Monday, June 19, 2017

Let's Talk About the Meatgrinder Mode for a Bit

Wizard by Peter Andrew Jones

This weekend I was reading a bit more about Wizards of the Coast's latest storyline, The Tomb of Annihilation, when I ran across this tidbit on i09 that got my attention: ". . . There’s even a new difficulty modifier called “Meatgrinder Mode” that makes it even harder for players making their Death Saving throws—the check they make when they’ve reached 0 health points to see if they cling on to life or actually die—to emphasis the fact that the stakes in Chult have been well and truly heightened . . ." (Whitbrook).

"Meatgrinder Mode?" 

Well, shit, let's talk about that motherfucker for a minute. 

untitled by Jose Antonio Domingo

Currently D&D 5e runs with a three strikes policy on death. Essentially you have to succeed on three of six possible stabilization rolls before you fail three times. It's really a generous system designed to give dying players an opportunity to do something during the game that is meaningful for them besides going into the kitchen, getting a soda, and crying in a corner. I kind of hate it. There's no noticeable difference for the player if they succeed on their first three saving throws or if they've failed two and succeeded on their fifth roll. It all amount to the same thing: they're fine.

So the idea that now we're going to add in a "Meatgrinder Mode" intrigues me. How grinder-esque are we going to get here?

In my black, crass heart I want the Meatgrinder Mode to truly get vile for the players. I want it to cast lingering effects on them for each failure --- limps, seeing dead spirits, hearing the screams of the damned in their sleep so they can never fully rest again. I want the player's brushes with death to impact them and to matter to their character for the remainder of their time in the game. I want players to sit down at the table and to wonder if maybe they shouldn't have started drinking earlier in the day instead of after their third death. 

I want it to be a game that makes life and death matter to the players. 

Odds, though, are against the game going down this route. The Wizards of the Coast design team has consistently erred on the side of the players by being generous towards them in their rules on saves, magic, and the like. Even their "Meatgrinder Mode" will ultimately follow this pattern as their ultimate goal isn't to satisfy black-hearted bastards like myself but rather to appeal to the largest cross section of players possible without offending their delicate sensibilities. I can't fault them for this. 

No, no, no. Likely as not we'll find that the "Meatgrinder Mode" is a change to the Death Save where players must either succeed or fail on a single roll. Of course they could dispense with it entirely and make those who get raised have to work on a time clock or have their character permanently dead and turned into some sort of ghoulish beast working for the main bad guy. That would actually be pretty cool now that I think about it.  

Oblivion and subservience. Now there's a downside any player can recognize and fear. 

AA74, by Zdzislaw Beksinski


Works Cited
Whitbrook, Jason. The Mind Behind Adventure Time Helped Craft Dungeons & Dragons' Newest Story. i09, June 5, 2017, http://io9.gizmodo.com/the-mind-behind-adventure-time-helped-craft-dungeons-1795816921. Accessed June 17, 2017.

Wednesday, June 14, 2017

Sunday, June 4, 2017

Sober Thoughts about the Newest Adventure from Wizards of the Coast

Last night I spent a bit of time, sober, looking at what Wizards of the Coast is doing with the latest adventure path and I'm just so damned disappointed with what we're getting. Again we're getting a re-imagining of a classic adventure. Again we're seeing a classic Greyhawk adventure and villain being transferred into the Forgotten Realms. Again I'm fucking disappointed. 

I fully understand that the Forgotten Realms is the engine that pulls the Dungeons & Dragons train right now, but I'm also aware that the only reason that is the case is because they have spent the better part of the last twenty years pushing that setting to the fore while minimizing all their other settings. They could have just keep all these re-imagined adventures in Greyhawk and they would have sold just as well while reinvigorating the setting for a new generation of players - or they could have moved us into Eberron and done something really interesting with all that settings lore. Fuck, they could have come up with a wholly new setting and it would have been better. I'm just so done with being in the Forgotten Realms in all the published material. I want to see adventures set in Greyhawk, Dark Sun, Dragonlance, and Eberron. 

Fucking bring on Planescape. I'm ready to move on to new worlds and fertile ground.

by Dean Ellis

Saturday, June 3, 2017

Chult, Huh?

So the new adventure steals yet another Greyhawk villain into the forgotten realms only this time with have zombie dinosaurs.

Fucking A.

I'm a go drink some more. Be back in a while to talk about this in a more dignified manner.

Thursday, May 11, 2017

E-mail Crash

So I fucked up my contact form for the last little bit and didn't know it until someone sent me a message through my twitter account asking if I had gotten their request. Sorry about that, kids. I fucked up.  Anyway, I've fixed it and you're welcome to send me messages again. I promise, I'll even read them!

Don't want to use the form? No worries. Here's my contact info that I regularly check

Twitter: @ThatAkinsboy

Right, so here's a cool cat gif as penance for taking up your time with all this noise. 


Wednesday, May 10, 2017

Let's Make Bad Decisions Together

I've been thinking a bit about the amount of gods that we tend to throw into our role-playing game worlds, and in particular in the World of Greyhawk, and how as a community we tend to overpopulate them. Often the gods tend to cross over each other offering the same opportunities for a player mechanically while providing a limited difference in the character's narrative, if any at all. Take for example the way that the Living Greyhawk Gazetteer, the last real supplement on the World of Greyhawk as a whole, dealt with gods. In it players are presented with an option of 71 gods in all their various power levels. Each is presented with its own lore and their respective domains. Largely though it feels superfluous; like a tacked on afterthought, barely worth mentioning but still too expected to be left out of the book. 

On its face the obvious solution to this glut of gods is to limit the players choices in the matter and to focus on a core group that the Game Master finds palatable for the adventure. It's not a very satisfactory solution to the issue, though, and it leaves a bad taste in my mouth. The problem is that if you pick twelve gods to focus on one of your players is bound to have a love for some alternative god, such as Dalt, and if you allow the one exception then why not another? And suddenly your twelve is now sixteen, or 20, or 30 and your setting is dealing with a divine bloat all over again. 


Recently I've been considering a solution that feels a bit more satisfactory to my delicate sensibilities and that explains away the overlap in a fashion that I can accept. Instead of having a world filled with dozens or hundreds of individual gods there is a single, all encompassing god and all the various incarnations that people worship are just aspects of that being. Even the conflicts between the various aspects of the god are simply expressions of its natural conflicts; the various thoughts and urges within a being played out on a cosmic scale.

More later. 

Something New

I didn't make the daily post goal. I mean, it's a bit obvious, isn't it. Not one post from me since March 7, 2017 and no real noise unless you're reading my twitter feed which isn't even on here anymore with the new theme. 

Anyway, I've been having a bit of a fugue going on lately. So I'm going to be trying some stuff out on the blog. Hopefully it won't suck. 

More later.

Tuesday, March 7, 2017

Wizards of the Coast Recognized Product Publication Schedule Since 2006

Since the release of Dungeons & Dragons 5e in 2014 I have been attempting to collect everything that Wizards of the Coast has published. As many of you know I'm a bit too cheap to buy anything at full price so I tend to wait until the price gets low enough that I'm willing to buy it; which often means that I forget some of the things that Wizards has published. So yesterday I started trying to make myself a checklist of all the things Wizards of the Coast had published since D&D 5e went live so that I could remember what I had and still needed only to find that their official website is very unhelpful in this matter, that their product listing page is poorly designed, and that it's missing quite a lot of material. So rather than throw my hands up and walk away from the whole thing I thought that it might be better to organize the products that Wizards of the Coast recognizes on their website in a reasonable fashion and to publish the list here on the blog. 

It's here that I need your help gang. Help me fill in the gaps and missing materials. I don't have the dates for any of the Dungeon+ issues prior to issue #9. I know that they've published other things as I caught the fifth book from the Sundering series being left off their official listing. What else have they missed and where does it go on the list?

As new information becomes available to me I'll update this list every so often to reflect the missed materials and the new products as they're announced so that it'll be a useful page and not just a footnote.


2006


2010
August 31             Castle Ravenloft Board Game


2011
February 15          Wrath of Ashardalon Board Game
May 25                 Daggerdale (Video Game)
June 21                 Conquest of Nerath Board Game
October 18           The Legend of Drizzt Board Game
November 1         Brimstone Angels by Erin M. Evans (Book)


2012
March 20             Lords of Waterdeep Board Game


2013 (Run Up Year to D&D 5e Launch)
March 19           Dungeons of Dread (Collection of S-Series Modules) 
June 5                 Chronicles of Mystara (Video Game)
June 18               Against the Slave Lords (Collection of A-Series Modules) 
August 6             The Companions (Sundering Book 1) by R.A. Salvatore (Book)
August 15           Ghosts of Dragonspear Castle (Next Preview) 
August 20           Scoundrels of Skullport Board Game
August 20           Murder in Baldur's Gate (Sundering Part 1)
October 1            The Godborn (Sundering Book 2) by Paul S. Kemp
November 15      Baldur's Gate 2: Enhanced Edition (Video Game)
November 19      Original Dungeons & Dragons Premium Reprint
November 21       Lords of Waterdeep (Video Game)
December 3         The Adversary (Sundering Book 3) by Erin M. Evans


2014 (D&D 5e Officially Launches)
February 4           The Reaver (Sundering Book 4) by Richard Lee Byers
February 4           Scourge of the Sword Coast  (dmsguild.com exclusive)
February 25         Fell's Five (Graphic Novel)
March 4               Night of the Hunter (Companions Codex Book 1) by R.A. Salvatore
April 1                 The Sentinel (Sundering Book 5) by Troy Denning
April 2                 Cutter (Graphic Novel) by R.A. Salvatore and Geno Salvatore
April 17               Baldur's Gate Enhanced Edition (Video Game)
June 3                  The Herald (Sundering Book 6) by Ed Greenwood
June 24                 Dungeon! Board Game
July 9                    Legacy of the Crystal Shard (Sundering Part 2)
July 9                    Dead in Thay: Dreams of the Red Wizards (dmsguild.com exclusive)
July 15                  D&D Starter Set (Boxed Set)
July 15                   Icons of the Realms: Starter Set (Miniatures)
August 12             The Legend of Drizzt: The Collected Stories (Audible exclusive)
August 19             Hoard of the Dragon Queen: Tyranny of Dragons Part 1
August 19             Player's Handbook
September 30        Rise of the King (Companions Codex: Book 2) by R.A. Salvatore
September 30        Monster Manual
October 14             Fire in the Blood (Brimstone Angels) by Erin M. Evans (Book)
October 15             Legends of Baldur's Gate by Jim Zub (Comic)
October 30             Icewind Dale Enhanced Edition (Video Game)
November 4           The Rise of Tiamat: Tyranny of Dragons Part 2
November 19         D&D Icons of the Realms: Bahamut
November 19         D&D Icons of the Realms: Tiamat
December 9            Dungeon Master's Guide


2015
January 20              Dungeon Master's Screen
March 3                  Vengeance of the Iron Dwarf by R.A. Salvatore (Companions Codex, Book 3)
March 4                   Elemental Evil: Booster (Miniatures)
April 7                     Princes of the Apocalypse
April 16                   Player's Companion: Elemental Evil
April 29                   Temple of Elemental Evil (Board Game)
June 2                      Spellstorm by Ed Greenwood
September 1            Archmage by R.A. Salvatore (Homecoming Book 1) (Book)
September 8            Gold Box Classics (Video Game) (Good Old Games)
September 9            Rage of Demons: Booster
September 15          Out of the Abyss: Rage of Demons
October 20               Sword Coast Legends
November 3             Sword Coast Adventurer's Guide
December 29           Ashes of the Tyrant (Brimstone Angels) by Erin M. Evans (Book)


2016
March 15                  Curse of Strahd
March 31                  Siege of Dragonspear (Video Game)
April 1                      Tarokka Deck
April 5                      Maestro (Homecoming Book 2) by R.A. Salvatore (Book)
April 6                      Icons of the Realms: Monster Menagerie
June 7                       Death Masks by Ed Greenwood
June 16                     Tyrants of the Underdark Board Game
September 2             Dragon+ #9
September 6             Storm King's Thunder
September 6             Storm King's Thunder DM Screen
September 21           Icons of the Realms: Storm King's Thunder
September 22           Monsters and Heroes of the Realms (Coloring Book)
October 4                 The Devil You Know (Brimstone Angels) by Erin M. Evans
October 25               Hero (Homecoming Book 3) by R.A. Salvatore
October 28               Dragon+ #10
November 8             Dungeonology
November 15           Volo's Guide to Monsters
December 7              Rock, Paper, Wizard
December 15            Dragon+ #11


2017
January 4                  Icons of the Realms: Monster Menagerie 2
January 11                Frost Giant's Fury (Comic) by Jim Zub & Netho Diaz
February 15              Assault of the Giants Board Game
February 27              Dragon+ #12
April 4                      Tales from the Yawning Portal
Announced               Dungeon Chess (Virtual Reality Video Game)


Sunday, March 5, 2017

My Wife Wrote a Book!

Well, a novelette really.

Anyway, super proud of her and you should check her out if you get a chance. She's pretty awesome and not just because she can write.

Saturday, March 4, 2017

Why Not Waterdeep?

Last night I was talking with a friend of mine about Dyvers as a setting for an adventure that he was getting ready to run and he said something that has been kind of stuck in my craw ever since: "Why begin in Dyvers? Why not Waterdeep?" Why not Waterdeep indeed.

I'll tell you why not fucking Waterdeep. 

Waterdeep is a bullshit town without good music, easy sex, or ready access to drugs. It's a puritanical nightmare covered in a veneer of scum that barely covers the city, and by extension the whole setting. It's the fucking Branson of fictional cities. I don't want to go to god-damned Branson. I want to go to Vegas where I can be covered in cheap whores and expensive liquor while snorting cocaine off the craps table. 

Fuck Waterdeep!



Actually, now that I think about it there are a few things there that I like . . . Never mind. 

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