic, if you wanted to.  Like Diablo / Torchlight, it involves a lot of clicking, killing monsters, and grabbing loot.  But the camera is not fixed, leading me to feel more within the game (as in Fallout, or KotOR).  As I will explain later, the item / levelling system is much more similar to the ARPGs than the more role-playing games.  The areas seem relatively large, and nicely populated (though, there are often congestions around critical plot points, quest givers, and doors).  The setting feels "alive" more than the other games I have listed.  Streets bustle with movement, even if some of that movement is another PC hopping about the place, or someone riding a giant spider.

However, what excitement of choice there was when I started playing quickly diminished when I started completing quests.  I understood that, being an MMO, many of the quests would be "kill five of these", or "gather seven of those".  I wondered at how they would change the action economy of 4e, especially what they would do with immediate actions, into a computing sense.  I've seen them used well in a turn-based Facebook game, but how they would work in a real-time game?  Well, sadly, that question won't be answered now.  because they didn't.

Cryptic took familiar names, and the very general idea of at-will / encounter / daily powers, and ignored everything else.  They have built up a system where a PC starts with around a thousand hit points, where AC acts as damage reduction, and where such things as "Power", "Recovery", and "Armour Penetration" are more important than our good old ability scores.  The changes were evident as I levelled up - one point every level, which could either grab me a new power, or upgrade one of my current ones.  Gain enough levels, and I could finally gain feats...which are not feats.  Don't expect interesting perks or character changing abilities here - the feats are simple, basic, +1% or +2% bonuses to a number of different abilities.

Now - don't get me wrong - these aren't particularly bad choices, nor bad design; it's just not what I was expecting, nor what I was hoping for.  I realised that a perfect electronic form of the 4th edition of Dungeons and Dragons was not possible, but I saw what was done with Neverwinter Nights, and I had hoped for something more than this. So as it was, I was disappointed.



When creating characters for DnD, you get a lot of choices.  Even at first level, and focusing solely on class powers, you choose two at-wills, an encounter, and a daily.   At the moment, for a rogue, there are 12 level 1 at-wills, 16 encounters, and 14 dailies, meaning if everything else about the character was the same, I could still have almost 15,000 different possibilities of power choices.  Sure, not all of them would be great, or even viable for your character, but there was still that wealth of options and possibilities that meant that any two rogues could really be different.

Sadly, that aspect is not found in Neverwinter.  The rogue gets two at-wills, and doesn't even get a third choice until level 20.  In fact, by the time you are at level twenty, you have had 20 points to split between 12 powers.  Each power can be increased with a second point (typically, for +10% damage), but that's it.  And, considering you can only have two daily, two utility, and three encounter powers active, only nine of those twelve possible powers are worth putting points into.  Not only do you not have the breadth of choice, it is most likely that every 20th level rogue is remarkably similar to each other, at least in power choice.

The lack of customisation carries throguh with 'feats', seeing as they are giving small background bonuses that are not evident in a character's performance.  Who would notice a 2% difference in at-will damage in the middle of combat?  Even the choice of gear is sadly not there.  Rogues only use daggers / short blades, and always use two of them.  There's no choice for other weapons, for bows, for an alternate weapon layout.  So again, every rogue ends up looking similar, fighting similarly, and the entire breadth of customisation found in 4e is lost.



And yet, I've put a remarkable number of hours into the game so far.  Because, despite all the issues above, it is a fun experience.  It isn't what I hoped for - an electronic form of DnD 4e - but it is a fun Action RPG.  And whilst the levelling system was not what I hoped for, it does work.  Sure, I could do with more options, with a way not to waste those early points, and for bonuses to powers that wasn't simply +10% damage (how about more charges for the throwing daggers? A longer range teleport? Something to change / boost each power other than damage?), and I would feats that worked like feats, but for the system they have given us, it works.  Crazy levels of hit points works, because with it, there can be smaller, more subtle variations in weapon damage.  With larger numbers, there can be more items falling in between the significant milestones, and thus the eternal search for better gear - even if it is only slightly better - is maintained. 

And they have the "keep going for more" aspect working well.  The mini-games of levelling your professions, the come-back-every-day-and-pray aspect of increasing your divinely gifted coins, and the various other small rewards encourage you to keep coming back, keep being involved.  I don't know yet how long they will work for, but they have brought me back enough to get past my initial "not 4e" disappointment.  They haven't convinced me to actually pay for anything, as even the cost of expanding your bag space (~$10) is quite steep.  The best mounts are about $40, and the ultimate "Hero of the North" pack is a whopping $200.  But still, people are buying them, so for now, it would seem that the high-end system is working.  And if that means I can continue to play for free, that is keeping me coming back! 

Because it isn't 4e, but it is enjoyable.

Friday, 3 May 2013

Dark Sun Marauders (Season 3, Chapter 4)

These posts are from our DnD group's latest game.  The current adventure is a return to the world of Dark Sun.  In the previous seasons (the first run by me, the second run by Richard), the party were involved with hunting through Kalak's pyramid, confirming if the Sorcerer-King was truly dead, and retrieving the Orb of Dust.  The group is currently readying Tyr against the invading Urik army. 
Note to self: magic elf-thing can be useful.

We reached the end of the tracks. No pit falls, no false dead end this time. Just a large chamber behind a heavy gate. A gate reinforced, strong enough to keep us out. It took lots of effort to lift it up, and we never got it very high. Kept dropping it, so the elf-thing - e-lad-rin? - "Pay less" - used his magic to walk right through it. It tickled, I'm sure of that, but there was none of that defiling that people talk about. No pain, no destruction, just one moment, he was next to us; the next, he was standing in the middle of the room!

It was impressive, I admit, but would have been even better if he didn't end up hanging from the type, surrounded by hungry snakes! At least, with his weight on the type, the gate was easier to lift, and as Beren held it up, Kuoroar! and I slipped through. So many snakes, swarms and swarms, and the three of us left to fight them, whilst Beren played with the gate. Lifting, dropping, lifting again, like it was all some game, some strange exercise. At one point, he was even lying down under the gate, maybe working on his pectorals?

Through the snake-filled chamber, there was a series of older, more room-like rooms. The old natural caves was replaced with corridors, doors and...a whole lot of blood. We had found the smugglers, and too late to take revenge. Too late to question them. Too late to get any information, save from a single name, and a direction. Whatever the smugglers had come across, it had been violent (good!), and left very few with a majority of their limbs attached.

The room that the disarmed smuggler pointed us to was an eye-opener, indeed. For starters, it was huge - it made the zombie tunnels feel like the slave pens by comparison. Secondly, not only was it large, but it was purposeful. Some strange groove was cut into the ground; a circle connected to an arc, with robed figures standing all around.  Two were larger - larger even than my son or me! And, there was another one of them smugglers, only, this one was all tied up, strapped to the altar.

There was also a large statue at one end of the room, and a whole lot of ceramic pots at the other. But that wasn't important, because Kuoroar! and Beren had already jumped down and attacked. The mul must have been eager for blood, after failing to get involved in the last skirmish. As usual, he went in too deep, without backup. Kuoroar! started working his way around the cultists, but with each fiery death, the centre of the room intensified. Before we could stop them, two cultists poured...stuff from the pots onto the trench, and fire leaps about, burning through the cultists, and bringing on whatever foul magic was happening in the middle!

Well, we fought on, as we had to, and with Paelias' helpful magic, our weapons shone brighter, hit harder, and even aided in our healing.  We were rolling on through the battle. But then, the circle was complete, and the greatest beast I have ever seen was summoned into our presence.  If I were not alive now, I would swear that it was the dragon himself - but this beast, though scaly and spiting fire, had no wings or legs, and had four heads!!  We all cheered when Kuoroar!'s sword cut one of the heads off, and knew victory was imminent...but before we could press the advantage, another two heads had grown in its place.  This happened three times before we slew the beast, and for a while, the real threat of there being no more space in the room was more than just a little concerning!

But, I step up too fast.  I must make careful notes, or else I won't learn from the experiences.  We didn't fight well enough - the demon-lizard was spewing fire as well as blood from axe cut, sword stroke, and more than a few nicks of my trusty chains.  There were also half a quiver of arrows protruding into it, mind you.  But then Kuoroar! went down, and I couldn't get close enough to revive him.  Forgetting the protective boon Paelias had placed on my gear, I crumpled under the heat of the thing's saliva, coating my flesh.  And even through the haze, I could hear Beren collapsing in all his armour.  So - and it is hard to admit this - it was the elf-thing, the eladrin who saved the day.  He must have gotten lucky, found the main head, and pierced it's eye with a bolt, or something like that.  Whatever he did, it worked where our cuts and beheadings had failed, and the brute fell to the floor, before our unconscious bodies could become little more than charred remains.

So yes, the tinkerer did good.  He proved his worth, and I won't hold any more grudges against the like of a thin elf-relative hanging around in our battles.  We must step up our own tactics, too, or else we may not be so lucky next time.  And, one of these days, I really need to get around to learning to write, so I can remember all this stuff tomorrow...

Friday, 5 April 2013

Dark Sun Marauders (Season 3, Chapter 3)

These posts are from our DnD group's latest game.  The current adventure is a return to the world of Dark Sun.  In the previous seasons (the first run by me, the second run by Richard), the party were involved with hunting through Kalak's pyramid, confirming if the Sorcerer-King was truly dead, and retrieving the Orb of Dust.  The group is currently readying Tyr against the invading Urik army. 
Kulo, did not like the dark.  Some might even say that it made him angry...but he was already angry.  The dark merely made him broody as well.  And the sled ride did little to change either emotion.

The smugglers had disappeared by the time the party was well enough to continue after them, and though there was only one tunnel leading out from the cave beneath the potter's shop, it soon became two; and their paths continued to split.  This was not an easy game of chasing down their foe, rather, they had to search slowly, and after their first slip-up, a little more carefully, too.

The tunnels were lined with a rickety set of tracks, most likely used by the smugglers to quickly take their stolen goods away. In all, one could say it was an impressive infrastructure, large and well-maintained, if you could look past the occasional pit-fall.  How it had been built under Tyr was a mystery they didn't bother with just yet.  Rather, the group grabbed some of the simple sleds, attached them to the rails, and raced off into the darkness.

Kulo, took the lead, trying to hold onto the wooden sled with one hand, and the flickering torch that threatened to go out at every turn with his other.  The small sphere of light revealed all too little of the passageway, and with the others clacking their way behind him, thoughts of controlling the sled were left behind.  There were a few occasions where the opportunity to catch a lever as he raced past were presented, which would have sent him down one of the other paths, but he did not want to risk dropping the torch - or letting go of the sled.  Plus, he thought, if the others raced passed here, chances are they didn't have time to change the levers after they went down one of the forks!

Unfortunately, though it seemed a sound hypothesis, Kulo, had never even heard of the term "hypothesis", and they ended up sprawled over the floor of a damp cavern...without Kuoroar!. Kal'kin was quick to take the other torch around, scouting the edges of the cave, until his light went out.  As he struggled to re-ignite it, Kulo,'s torch went out, and the party were left in inky blackness. And, naturally, were attacked.

The skirmish proved difficult, as none of the party excelled at attacking things they couldn't see, but once they managed to get a light back on long enough to reveal the creature, it was easy enough to finish it off.  The shadowy, slimy lump left behind was curious, but Kulo, was more interested in his son, who had finally returned to the group after taking a wrong turn.

Together once more, the team back-tracked to the last turn, and continued on the descent, hoping to find their foe without another dead end.  Fortune was not with them, as they were instead lead into a spider's den - spiders that were as large as a horse, and who could phase through the air as if the concept of space meant nothing.  That fight was decidedly more sticky, with Kal'kin's fast-moving attacks being turned away by the creature's ability to throw its enemy through space.  Even Beren struggled, his usual slow nature only accented by the webs used to catch the party.

Once more, they trekked back up the tunnels, and took an alternate route.  This time, surely, they were going the right way...but they did not have the opportunity to confirm it.  Underneath Kulo,'s bulk, a section of weak tracks collapsed, throwing him, Beren, Kal'kin, and Paelias (their eladrin tinker companion) down the crevice below.  Kuoroar! only just managed to stop before he, too, fell down the gaping underground hole, but that stop allowed him to descend at a much more leisurely pace.  

They had fallen into a collection of rooms - caves, really - connected by smaller, man-sized tunnels.  Everything was, of course, dark.  It took time to get the torches set up, but nothing seemed to stir - not until they had made their way through four different caverns, each with their own collection of dead husks of other lost folk - adventurers, smugglers, prisoners, or whatever they once were was unclear.  What was known was that they had died down here, and not by natural causes.  Their life, their bodily fluids, all had been sucked away, leaving just husks of their former selves behind.  Dried husks, scattered over the floor.  

As the group was starting to think that climbing out quickly was a good idea, the thrax attacked.  They must have waited until the party was in the worst possible position - Kal'kin, out front and scouting, took the brunt of the attack, whilst Beren and Kulo, were trapped in the tunnel, and Kuoroar! was prevented from charging into battle.  Thankfully, Paelias was ready to empower the group with his restorative magic, keeping them not only on their feet, but giving them numerous enchantments to tip the scales in their favour.  The thri-kreen almost ended up being a husk a number of times, but the dead were, ultimately, returned to their proper state, and the all-but-broken party huddled together, their torch-light flickering low, and their thoughts on just how they were going to get out.

And Kulo, dwelt on just how much he hated the dark.

Friday, 1 March 2013

Dark Sun Marauders (Season 3, Chapter 2)

These posts are from our DnD group's latest game.  The current adventure is a return to the world of Dark Sun.  In the previous seasons (the first run by me, the second run by Richard), the party were involved with hunting through Kalak's pyramid, confirming if the Sorcerer-King was truly dead, and retrieving the Orb of Dust.  The group is currently readying Tyr against the invading Urik army. 

Kulo, was angry.  Yes, still angry.  His emotions over the last few weeks had wavered between "angry" and "really angry", which, in part, was what caused the spiked chains he wore around his shoulders to change.

Magic had destroyed the world - but that was magic in the hands of people, defilers who sapped the life energy from everything around them in order to fuel their own powers.  The magic hanging around Kulo,'s neck was different, as was most of the magic that found itself as enchantments in the various (but rare) items he and his friends had discovered.  And thanks to his anger, to his palpable rage, Kulo,'s chains now twisted and warped in his hands far more than they once had.  The links of stone, bone and leather were almost becoming an extension of his own emotions.  The hate radiating from the chain was palpable to those nearby, as it wraps itself around the half-giant.  If the gladiator had known of demons and their kin, he could perhaps have made the connection between what his chains were becoming, and the adornment worn by those in the abyss.  Sadly, this was not the case.

With nothing left to do but wait out the invading force's arrival, Kulo, grew increasingly restless.  The ex-slaves he tried to train seemed to have reached their peak, and taking out his frustrations on them only resulted in hampering both their morale, and Tyr's numbers of able-bodied soldiers. If there was more that he could teach them in the scant few days left, surely he would have stayed.  But they slowly stopped wanting to spar with him, and turned instead to refining their abilities with each other.

When Kuoroar! and Kal'kin opted to help Beren out with a little down-time enforcing, Kulo, begrudgingly came along.  He wasn't the best option for uncovering Urik spies or sympathisers, but neither were any of the others.  Brute strength would have to do where a quick tongue and diplomatic attitude would fail.  Plus, there was talk in the mission outline of hidden weapon stashes! 

Algoth was a merchant, selling pots and urns from many distant cities...but perhaps a few too many from Urik.  Another thri-kreen by the name of Ix'it had been spying on his operations, and so the group moved to check them out.  Naturally, the shop was closed when they arrived, and Kal'kin went and unlocked the door before Kulo, could bash it in.  That made the half-giant angry - angry enough that when he had dragged one of the larger, sand filled urns inside, he decided the best way to confirm there were no weapons within was to break it open.  There was a great mess, but sadly, no hidden weapons.

The others discovered the clue that lead them onwards (this also angered Kulo,), which was a strange marking on the bottom of many pots.  Kulo, recalled it had something to do with a house, or another city, or other power, but filled with his typical rage, he really couldn't recall much more than that.  In the end, they moved onwards, out the back of the shop, and down into the warehouse.  That was where they met the smugglers.

Although, "met" might not be an entirely accurate description.  "Fought" would be closer, "beaten, maimed,  and eventually killed" more accurate yet.  These fellows were lead by another half-giant, and definitely had both strength and speed to their numbers.  Fortunately, whilst Kal'kin brought speed (managing to not only harass the goods line, but take down many of their number), Kuoroar! and Kulo, brought strength.  And, Kulo, might acknowledge after a few strong ales, Beren handled his own well enough.

The fight was vicious from the gladiator's point of view - if it wasn't for Paelias (the replacement Eladrin the templars had offered up), Kulo, might not have lived through it.  That definitely made him grumpy!  As it stood, Beren wasn't in a great position to ever seriously look at procreation in his future, after a few of the smugglers went to work on his more tender bits with their barbed, hooked whips.  Kulo, was proud of his son's battle presence, though even this made him angry - why was his body failing him already? Why couldn't he be stronger, faster, tougher?  And the over-grown insect, Kal'kin, had proven himself an able part of the group, as it - he - leapt about the room, stabbing here and clawing there.  But ultimately, the skirmish still left Kulo, angry.

Some had escaped.  Kulo, had managed to catch the last smuggler who tried to leap through the trapdoor, his chain digging into the soft flesh about his neck, and the smuggler's own weight snapping his neck as Kulo, held the other end of the chain firmly.  But there had been others working beneath the warehouse, others who had taken the goods passed down to them, and who were all gone, by the time the party was in a state to follow.  And so, back in the warehouse, Kulo, fumed.

Friday, 15 February 2013

A Rose by Any Other Name...

Should smell...something something...

DnD Online Games, the site I have been playing, running and discussing DnD and role-playing in general for over 8 years, has had a recent name-change.  After much consideration and thought, we've emerged as RPG Crossing, an attempt to welcome and support players from a range of games, editions, systems, and so on.  Much as I'll miss the old familiarity of "DnDOG", the new name has already proven fruitful, as it came along with a new server, and without a whole lot of old, tired site errors.

What is in a name?

But this is more than a post about where to go for your play-by-post gaming needs (www.rpgcrossing.com, remember! :) )!  The change of name got me thinking about names in RPGs in general.  I have often found the hardest part of character creation is the name.  Choosing appropriate, meaningful names for characters has always been a challenge, a task almost as hard as choosing names for my children!  Although, that example in itself shows a big difference between roleplaying and real life.

Most of us haven't chosen our own names, in our real life.  Sure, some of us may have chosen to take on our partner's name when we were married, or perhaps created our own names if we weren't fortunate enough to be born already awesome.  But I would guess that a majority of us haven't really changed our names that much since our parents decided on them, and had it put on our birth certificate.  That's a big difference between our experienced lives and our role-playing stories.  Maybe we should ask the DM what our parents called us?  Or turn to random name generators for advice?

Family Traditions

I know some folk stick to certain methods for their character's names.  Some might only ever want to use hidden puns or cryptic meanings within them; others name them after famous chess players.  One might elect to use a foreign language to translate a word that has special meaning, whilst another may look about the room, choose an object at random, and then add a "K" to the front.  There are players who only want to play characters called the same name as themselves, or possibly some other name that each of their characters shares.  Maybe a character's name includes their occupation, their race, or even their notable characteristics.

Writer's Block

So what do you do?  Do you go for a quick and easy name, or do you think about making it appropriate for the setting and the history of your character?  Do you name them based on what they will do, or have done? Or is their title given to them by their parents, with no knowledge of who they will become? Does their name stick out amongst like a sore thumb their peers, or has it been adapted to fit the setting? How do you choose your character's names?

Friday, 8 February 2013

Dark Sun Marauders (Season 3, Chapter 1)

These posts are copies of my emails from our DnD group's downtime chatter.  The current adventure is a return to the world of Dark Sun.  In the previous seasons (the first run by me, the second run by Richard), the party were involved with hunting through Kalak's pyramid, confirming if the Sorcerer-King was truly dead, and retrieving the Orb of Dust. Whilst effort was taken to follow Dark Sun canon, there are undoubtedly bits where our story strays or contradicts stuff.  We're aware, and not playing to create new canon, but to have fun.  So, read on and enjoy!
 

Kulo, was angry.  He seemed to always be angry, but after returning from the pyramid, he had anger on top of anger, and his company became hard for the others to put up with.  By the following morning, he was gone, leaving their reclaimed Shom-warehouse without notice.  Not even Bundaberg had awoken to Kulo,'s gathering of his few belongings.

Kulo, didn't travel far; he headed directly for the one place he knew best in the city, and the one place he thought he could let off some steam without bringing undue attention to himself.  Whilst they had searched the markets the other day, he had heard rumours that some slaves had returned to the fighting pits.  Unlike Beren's insane allegiance to his former master, these gladiators returned, not to be slaves once more, but to excel at what they did best - at the only thing they knew how to do.  To fight.

Fortunately, the rumours were fruitful, and he found more than a few able bodies sparring back and forth in the arena.  There was talk about getting another competition running - one in which people chose to fight, that battles weren't to the death, and that victors won the spoils for themselves.  It could be a great way to earn a living, if organised well.  For now, no one had stepped forward to organise it - at least, no one that a majority of others agreed upon.  The hopeful contestants simply sparred, practised, and hoped to make enough to live by from those spectators who felt generous enough to part with some ceramic.

The group was welcoming enough to see Kulo,, though it was hard for him to work out who seemed the most timid: those that knew him from his gladiator days, or as Ulruun the Repugnant's bodyguard, or as one of those who had braved Kalak's pyramid, and returned with the Sorcerer-King's head.  Still, for every would-be gladiator who seemed to step gingerly around his shadow, another two simply saw a heavy-set half-giant, who wore viciously barbed links of chains around his shoulders. 

Kulo, didn't return to the warehouse over the next week, electing instead to sleep at the barracks and spend all his waking hours training with the other fighters.  Part of him just wanted a return to a simple life, but he hated that part, almost as much as he hated Beren's obedience to his old master.  The rest of him knew that there was a mess coming his way - coming all their way - and he wanted to be prepared for it.  He wanted as many people around him prepared for it.  So what if they thought they were merely training for fun and profit?  He was refining  their edge, just as they were sharpening him, making each other stronger, faster, and more equipped for repelling whatever Urik was sending their way. By the end of the week, his skill had improved such that he could add a few links to his chain.  He could now successfully, and repetitively, hit a target standing fifteen feet away from him, and had worked up quite a bit of skill in knocking and shifting people around the battlefield to where he wanted them.  He was impressed, and those that faced him also seemed to be wary of his lashing chains that could drag an escaping opponent to his feet, or could throw away an aggressive foe and leave them standing on their own. 

Kulo, was happy with his training, with the new tricks he had learnt and mastered...but that happiness was more of a reluctant acceptance, compared with the anger that still stewed within him.  There was work that needed to be done, further preparations that needed to be made, and stolen items that needed to be retrieved.  And so it was, after a week long absence, that Kulo, finally returned to the warehouse, to his son Kuoroar!, and to the others that he had fought alongside.  Hopefully, they had some ideas as to just what they would do next.