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JamesonCourage Is Starting A 4e Game; Looking For Pointers
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<blockquote data-quote="Manbearcat" data-source="post: 6175746" data-attributes="member: 6696971"><p>Pemerton has already answered provided robust answers to most of your questions but I'll try to throw a few bits and bobs out there:</p><p></p><p>1 - Have <a href="http://blogofholding.com/wp-content/uploads/2010/07/mm3businessfront.gif" target="_blank">MM3 on a business card</a> available for quick monster rendering. </p><p></p><p>2 - Better than that, have <a href="http://slyflourish.com/master_dm_sheet.pdf" target="_blank">slyflourish's DM cheat sheet </a>or at least the DCs and damage expressions for that level. Its extremely helpful to run the game generally and improv specifically. Drop down the damage expression to add a forced movement effect (like slide 1) or drop twice to add a larger one (slide 2). That is generally what my group uses it for; to manipulate opponents around the battlefield and into difficult or hindering terrain etc. </p><p></p><p>3 - On small groups: This is what my group has to deal with as they are only 3 (outside of the sweet spot for 4e). The metagamed Lazylord (fate, manifest destiny, etc) is one approach that I have used. Along with this technique, I have done 2 things to augment this play: (i) Give a rolling CA to each player for a full round until the LL initiative and then it goes to t he next person (we do this with a dice) and (ii) put two tokens on the table, players in charge of them, and let the players draw from the token pool when they want the metagamed Lazylord to "eat" an attack (done before the to-hit is rolled). I give them full narrative authority to justify the CA and the "eaten" attack in whatever way they wish to render the fiction. If they want you to do it, then that is fine too. Together, these two things simulate the tangibles of an actual physical presence of another character.</p><p></p><p>Alternatively, you can just use the Companion (I did a thread on this not long ago) or Monster Building Rules and let 1 or 2 players run a low mental overhead, monster-like, character; eg a Huntsman's Hound, a Druid's Bear Protector, an Animated and Sentient Sword, etc. That rounds out a small group nicely and the low mental overhead removes the analysis paralysis potential. It also rounds out PC archetypes, nicely.</p><p></p><p>If you're running a game with only 2 characters and one of them is a squishy Psion (ranged controller), then what you may want to do is have the Psion player create a companion character that is riffed off of the Fighter that is, in essence, a tangible barrier that the Psion erects to interpose between itself and its foes; a "force" construct that is the physical embodiment of his/her extraordinary will. That would be thematically compelling, tactically fun and cover the stout, melee controller (Defender) role. </p><p></p><p></p><p>What does the potential roster look like outside of that Psion (with respect to class, combat role, and non-combat makeup)?</p><p></p><p></p><p>4 - I know you want to run pretty basic, but I would suggest Backgrounds and Themes. Low mental overhead but great thematic focus and rounds out the noncombat game nicely.</p><p></p><p>5 - Combats need to be large open spaces with lots of interactive terrain features and hazards. Combat should be mobile, dynamic, and interactive. Make sure that the tangible, rules-effect of these items are transparent to the players. I use a lot of quickly scrawled, shorthand, flash-cards like: Burning Cauldron - LU (limited-use), SA (standard action), L+4 vs Ref, CBL2 (close blast 2), 15 fire + 5 OG (that is high damage expression at first level). Don't be afraid to (now and again) insert a thematic, encounter-wide hazard or event (Avalanche!), which changes the scope or dynamic of the battlefield, triggering on the third round or when the combatants ventures somewhere. Use mixed groups, with interesting and varied synergy, to both challenge the PCs weaknesses and play to their strengths. Most importantly, keep it fast and furious! Don't get bogged down. Just keep the action moving forward.</p><p></p><p>6 - Regarding Skill Challenges: I know you do something similar in your own game and pemerton has talked much about this above. Two quick things I will add are (i) use flash-cards to set scene elements that players can use to riff off of (like Aspects in Fate or Distinctions in MHRP), adding more as the scene evolves and (ii) be prepared mentally (or physically, eg with flash-cards) with a robust list of complications for successes and failures. Skill Challenges are a tennis match wrapped inside of the story-board panels of a Comic Book. The GM is serving and the players are returning serve, putting him on the defensive, with each shot being the players own comic book panel until the scene resolves itself. Moving a closed scene forward within the confines of a mechanical framework and the pacing of dramatic structure (Stakes > Rising Action > Climax > Falling Action > Denouement) is an artform. I see way too many people (on boards) locked up over binary task resolution and not know "where to go from here." You've passed a Diplomacy check with the King but are still at the Rising Action stage (several success or failures from resolution)....well something new happens to complicate whatever you're trying to accomplish! The Court Mage interjects openly or whispers something sinister into his ear...the Queen doesn't trust you and voices it...the doors to the throne room explode in an assassination attempt...the jester is an assassin and makes his move now while folks are off their guard...the King, now interested, invokes something specific regarding his kingdom's past as a test of your understanding of the historical or political implications of the situation to test your mettle. Etc, etc. The options are limited only by your imagination and genre logic.</p><p></p><p>7 - The Feywild and the Far Realm are two of the best parts of 4e. Since you have DDI, I would suggest taking a look at A Rhyme Gone Wrong in this month's Dungeon. This is a perfect example of playing up the disturbing eeriness of the Feywild and its threats. </p><p></p><p>That is all I have for now. I'll check back in later. I'm glad you're giving it a good ole college try. I hope you guys have fun. The only other thing I'd say is that DMG2 is almost too good not to have. If you don't have access to one I'd be perfectly willing to send one to you if you want to PM me a physical address.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6175746, member: 6696971"] Pemerton has already answered provided robust answers to most of your questions but I'll try to throw a few bits and bobs out there: 1 - Have [URL="http://blogofholding.com/wp-content/uploads/2010/07/mm3businessfront.gif"]MM3 on a business card[/URL] available for quick monster rendering. 2 - Better than that, have [URL="http://slyflourish.com/master_dm_sheet.pdf"]slyflourish's DM cheat sheet [/URL]or at least the DCs and damage expressions for that level. Its extremely helpful to run the game generally and improv specifically. Drop down the damage expression to add a forced movement effect (like slide 1) or drop twice to add a larger one (slide 2). That is generally what my group uses it for; to manipulate opponents around the battlefield and into difficult or hindering terrain etc. 3 - On small groups: This is what my group has to deal with as they are only 3 (outside of the sweet spot for 4e). The metagamed Lazylord (fate, manifest destiny, etc) is one approach that I have used. Along with this technique, I have done 2 things to augment this play: (i) Give a rolling CA to each player for a full round until the LL initiative and then it goes to t he next person (we do this with a dice) and (ii) put two tokens on the table, players in charge of them, and let the players draw from the token pool when they want the metagamed Lazylord to "eat" an attack (done before the to-hit is rolled). I give them full narrative authority to justify the CA and the "eaten" attack in whatever way they wish to render the fiction. If they want you to do it, then that is fine too. Together, these two things simulate the tangibles of an actual physical presence of another character. Alternatively, you can just use the Companion (I did a thread on this not long ago) or Monster Building Rules and let 1 or 2 players run a low mental overhead, monster-like, character; eg a Huntsman's Hound, a Druid's Bear Protector, an Animated and Sentient Sword, etc. That rounds out a small group nicely and the low mental overhead removes the analysis paralysis potential. It also rounds out PC archetypes, nicely. If you're running a game with only 2 characters and one of them is a squishy Psion (ranged controller), then what you may want to do is have the Psion player create a companion character that is riffed off of the Fighter that is, in essence, a tangible barrier that the Psion erects to interpose between itself and its foes; a "force" construct that is the physical embodiment of his/her extraordinary will. That would be thematically compelling, tactically fun and cover the stout, melee controller (Defender) role. What does the potential roster look like outside of that Psion (with respect to class, combat role, and non-combat makeup)? 4 - I know you want to run pretty basic, but I would suggest Backgrounds and Themes. Low mental overhead but great thematic focus and rounds out the noncombat game nicely. 5 - Combats need to be large open spaces with lots of interactive terrain features and hazards. Combat should be mobile, dynamic, and interactive. Make sure that the tangible, rules-effect of these items are transparent to the players. I use a lot of quickly scrawled, shorthand, flash-cards like: Burning Cauldron - LU (limited-use), SA (standard action), L+4 vs Ref, CBL2 (close blast 2), 15 fire + 5 OG (that is high damage expression at first level). Don't be afraid to (now and again) insert a thematic, encounter-wide hazard or event (Avalanche!), which changes the scope or dynamic of the battlefield, triggering on the third round or when the combatants ventures somewhere. Use mixed groups, with interesting and varied synergy, to both challenge the PCs weaknesses and play to their strengths. Most importantly, keep it fast and furious! Don't get bogged down. Just keep the action moving forward. 6 - Regarding Skill Challenges: I know you do something similar in your own game and pemerton has talked much about this above. Two quick things I will add are (i) use flash-cards to set scene elements that players can use to riff off of (like Aspects in Fate or Distinctions in MHRP), adding more as the scene evolves and (ii) be prepared mentally (or physically, eg with flash-cards) with a robust list of complications for successes and failures. Skill Challenges are a tennis match wrapped inside of the story-board panels of a Comic Book. The GM is serving and the players are returning serve, putting him on the defensive, with each shot being the players own comic book panel until the scene resolves itself. Moving a closed scene forward within the confines of a mechanical framework and the pacing of dramatic structure (Stakes > Rising Action > Climax > Falling Action > Denouement) is an artform. I see way too many people (on boards) locked up over binary task resolution and not know "where to go from here." You've passed a Diplomacy check with the King but are still at the Rising Action stage (several success or failures from resolution)....well something new happens to complicate whatever you're trying to accomplish! The Court Mage interjects openly or whispers something sinister into his ear...the Queen doesn't trust you and voices it...the doors to the throne room explode in an assassination attempt...the jester is an assassin and makes his move now while folks are off their guard...the King, now interested, invokes something specific regarding his kingdom's past as a test of your understanding of the historical or political implications of the situation to test your mettle. Etc, etc. The options are limited only by your imagination and genre logic. 7 - The Feywild and the Far Realm are two of the best parts of 4e. Since you have DDI, I would suggest taking a look at A Rhyme Gone Wrong in this month's Dungeon. This is a perfect example of playing up the disturbing eeriness of the Feywild and its threats. That is all I have for now. I'll check back in later. I'm glad you're giving it a good ole college try. I hope you guys have fun. The only other thing I'd say is that DMG2 is almost too good not to have. If you don't have access to one I'd be perfectly willing to send one to you if you want to PM me a physical address. [/QUOTE]
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