Tabletop Highlight: Don’t Split The Party

“Don’t split the party” is probably one of the most common lines throughout all D&D games. There is a built-in fear, for almost every (even moderately) experienced player, that splitting up will lead to certain doom for the party or members of the party. The idea of strength as a group holds true in common media depictions. Everyone dreads the moment in a horror movie when the future victims split up for whatever reason. Even in Scooby-Doo, nothing good happens when the gang splits up to search for clues. It is almost always the precursor to them getting chased around the mansion/factory/cave/woods by the monster they’re trying to investigate. The idea is also expressed in more real terms via phrases such as “divide and conquer” and pretty much any time someone conquered a bunch of Europe. However, history is also full of examples of when splitting up was a great idea. Guerrilla warfare has used successfully on numerous occasions. Breaking empires down into smaller administrative chunks for management is always a great idea until the person who built the empire dies, at which point the whole thing falls apart–providing a wonderful example of both sides of the idea.

In D&D, there are plenty of reasons to stick together as a group. Given that most parties have a diverse set of skills, it makes survival much easier since someone with decent perception skills is going to be able to spot the monster sneaking up on the party’s camp and someone else will be the one to go confront it. Generally speaking, the same person spotting the problem isn’t the same person solving it. At the same time, having multiple people able to attempt something like that perception skill check makes it more likely that at least one person will pass and only one person needs to pass in order for the group to know. Unless the person who passes is trying to get the party killed or keep something for themselves. There’s not much you can do about that degree of undermining, though. Most combat encounters and even the rules about combat encounters are geared toward groups. Flanking bonuses, assist actions, melee versus ranged combat, distractions, and mid-battle healing are all things that require a group to properly use.

However, when it comes to exploring, it is often a good idea for the party to split up. If there is scouting that needs to be done, it would be better to leave the tank behind. All that armor is only going to make too much noise. If there’s a door that needs to be held, the tank is great at that, and the rogue is better off finding another way around so they can hit the enemies from the back. If there is research to be done, perhaps the wizard or cleric should be left to their own devices while the rest of the party takes care of other business. Maybe there’s a maze and the party needs to figure out which way to go. If the routes are narrow, best to leave most of the party behind while one person scouts ahead. If there’s a combat encounter about to happen, maybe the rogue should sneak off to make sure the enemies aren’t going to receive any reinforcements.

There are a lot of times when splitting up makes a lot of sense for a D&D party, though they don’t always match up with the examples seen in the primary world. Guerrilla warfare utilizes strike forces and a D&D party is pretty much the epitome of a self-sufficient strike force, so there’s no need to break it down further. Additionally, few D&D parties ever actually form their own empire or conquer nations. There’s little need to delegate or decentralize your government if the most you’re governing is a base of some kind.

Party splits larger than the ones I outlined are a bit more difficult to manage in a D&D session, though. If half of the party decides to explore the underdark because they’re not good-aligned and want to figure out where their demon-adjacent target went, then you should probably come up with something for the paladin and super-good scout to do since they’re going to get instantly busted if they go to the underdark. I wound up running split sessions for a couple of weeks, and had to come up with some way to give everyone something important to do. Their decision to split the party helped give shape to the rest of the campaign because I needed something relevant for the above-ground party to handle. The more recent split I’m dealing with, the scout towing the rogue’s body back to the base of some druids for reincarnation and their subsequent slow trip back (a Halfling corpse is easier to carry than a half-elf person), will not be so easily managed. The other half of the party is currently camped right on top of a dungeon that is aware of their presence. They have captives from their previous forays into the dungeon. There’s at least one young-ish black dragon hanging around somewhere near them. All they have is a camp of NPC hirelings and a DMPC cleric they hired to Remove Curses and Raise Dead. Plus, the party-members waiting at the dungeon are the go-getters, so it isn’t like they’re just going to wait for the rogue and scout to get back.

Party splitting can be fun, but it can also make a LOT of extra work for the DM and slow down sessions to a crawl, since each sub-group doesn’t have access to the same information anymore. Splitting the players up is the easiest way to handle that, in my opinion. It just requires copious notes since it can be easy to mix up what everyone is doing and what each group knows. That’s usually why I try to reunite the party by the end of every session if I can. Makes my life so much easier and keeps things running smoothly.

Tabletop Highlight: Dungeons & Dragons Under The Sea.

Underwater or otherwise water-centric (sailing) campaigns for D&D Are generally set up from the start as a campaign focused around the water or underneath it. Races will be adapted for wet environments, every actually puts skill ranks in the Swim skill, and everyone makes dexterity-based characters because no one wants to be the person in heavy armor who sinks and then drowns before they can get out of their armor. At this point, handling underwater combat, the drowning rules, and how movement works is fairly academic. It is just one more bit of math that needs to happen for the players to take their turns and determine their actions.

You generally do not see a lot of mixing water environments and non-water environments. It happens occasionally, as most land-based campaigns need to cross water at some point. Oceans, rivers, lakes, marshes, and underground lakes in dungeons are all fairly popular. At that point, the players are forced to scramble. If they have time to prepare, a typical Dungeons and Dragons part can figure out a way to get everyone across safely and have a few plans in place for accidents. If they’re just shown a bit of water they have to cross in a dungeon, they will still plan. Their resources are just somewhat more limited.

Unless the campaign established that water environments are going to be a big part of the campaign, most of the players probably won’t look up the rules for swimming. The rules are fairly straight-forward. The swimming skill check to move around in water is dependent on the type of water. Still water is very easy, while flowing water is harder, floods are harder still, and stormy oceans or rocky rapids in rivers are incredibly dangerous. When swimming underwater, there are a few more things to consider, such as how long the character can hold their breath, what can affect that (fighting something underwater makes them run out of breath more quickly), and then what happens once they run out of breath. The rules are pretty brutal, but so is water. If the water is still enough that the checks are easy, some good common-sense practices like having a plan for extra air (extra-dimensional storage spaces are often full of air) or knowing how far you have to go to get back to the surface are a must.

Unfortunately, those do not always happen. After a few sessions involving water, including a couple close-calls, on of my players finally had a character drown. The character was a Halfling, so his movement was barely worth mentioning underwater, even though I’ve house-ruled half-speed movement instead of the usual quarter, and though he had plenty of rounds for holding his breath, he spent a lot of them fighting something because he tried to be invisible underwater as a means of sneaking past the security octopus. Invisibility is mostly ineffective in water, since an invisible person still displaces water, and there’s very little other cover to provide a means of effectively stealthing your way up to an octopus for a sneak attack.

The rest of the party, of course, helped him kill the octopus, but the Halfling couldn’t make it back to the surface in time, failed his constitution checks to survive, and then died before anyone could get him to the surface since no one else was a very strong swimmer. Tragic, of course. The scout then set a land-speed record for getting his body back to the druids for reincarnation because that isn’t his original body and a standard Raise Dead spell wouldn’t exactly work the way they wanted. But that’s a story for another day.

Sticking aquatic environment adventures into my dungeons is always a tricky concept. I had two possible traps that involved water in the first dungeon my players encountered, but the plan for those dungeons was to radically shift the campaign if the party got trapped by them, since it would have swept them all away. I left them out for a while, because the party wouldn’t really have an answer for them and they’re difficult to deal with. Also, to be entirely fair, the number of monsters and creatures that’d maintain water features in dungeons instead of just living in underwater dungeons is rather small. There just isn’t much of a need for them in most low-mid to mid level adventures. There’s plenty of other ways to kill a party. At the same time, water can be a great equalizer. Unless they’re specifically prepared for it, a high-level party has no advantage over water that a low-level party wouldn’t have as well. Drowning can kill anyone, no matter their level.

If you want some good resources on water combat, D20SRD.org has some useful information and the SRD section of dandwiki.com contains a lot of important info as well. Otherwise, feel free to make it up when you need it. Just make sure to write it down so you’re consistent. As I said when the Halfling drowned, “Everyone has to follow the rules, even the DM.” Once you set a rule, stick to it.

Tabletop Highlight: Dungeon Building for D&D

I’m not very good at building dungeons, though I should probably add that I’m also not bad. I’m alright. They take a long time, compared to preparing story elements, planning cities, and making up characters. It takes a whole lot of work to get a dungeon built, if you want it to feel customized and unique. Don’t get me wrong, it is probably the most fun I have as a DM, preparing for a session. It just takes a whole day of work or several evenings. Trap assignments, copying stats down, finding references, creating custom traps, designing passageways and rooms, filling the dungeon with residents, and then coming up with any puzzles. Treasure and stuff is usually an after-thought, since I usually just keep refreshing a random treasure generator until I find a hoard I like.

One of the easiest things for me is the entrance. Setting up a dungeon entrance depends on how the party is going to encounter it. Are they going to stumble across a random dungeon? Are they looking for it because they heard a rumor or were sent to find it? For the former, perception checks work great and all you need is some place that the party would reasonably go that not a lot of other people would. If you’ve ever played D&D, pretty much every party is constantly going places no one else would, so that’s easy. If they’re looking for it, that’s even simpler since they’ve got a general location and will be making skill checks until they succeed. After that, you just need some flavor about how they found it, what the door is, and then a hurdle for them to overcome before they can enter. Like spotting a secret door in what otherwise appears to be a simple hidden outpost that hasn’t been used in centuries or having the lookout notice that the sand dune they’re looking at isn’t shifting like the other ones.

After that, my struggles usually start. What traps are appropriate? How many are appropriate? I like undead dungeons, because you don’t really need to think about how dungeon creatures or NPCs would get around. Undead just stand around until they spot something to attack and even the intelligent ones don’t need food or air. My favorite dungeon was actually a tomb built to keep the undead inside it, and the party didn’t realize it until they’d set off or disabled all of the traps at the door to the boos room. More recent dungeons have involved intelligent creatures that need food and water and sometimes air, so I’ve had to be very careful with trap and puzzle placement. How is a gaggle of kobolds supposed to bypass a 30-foot pit trap without some way to go around? Also, how are the lizardfolk supposed to go through the puzzle-door unless they know the answer to the puzzle? Solving these problems would make it easy for the party to by-pass the actual traps and puzzles because they’ve got high perceptions and at least one of them isn’t afraid to do a little torturing if he wants some information.

There are, of course, other ways around this. Labyrinthine dungeons. They’re a pain in the ass to build and draw on a map, but they can be so incredibly rewarding. All of the creatures that live in the dungeon would know their way around and could find the easiest passageways, while the party is stuck trying to muddle their way through without running into another dead-end filled with the newly animated corpses of the last group to fall to the poisoned needle trap the party just set off. Once you’ve figured out the best way to build them (and start saving parts the party didn’t explore for future dungeons), the only real problem is drawing them out so the party has some kind of physical space to move through. Sure, there are any number of software programs that would allow this, but I prefer a more tactile experience when I can get it. Wet-erase markers, a play-mat, and one of my players as the map-maker since it makes more sense to have the players draw the map based on your descriptions rather than to do it yourself and try to guess on their sight-lines/spacial reasoning abilities.

As for filling a dungeon with creatures and NPCs… Well, that’s usually a bit easier since you’ve probably got a themed based on the location or the reason the party is there. Build a few encounters, stick them in the dungeon’s rooms, and then add a few advantages to them to reflect the fact that they’ve had time to prepare for invaders. Also, remember that just because a large creature takes up a 10-foot space doesn’t mean it can’t also squeeze through a 5-foot hallway. Dungeon Master’s Guides and/or Player’s Handbooks should have some rules on how squeezing works, so maybe sticking a large creature in a medium hallway could be a lot of fun for you! It’d be super interesting for a bunch of snakes to show up in the hallway. They’d be able to manage it fine and could maybe use their size to shove the party around as they slithering through the halls.

Just, you know, make sure to build your dungeons a few sessions in advance of when you think you’ll need them. Chances are good you’ll wind up wanting a little more time than you planned to finish building your dungeon and it is usually worth taking the time to do it right rather than rushing it. You’ll feel a lot better about it, that’s for sure.

Tabletop Highlight: Interrogating Prisoners in D&D

Now that my campaign has reached what I would call “mid-level” and the players have gotten a handle on how to play the game, I’m starting to see them use new approaches to delicate situations. Previously, they’d just kill everything and figure out what to do afterwards (though that still happens sometimes). Now, they’ll actually plan how to kill everything and sometimes actually stop one step short of killing everything by just knocking everything out. This means they sometimes have prisoners and now need to practice interrogating prisoners. They’ve had a few instances of interrogation previously, but there’s a big difference between interrogating a grunt and interrogating a commander.

The time they interrogated a commander, a politician who had been working with their enemies, they had a lot of trouble. I, however, had a lot of fun. He was a sorcerer with a high intelligence, so he was able to use a combination of his charming personality, people/manipulation skills, and specific wordings that were always technically correct to avoid the truth compulsions they had set up. Eventually, they figured out how to trap him enough that he’d admit to something. Except they forgot about teleportation magic so he just ran away and went into hiding. Since he was a priority target who had a lot of information they wanted, it was easy to justify expending the resources they did.

During a much more recent session, they captured a few mooks and their mook leader. They managed to keep everyone alive and accepted the surrender of one of the less-combative troglodytes. After getting them out of the dungeon entry way and back to their camp, they set about doing a basic verbal interrogation of their prisoner, relying on Sense Motive skill checks (thanks to the addition of a DM PC support-only Bard to balance their party) to ascertain truth. It worked well for them because what they overheard prior to attacking this troglodyte and his companions led them to believe he was an unwilling stooge to a much bigger threat. They were eventually able to win him over with kindness, gentle words, and a good Diplomacy check from the party’s rogue.

Thankfully, they were able to keep the second interrogation tasteful. Though it’s not like the rogue had much choice, given that the paladin was looking over his shoulder. Still, they managed to solve their first problem without violence and learned enough to be able to prioritize their actions once they went through the door into dungeon proper. Unfortunately, they immediately used that information to plan violence and a hostile exchange with the other troglodytes and kobolds. It worked out alright for them in the end, since they were up against a bunch of low-CR (challenge rating: the difficulty of a particular monster or encounter to be used in comparison to a party’s equivalent number) monsters and only a couple of higher-CR monsters. Using the narrow hallways and a pit trap, they manage to isolate the various bits of combat and deal with the situation in such a way that most of the mooks got to live. Which they were then able to interrogate, much more easily this time since they’d already shown them all the spectre of violent death when the paladin obliterated the kobold captain in a single round.

Personally, I dislike violent interrogation. I would have a hard time walking my players through any kind of torture scenario because I have a hard time dealing with violence against helpless people. I don’t mind inventive torture, like the time one of my players invented taco bell and used the resulting–and revolting–mish-mash of rats, field grass, orc “cheese,” and acid splash (the 0th level spell) slathered between hardtack biscuits to successfully convince a captured orc to spill the beans. The character truly believed he was giving the orc a tasty snack. It was too back the rogue (who was the only who spoke orcish) had a bit of a sadistic streak, letting the poor addled wizard believe the orc was begging for additional tacos. Heck, if you can make a good intimidate check and are a convincing role-player, you can make a pile of wood shavings look like a terrible torture. You don’t need to skin someone while they’re still alive, using a cleric to continuously restore their hit points, in order to get answers.

Even outside of the disgust I feel at that stuff, there’s plenty of real-world examples, especially in modernity, of violent interrogation being not only useless but actively unhelpful. Better to befriend a prisoner and get them on your side than to make them beg for mercy and make up whatever they think you want to hear. Most D&D doesn’t go that in-depth, but I don’t mind putting in the extra work since it discourages unscrupulous behavior and creative thinking. Better a creative, challenging player than a blunt, simple one.

Tabletop Highlights: D&D 3.5 Versus Pathfinder

To be entirely fair, there isn’t a big difference between these two rule sets at a macro level. Pathfinder was intended as the next step of D&D 3.5, trimming down the rules to remove complications and re-balancing the game’s power so the often under-powered martial classes could stay relevant during higher levels. As a result, it is fairly common to adapt things from one version to the other. For instance, most of my D&D games incorporate the character sheets and skills of Pathfinder, along with a few other rules–such as cantrips (the most basic, lowest-leveled spells) can be cast without limitation and all combat maneuvers are performed using the rules from Pathfinder rather than 3.5.

I find that combat runs a little more smoothly, skill allocation is easier, and general player satisfaction is higher when I incorporate these rules. It allows me to bring in a bit more power to skill-based characters without running into what I believe is the biggest problem of bringing Pathfinder rules and character stuff into 3.5. As a whole, the core components (character classes and racial abilities, mostly) of Pathfinder achieved a state of balance by increasing everything’s power. There are exceptions, of course, but it can be frustrating to try to balance a character built using 3.5 rules with a character built using Pathfinder rules.

3.5 can also be hard to adapt to Pathfinder because it has a similar problem. The core components may be weaker, but 3.5 has a wonderful array of extra feats, class variations, racial features, and poorly balanced errata that make breaking the game much easier. I can build character with limitless power in 3.5 and I’ve yet to find a way to even break the game on the same scale with Pathfinder. I can make a character that can easily move a mile every two minutes (and I know I can get it higher if I try) in 3.5 and that’s just silly. I can create cell towers and rail guns. I can do pretty much anything, if my GM doesn’t know to stop me and I’m feeling perverse. The only thing that redeems 3.5 is that it takes very specific knowledge (which anyone can now find online) to build those things and your average player doesn’t want to break the game.

When it comes down to determining which variation you want to play, 3.5 or Pathfinder, I find it breaks down fairly well. Either works great for role-playing and story-telling, but 3.5 works really well for players who want complex builds or have more experience. Pathfinder is great for people with less experience or if you want to keep your campaign simpler and more focused. I can’t count the number of times I’ve had to remind a player in one of my 3.5 campaigns that, just because he found it in a rule book, doesn’t mean his character knows about it or would even be able to obtain it. This has been happening a lot in my weekly campaign, which can be frustrating at times because he keeps accidentally trying to min-max his character. If we were playing this campaign using Pathfinder, I doubt he’d be able to get up to even a quarter as much crap as he does.

The few times I’ve played Pathfinder, it worked really well for introducing new players. The abilities were much more clear and I didn’t feel like I needed to spend a few days browsing books, PDFs, and forums to figure out how I wanted to build my character. Every time I’ve gone and done a pick-up-and-play campaign at a game store, it has been a Pathfinder campaign. I’m certain the latest edition of D&D (5.0) would be just as easy to pick up and play, but I feel like Pathfinder has more depth to it for the people who want it. You can still get multipliers to your power level instead of just adding to it.

I really want to play more Pathfinder, mostly to learn more about it. I don’t own any of the books and everything I’ve read about it has been what they released online as part of their System Reference Document (search the version you want to learn about and “SRD” and you should wind up with all the rules you need to play). I’d like more experience, both as a player and as a GM. It can be fun to experiment with different rules and see how far you can go, but there’s also strong appeal to playing without all of the crazy extra stuff. Just like when I want to play Skyrim without any mods sometimes, despite loving what the mods do to the game.

Tabletop Highlights: Exploding Kittens

I’m a huge fan of The Oatmeal. His comics are wonderful, he tackles some very difficult ideas in his stories, and he helps create wonderful games. I’ve been following him for a few years and have really enjoyed most of what he’s created. When I heard that he was doing the art for a tabletop game and had helped create it, I immediately ran to Kickstarter to check it out. True to form, the Kickstarter for Exploding Kittens was chock full of The Oatmeal’s particular art, wonderfully depicting all kinds of ways cats could accidentally blow you up through cat-like behavior.

Eventually, I backed it. I got the full edition of the game along with the hilarious (and very) NSFW version of the game. Since then, I’ve stayed up to date on the game. They eventually created an expansion called “Imploding Kittens” and another game called “Bears vs. Babies” which was not quite as fun and charming as Exploding Kittens.

In Exploding Kittens, the object of the game is to be the last player left alive. There is a deck of cards that everyone draws from at the end of their turn. If they draw an exploding kitten, they die unless they can play a diffuse card (like a laser pointer or kitten therapy). Before you draw, you can plan any number of other cards to do things like skip your turn, give your turn to another player (forcing them to take two turns), steal another player’s cards, or look at the top three cards on the deck.

Once you’re out of usable cards and you draw an exploding kitten, you’re out. Don’t worry, though, it wasn’t personal. The cat was just walking on a computer console that just happened to have a nuclear launch button on it or they were playing with a hand grenade and accidentally pulled the pin while tossing it around. I’m going to avoid going into the NSFW cards because that’s not something I want to write about on this blog, but I encourage the interested parties to check it out.

The game is a ton of fun when you’re having a game night with your friends and it only gets more fun if you’re drinking a little. Don’t drink too much, though. The game is a little more complicated and strategic than you’d expect, so too much alcohol is just going to make it easier for your friends to set you up for an explosion. Which is exactly what you should be trying to do, since you can place the exploding kitten wherever you like in the deck if you play your cards right.

The biggest downside to the game is that it can really drag on for a long time if there aren’t very many players. The game has instructions on how to tailor the game to the number of players, but I’ve followed the instructions with a small group before and wound up sitting around for almost half an hour while the last two players tried to end the game. Even in larger groups, where people get eliminated faster, the first player out can wind up spending a lot of time waiting if they were just incredibly unlucky. You can always cut the deck down for smaller groups, of course, but that can be difficult to get right as some cards only work when paired with similar cards.

Either way, as long as everyone’s relaxed and participating, the game is ridiculous amounts of fun. If you want a new game that will last around an average of 15 minutes per game, I suggest picking up Exploding Kittens.

Tabletop Highlight: Critical Fails

Critical failures are some of my favorite parts of Dungeons & Dragons as a Dungeon Master. I don’t particularly enjoy my players failing at something because I generally want them to succeed, but it certainly opens the moment for some interesting improvisation on my part. A healthy dose of random interjection keeps even the mundane parts of a campaign from growing stale.

I’ve introduced new enemies, added a whole layer of complexity to my world, and even killed someone else instead of the person who just rolled three 1’s in a row. People really ought to be more careful when they’re shooting into melee combat, really. They also need to stop accidentally summoning Outsiders to the material plane, thereby ushering in the eventual collapse of the universe because Outsiders are pure entropy and cannot be killed because entropy can’t be killed without breaking every law of the universe. And then you have bigger issues than entropy.

Aside from attack rolls, there are a few other critical fails that can be a lot of fun. Catching something or throwing something is a stat check using dexterity. If a player rolls a critical fail on a toss or a catch, it can be a lot of fun to describe what got broken by the fumbled throw. My personal favorite strength check failure was the giant, manly barbarian getting a splinter from the door he was trying to break down and being unable to do anything until he got it removed. A close second was the drinking contest. The Dwarf was trying to bond with the half-goliath barkeeper and decided drinking copious amounts of alcohol was the best bet. The dwarf lost, of course, but the fun was in describing how he got blindingly drunk and accidentally drank the barwoman’s dishwater. He burped bubbles for forty-eight hours because he didn’t even fish the bar of soap out of it first.

For saving throw’s, the fails are often a little more catastrophic. Just last night, one of my players turned into a water-breathing creature so he could avoid drowning in the swamp (a crocodile had tried to drown him and failed). Since it was a bunch of still, disgusting water that he spent a while swimming around in without doing anything about his open wounds, I had rolled a secret save versus disease, just to see what would happen. He rolled a 1 and thus caught an ingested disease because he kept accidentally swallowing swamp water while trying to breathe it. Good times. Waking up blind is always a great way to start the day.

In less extreme circumstances, critical failures just make for great flavor. Have someone critically fail their save versus a magical attack like a fireball? Throw in a comedic moment where they miscalculate and take cover behind something that’s just going to make the explosion worse, like a source of tinder or something easily flammable. Crit failing their Reflex save to avoid a trap? Have them dive the wrong way or have them just leap straight up in the air. Crit failing their Will save to see through illusion? Have them enthusiastically participate in the illusion. The possibilities are endless if you’re quick on your feet.

Past experience has taught me that there’s an important line to walk as a DM between throwing in extra penalties for critical failures and just adding flavor. If the moment is super tense and everything rides on this moment, be wary of adding flavor. If everyone is caught up, they likely have their own mental images of what is going on, so you want generic details that will meld with whatever they’re seeing. Penalties make this easier as you’re adding a new aspect to the image rather than changing something existing, and you can always add flavor on top of a penalty. If someone just failed something very routine, penalties can cause the session to drag, so extra flavor is usually the way to go unless you have something important hinging on this routine task.

The great thing about being a DM is realizing that all rules are situational and that you are the ultimate arbiter of what is right when you’re running a session. Figure out how you like to use critical fails and hope you get enough opportunities to put them to use. All that really matters at the end of the day is that everyone is having fun, whatever form that takes.

Tabletop Highlight: Tak

I love strategy games. I was in the Chess Club during high school and enjoyed learning to play Go in college. I ran out of people willing to play with me before I ran out of willingness to play either of these timeless classics. I’ve always been on the lookout for new games like those, but most of them wind up being fun but lacking in complexity. I’d wind up with one or two winning strategies I could pretty much rely on and I would soon start to miss the variety of play that Go and Chess afforded.

One the other loves of my life is books by Patrick Rothfuss (Primarily the Kingkiller Chronicles, since I feel his “children’s” books lack the narrative complexity I prefer). In one of his books, Wise Man’s Fear, the protagonist (Kvothe) is introduced to a popular strategy game and taught at least a little bit of the larger strategy of it by repeatedly getting his ass handed to him. His tutor, a noble who has been kind enough to also teach him some of the rules of the particular high society Kvothe has found himself in, wants to play a “beautiful game” rather than simply win and highlights the differences for Kvothe. Unfortunately, the book doesn’t actually go into enough detail to learn to play the game. Fortunately, Patrick Rothfuss teamed up with an excellent game creator so that we could all learn to play it and buy really cool board/piece sets.

Tak, as the game is called, is conceptually simple. Build a road of your tiles from one edge of your game board to the opposite. The board can be any size beyond 4×4, and the number of pieces available to each player changes accordingly. The larger the board you’re using, the more complex the game you can play. In addition to the horizon “road” tiles, you can place them vertically for “standing stone” pillars that prevent the other player from moving or building their road through that square. On your turn, you can choose to move any tile or pillar you’ve placed to an adjacent square, placing it on top of anything but standing stone pillars. Once you’ve made a stack, whoever controls the piece on the top of the stack controls the stack. Once you get beyond 4×4 boards, you get a piece called a “capstone” that is like a super pillar capable of flattening standing stones into road tiles.

The strategy required to build your road grows in complexity and potential cleverness as the size of the board increase. While I can see how some brutal math and efficient use of tiles and pillars could easily net anyone a win, I can also see what Patrick Rothfuss’ characters spoke about in his book. I want to play a beautiful game, with clever tricks and a victory that snatches a win from the jaws of defeat. I have already played a few games that saw me win by unforeseen means, completely shocking my opponent as I unfold my route to victory. I’ve also played the brutal, fast matches. If either player starts playing like that and is halfway decent, there’s no way you can win other than to play just as brutally. A beautiful game requires two participants and I’ll admit I’m lacking in a good foe.

Not because I’m better than everyone else–I’ve got about a 60% win rate, so I’m hardly undefeated–but because I’ve yet to find someone who is willing to put in the time and effort to learn the game to the degree one would need to in order to start using some of the more clever strategies. I’ve yet again run into the issue of not having enough willing opponents to enjoy an excellent strategy game.

Which Tak certainly is. I don’t know if it will remain as timeless as Chess and Go are, but I can definitely see myself enjoying this game for years to come. You can play it with pretty much whatever pieces you want and an imaginary board once you know the rules. Or you can buy yourself one of a variety of very nice Tak sets here.

Tabletop Highlight: Concept

I hope that you’re having a wonderful holiday season and that those of you who celebrate it are having a wonderful Christmas. My family does most of our celebrating on Christmas Eve, so I’m already home and bundled up in front of my computer, preparing myself for work tomorrow. I’m also starting my search for deals and bargains on a few post-Christmas presents to myself, and one thing has jumped to the top of the list for me as a result of this past weekend.

Part of my family’s Christmas ritual includes time for board games and this year, we played a wonderful game my sister brought called “Concept.” Concept is, as Wil Wheaton describes, “like pictionary for writers.” You can get a nice summary of the rules in the video I linked there, so I’m going to focus on a few of the higher concepts of the game. Unlike similar games, where it is a player’s job to communicate something to the other players, such as pictionary or charades, Concept limits your communication to only placing little plastic items on a board covered in icons. You aren’t allowed to communicate using pictures, gestures, or any of the other ways available in pictionary or charades, which means there is often less for the players to go on when they’re guessing. At the same time, the variety of items and icons means you can sometimes say more. Both of these things can be severely limiting.

If you put down too many items on too many icons, it becomes hard to tell what concept you’re trying to communicate and the people guessing can guess a wide variety of things that may not be related to what your concept is. If you have too little, its possible the players will get stuck and be unable to made the intuitive leap you’re trying to nudge them toward. Hard concepts, such as people or movies, are generally easier to communicate. Soft concepts, such as phrases, are much harder. That being said, that’s not always the case. My brother and I spent ten to fifteen minutes trying to guess what our sister had picked and she got so frustrated with our inability to guess that she accidentally let her concept slip when she was berating us.

To be fair, neither of us had seen that movie in a long time. To continue being fair, it shouldn’t have been that hard and I feel almost ashamed of how dense I was in retrospect. The intelligence of your players is the only real limitation on the game, so you should probably be careful when considering playing it with young children and adults who have been drinking. I’d like to say the alcohol clouded my wits, but I hadn’t drunk enough by then to use it as an excuse. Also, alcohol is really only limiting when you’re the person who is trying to convey the concept. Guessing just gets easier and more fun the more you drink.

You can play it with as many people as you like, so long as they can all fit around the board, and all the concepts are family friendly, so no need to worry about upsetting Grandma or Grandpa. I definitely recommend it if you’re looking for a new party game to try.

 

 

Tabletop Highlight: House Rules and Homebrew for D&D 3.5

I’ll admit that I’m probably a little biased when it comes to which D&D version is the best. Almost all of my playing and running has been in 3.5 or the common mix of 3.5 and Pathfinder because the 3.5 set of rules is expansive. An expansive set of rules means it is relatively easy to find rules for something that can be nudged to fit what you want to add. Additionally, the patterns created by the existing rules make it easy to extrapolate how the system should apply to something without rules or how to change existing rules without breaking the game. As a DM who loves to tell a good story, these two things make 3.5 easily the most appealing rule set out there.

While I do all of my high-level planning and preparation ahead of time, there is a lot of small stuff that comes up during sessions I can never be prepared for. Particular shopkeepers, NPCs the players want to talk to, city layouts, the state of the black market, and so many other things my players will randomly and inconsistently want to know. In addition to that sort of thing, no amount of preparation is going to prepare me for what I need to have prepared when the players decide to take a path I hadn’t foreseen or do something that requires rules that either do not exist or that need to be modified so they’ve actually got a fair chance to fail or succeed.

For instance, I like to give my players options when they spectacularly fail certain types of rolls. A common house rule is that a string of critical fails on attack rolls can instantly kill the player’s character. I like the idea of this house rule, but a lot of players will get upset if they accidentally kill themselves like this because it feels just so stupid and random. If they died because of a choice they made, at least they feel like they earned it. So, instead of just killing them outright, I give them the choice of taking the death or taking something entirely random that could possibly be worse but would allow them a chance to survive. This way, they feel like they still have control of their character and, should they die as a result of the something else.

The only problem is that I have to make up whatever is about to happen without any preparation. A new monster, some interesting application of the rules, or even an entirely new encounter or dungeon. All of this stuff is the sort of thing I typically prepare beforehand because making it up is difficult. Without the expansive 3.5 rule set and all of the online resources people have created for the 3.5 rule set, it would be impossible.  Since I know how the basic rules are applied across the entire system and can find a bunch of different templates, abilities, and creature types, I can find a way to meld all of it together into whatever new creature or situation I want to introduce to my players.

This sort of new rule or new creature is called either “homebrew” or a “house rule.” Homebrew is anything made up by someone other than an official D&D source. A house rule is anything that a DM indicates is a rule that applies only to the particular campaign they’re running, though it may show up in multiple campaigns. Homebrew often involves house rules and most house rules are homebrew. A house rule that isn’t a homebrew rule is usually used to exclude something. For instance. I almost always ban the Tome of Battle because it creates these ridiculously over-powered characters. The only time I’ve used it was to create a tough fight for my players by giving a recurring character levels in a class from it and the one character nearly took out an entire group of six players of the same level. That’s too much power. Most of my house rules are exclusions, since a by-product of the expansive 3.5 rule set is stuff that is over-powered as a result of one-off campaign modules that introduce new rules and I have players who like to visit forums to find the best way to make their characters O-P.

My favorite house rule adds two homebrew systems to the game, called Individual Magic Effects and Character Legacies. The IME rule is taken directly from the webcomic that inspired it, giving characters a particular visual-only effect whenever they use magic or that affects the way their magic items work. Character legacies are a bit more complicated, but can give the player characters bonuses or penalties to their character depending on what the legacy means. Got a player obsessed with glory and hunting? He or She gains bonuses when they prove their prowess and bring back trophies, but gain penalties when their quarry bests them or they fail to find it at all. The bonuses and penalties can change depending on what the character hunts and how the player decides the character will act. An egotistical hunter might have charisma penalties for dealing with some people but a bigger bonus for dealing with most people while a more friendly hunter might have bonuses when it comes to bartering or doing hunt preparation.

Neither one of them has much impact on the game in the long-run since the bonuses for legacies are relatively small, compared to what magic items and feats can give players and IMEs are only visual effect (which only help or hinder in very specific situations). They just encourage my players to try to play their character more consistently and to stick to their role-playing when they might otherwise abandon it in favor of being more effective in a given situation. This is my favorite type of homebrew. Adding major rule changes or entire classes is hard to balance. If you ever want to see some ridiculous, over-powered stuff that puts the Tome of Battle to shame, you should check out some of the custom classes people have made and posted to places like the D&D Wiki.

Like a lot of storytelling, deciding how and when to modify the rules for an established game takes a lot of practice and it is easy to accidentally break something even if you’re very careful.  If you keep to a guiding principle such as “everyone should be having fun,” then you should be fine. The rules don’t really matter if everyone is having a good time and feeling like they have power in the world.