Are we back?
Not really. Not yet. But you’ll notice this long-neglected blog is in the process of getting a facelift. If anyone’s still listening, expect another update in the next week with more information.
Are we back?
Not really. Not yet. But you’ll notice this long-neglected blog is in the process of getting a facelift. If anyone’s still listening, expect another update in the next week with more information.
On a scale of “I suck” to “I suck” it probably surprises none of you to learn that I suck.
My last blog post was on the 26th of August – 74 days ago.
Like I said – I suck.
Now then, on to business. I left-off halfway through a review of the Dark Sun Campaign Setting. I wish I could say “and tomorrow I’ll be finishing it up” but that would be a lie. So let me man the fuck up and give you all the facts:
So there it is. Which begs the question of the future of The City-State of Balic. I got an e-mail from old friend Glen saying we should get back to work on FuckedWorld (he’s been crazy busy since changing jobs himself), and I wholeheartedly agree. But I’m done trying to pretend my life is the same as it was when I lived in the Arctic Circle – blogging is no longer the most fun way to spend my hours. To that end, I plan on discussing the Balic Rising campaign here. If Glen and I resume our FuckedWorld-ery, it’ll go up here too. Everything else? Is on an indefinite hold.
Except that half-finished Dark Sun Campaign Setting review. I’m going to finish it right here: it was awesome, the end!
Now let me introduce you to the party. Consisting of my girlfriend, brother, and three best friends, none of these folks have played 4th Edition before. At least one of them hasn’t played Dungeons & Dragons ever before and another one hasn’t played in over a decade. And the principal rule at our table: it’s just a game. I’m running adventures and telling a story, true – but I have had to accept that fun is more important than “realism” (a stupid concept when you rationally consider trying to make a fantasy setting “real”). That means some of these characters are somewhat silly. Some of them are very silly. I humbly suggest you get over it – I had to.
Alright. The party. Here we go – I’m going to do this alphabetically, for simplicity’s sake.
First up we have Anachia Ri, a tiefling battlemind with the noble adept character theme. Using the wild battlemind build presented in the DSCS, she wears scale armor, wields an executioner’s axe, and favors attacks that either push enemies back or knock them prone. A former student at Balic’s premier psionic academy, the Cerebran, Anachia left the school under circumstances that are somewhat vague (she may have dropped out, she may have been kicked out, we’re not entirely sure). Played by my girlfriend (who’s brand-new to D&D), I find it extremely amusing she’s playing a class that can glare you into a coma if you piss her off. So, you know, art imitating life.
Next is Ara’Darashee, elf ranger, and her not-long-for-this-world dagorran companion Esta’Imra. Played by one of my closest friends (and one of my current housemates), we don’t know much about Ara’Darashee’s past or personality yet, but I’m looking forward to digging into it as the campaign moves along. As I mentioned above, all my players are new to 4th Edition and Ara’Darashee is a good example of a character in the process of evolving to match her player’s interests. From level one to level two, she’s changed gears from beast mastery to archery specialization (thus the comment about poor, poor Esta’Imra – whose horrifying eventual fate will be the subject of a future blog post), likewise changing character themes from the melee-oriented gladiator to the poison-based Athasian minstrel theme.
Third in the lineup is Doctor Rockzo – yes, named after that Doctor Rockzo – played by another close friend and former co-worker. Doctor Rockzo is a dwarf summoner druid with the primal guardian character theme. Specifically, Doctor Rockzo is able to summon the mighty and powerful spirit of Carl Weathers the Goat – a goat who follows doctor Rockzo all the time, but has no statistical relevance except when summoned. Oh, and Carl is addicted to cocaine, so Doctor Rockzo doesn’t so much “summon” his goat, as throw a fistful of blow at the ground, which Carl Weathers snorts and then – being all “coked out” – the goat is ready to fight.
Yes, I am aware that there are no goats or cocaine on Athas. But Rockzo has fun with it, and makes it entertaining. He also likes to use his wild shape power to take a goat form of his own so him and Carl can get “intimate.” Yes, it’s going to be that kind of campaign. No, I won’t be offended if you choose to stop reading now.
Played by my brother, we come to Omega Doom – whose name changes every week to a different ridiculous movie character. Given how fluid the minds and personalities of half-giants are, though, I suppose it makes a certain sort of sense. A half-giant barbarian gladiator with a love of axes and SMASH!!! Omega Doom is brutal and merciless. He also drinks a lot, is the dumbest member of the party, and may or may not be attracted to all sexes, species and animals. Suffice to say that there are some jokes going around about Omega and Carl. Once again – I won’t be offended if you depart this blog in disgust. We don’t know much about this character’s past yet either – for the time being I’m happy to let my players focus on learning the game, and work out the story elements later on down the road.
Finally we have Zem, formally styled Zem the VI, played by my other housemate and real-life husband of Ara’Darashee. A dragonborn warlord with the noble adept character theme, Zem also attended the Cerebran – and may very well have been a freshman when Anachia Ri was being “cordially invited to depart our esteemed halls of learning, you base trollop!” He likely served his time in the Balican legions as a junior officer, which would technically have made him part of Andropinis’ templar bureaucracy – though not a “capital-T” Templar, invested with the sorcerer-king’s arcane might. Zem typically enters battle bearing a flail and shield, though later he’ll swap his flail for a longsword as well as develop a growing affection for javelins.
It’s an interesting party, and we’ve been having a lot of fun – with five sessions already under our belt, they’ve hit level two, grown comfortable with their abilities, learned to work together tactically, and (thusfar) murdered 41 living creatures. Next time, I’ll cover our first two sessions, comprising the mini-adventure Sand Raiders.
As I’ve previously mentioned, I created this blog mostly to nerd out with brother-from-a-different-mother Glen. It offered me the opportunity to educate him on the 4th Edition of Dungeons & Dragons, which he’d not yet had a chance to look at, and also gush about the return of my favorite setting. In the throes of great gush-itude, I made a number of predictions and guesses about what would be happening. Some were right, some were wrong, but there’s one I feel like hit the nail right on the head:
Make no mistake about it – there is going to be plenty for you to hate in DS4E, if you’re the sort of person inclined to hate it. When the original Dark Sun material comes into conflict with the game’s need to keep all individual elements in balance with one another? The developers aren’t going to trash game balance – they’re going to change shit about the setting. I for one am fine with that. Dark Sun, as it was originally, was a 2nd Edition product – DS4E will be a 4th Edition product. They won’t be the same – because you can’t drop 2nd Edition philosophy into 4th Edition rules, and expect it to work. It won’t.
Now that wasn’t exactly a tough prediction to make – you’ll hate it if you’re inclined to hate it – but I think it was pretty apt because things are different. They have to be, for it to work. Baker & co. had to choose between a properly balanced game product that played a little fast and loose with the setting in a few places, or an unbalanced game product that adhered to the setting canon perfectly but brought with it all the baggage of 2nd Edition. I may miss the quadruped thri-kreen, but I’ll never accuse them of getting their priorities wrong because they got them exactly right. To anyone still riding the hate-horse because things have changed, I say this: if you loved 2nd Ed. Dark Sun so much, who is stopping you from playing it?
Alright, enough of that, let’s really dig our teeth into the book here. I’ll be reviewing the Dark Sun Campaign Setting book exclusively here – maybe later I’ll dig into the Creature Catalog.
The Dark Sun Campaign Setting is a 222-page hardcover book that retails for $39.95 USD. As you’d expect from a Wizards of the Coast publication, the production values are excellent and the artwork is full-color and beautiful. I’ve got a few minor art gripes, only one of which I’ll mention below when I go voer chapter two, but with the rare exception every piece is nicely done and evocative of the setting. You can really get a feel for how this world is different and how its people are different from the typical, Tolkien-based fantasy setting.
Also in the package is a two-sided poster map, one side showing you the Tyr Region and the other providing you with an in-depth map of the city-state of Tyr itself. I like the poster map very much (it’s beautifully drawn) but have two problems with it – one genuine and one nit-picky. The genuine problem is that, at some point Wizards began including their poster maps by folding them down to fit inside the book and then binding them into the cover. The one portion of the map that is bound into the book’s spine is perforate so you can just easily tear it out, and then unfold your poster map to be useful. Maybe it’s just me, but I fucking loathe this method because on a spine of this length I find it extremely difficult to get the perforation to tear straight and always wind up taking tiny chunks of paper out of my otherwise beautiful and glossy poster map. I remember when I had a subscription to Dragon Magazine (the dead-tree, Paizo publication, not the current digital magazine) and every month it came with a post battlemap – which was also inside the magazine, attached by a tiny glue strip that was easy to remove without damaging either the magazine or the map. Whether the perforation method is being pursued for cost reasons or some other reason, I can’t really tell you but I hate it.
My nit-picky problem is that I’m fucking sick and tired of god damned Tyr. Jesus Christ, did the Tyrian Chamber of Commerce pay you fuckers off to constantly advertise how great it is? For five novels and three iterations of the campaign setting, it’s Tyr, Tyr, Tyr, Tyr, Tyr and I’m sick of it. Making it worse is that a map of every city-state is inside the book, at the same quality as the Tyrian map (the Tyrian map is also inside the book if you want to look at your poster map and strain your eyes at the same time). I’d have ordered my book through their website, and even paid a few extra dollars beyond the shipping, if I could have gotten any psoter map I wanted (say, ummmm, Balic). Anyways, it’s a minor point, but it’s just sort of pissing me off. Alright, on to the book itself.
Chapter One: The World of Athas gets the ball rolling nicely with a twelve page summary of Athasian society, culture, and how it differs from typical settings. While It never goes into too much detail, it neatly covers the lack of divine characters, a quick list of the world’s dangers, the social classes of the cities, literacy, coinage, languages, the Athasian calendar, a little bit of its history, the prevalence of psionics and the shunning of magic, the differences from the standard cosmology (in a nutshell the Feywild is being torn apart as a side effect fo defiling, and if you even manage to get the the Astral Sea – the typical home of the gods – you’ll find it an empty, desolate ghost-town of a plane). It amnages to do this is twelve pages, and I feel provides ample information for a complete novice to truly get a feel for what they’re embarking upon.
The only gripe I have with this section is it omits something when discussing the calendar. They mention, briefly, how years are named in two parts and mention the current year (Priest’s Defiance), previously year (Desert’s Slumber) and the upcoming year (Wind’s Reverence). They also mention that it is presently the 190th King’s Age – but they leave you completely ignorant of A) how long a King’s Age is or B) how to figure out the name of any year other than the three named ones. I own the old products, so I’m fine, but for the space it would have taken up I think it would have been worth including. Other than this, however, this section is fantastic and does a lot to help encourage those new to Dark Sun – and soothe we old hands, showing us the Athas we love and remember is still there.
Chapter Two: Races of Athas kicks things off by providing us with two Dark Sun-specific races – the mul and the thri-kreen. Muls pretty much shape up as I expected, with a few abilities I didn’t anticipate – specifically Born of Two Races, which lets them take either dwarf or human feats (and which I should have predicted) and Mul Vitality which gives them an extra healing surge. Also, the previously mentioned condition resistance appears in the form of Incredible Toughness, an encounter power that shrugs off a dazed, slowed, stunned, or weakened condition. Thri-kreen, meanwhile, I knew a lot less about in advance but seem to conform to my expectations. They get a +2 to Athletics and Nature, as I expected, and they get a boost to jumping which makes sense. I’m sure lots of people will be unhappy with the new thri-kreen, but I happen to like threm – and they get a lot of the old stuff (incredible spring attacks, paralyzing bite) in the thri-kreen paragon path anyways.
After the introduction of these two new races, the rest get a brief treatment. All of the Player’s Handbook 1 races, plus the Goliath, get discussed over seven pages. With the exception of the character backgrounds, there’s no mechanics here – this is strictly a discussion about how the various races function, socially and culturally, in the very different world of Dark Sun. I mentioned an art gripe with this chapter, and this is where I find it. I love the artwork here, my only problem is that there isn’t enough of it. Specifically, as each races is radically different from its “traditional fantasy setting” counterpart, why isn’t a picture of each race included to show you what they look like? Of the three missing races, most egregious is the absence of the eladrin and the tiefling as both were non-existant during the original Dark Sun product run – more than any other races, they ought to be depicted in this section. Other than that minor gripe, however, I think these chapter does a good job catching everyone up on what it’s like to be a resident of Athas and how the various races are different from their counterparts.
Lastly we get three paragon paths – the half-giant thug, the mul battle slave, and the thri-kreen predator. All of them are cool, and nicely fit both the setting and the race, and I can see playing as any one of them. I’d have liked to see more paragon paths – they obviously felt they had to include a paragon path for each new race, and added one more as they’d radically changed the “flavor” of the Goliath – but I also recognize that there are space constraints.
At the time of writing it’s been seven days since my last update – and in that previous update, I said I was going to be updating more frequently (technically every seven days is more frequent than every nine!), so I think I’m going to do this review in two or three parts. I’ve been busy this past week as, at long last, I prepare to get my Dark Sun campaign underway. I’ll be talking about my campaign, my sessions, and my players (who are dedicated to driving me insane) soon.
So a little more than a week ago I tossed up a two paragraph post letting you all know I hadn’t died on my journey, and that I’d resume posting shortly. Apparently “shortly,” in Brian-speak, translates to “nine days.”
Before I move on to anything else, I want to throw out a major thank you to Glen, who managed to update my blog while also updating his own, and who moved an even farther distance not that long before I did. That there are still people coming here to read what’s being posted is something I credit entirely to him, and I’ve had a blast reading his posts – especially the one about Lorakin (who, as I recall, I eventually started locking in a box because he was driving me nuts). It is my fondest hope that in the future, when Glen’s nerd-dial finds itself turned back up to 10, he’ll remember this place fondly and come by to pay us a visit – regaling us with the occasional tale or point of view. Critical-Hits this place is not, but if he wants to blog about D&D and Dark Sun, he’ll always be free to borrow my soapbox.
Secondly, a couple of administrative announcements. First of all, I do intend to start blogging regularly again now that I’ve driven cross-country, flown the last leg of the journey, arrived at the home of my friends, and all-around begun to settle in. That said, I am also on the job hunt as well as preparing to resume my studies in September, so my goal is to update two-three times weekly. I will also be doing some work on the blog itself – we’re long overdue for some “About the Blog/Author/etc.” pages, and I plan on looking into options for sprucing the place up with custom CSS and design so it doesn’t look like every other WordPress-hosted rpg blog out there. But that’s in the future.
Thirdly and lastly, as I mentioned in my all-too-brief last post, I picked up the Dark Sun Campaign Setting shortly after returning to civilization. Since then, I’ve actually had time to sit down and read the thing and I intend to kick things off with a fairly in-depth look at things. Where I was right, where I was wrong, and what I think of the thing as a whole. In short, though? I liked it. A lot. Enough that I’ve gone out and procured copies of the Dark Sun Creature Catalog, the Desert of Athas Dungeon Tiles, and the introductory adventure Marauders of the Dune Sea. So, you know, I’m clearly a fan. I’m also tossing out my earlier stated plans, and have decided that my party of rookies will be cutting their teeth on chitin armor and obsidian spears. What this means for the World Workshop I’ll address sometime next week, I expect.
All in all, I’m feeling good, happy to be home, and looking forward to getting my nose back to the old blog grindstone. See you next time.
“AAARRGGGH” The giant roared as his club came swinging down.
Korizan dodged out of the way as he plunged his sword into the creature. The giant staggered back, it knew the end was near.
The giant swung again, this time knocking Korizan down with a crushing blow.
Korizan looked up, dazed. He rolled out of the way before the club could come crashing down on his head.
A loud crackled filled the air as a blue bolt of energy zipped into view. The giant let out a yelp in agony as it crashed down to the ground.
Korizan smiled, Lisus the mage save him yet again with a well placed evocation. The two nodded in appreciation for another battle won. The looked around the scene to find their missing companion. Had he fallen to the giant without them realizing it? Or was he up to his usual tricks?
Lisus looked behind a pile of rubble and saw Silvaaris with his notebook in hand.
“Just a second” Silvaaris said as he scribbled upon his pages.
“Mighty Silvaaris” he wrote down “delivers the death blow and saves Korizan and Lisus from the giants clutches”
“This is going to look great on stage!” he thought.
Character motivation is a bit of a funny thing. Maybe its because I have created so many PCs and NPCs over the years, but I find the usual “Dream of Glory”, “Looking for Money”, or “Out for Revenge”, character concepts to be rather dull at this point in my life. Surely there have to be reasons beyond fame, fortune, or vengeance out there to inspire the host of heroes that we all play. Yet far too often those very superficial and uninspiried tales fill the back-stories of our favourite PCs. Surely we can start coming up with something more interesting than that, right?
That’s were Silvaaris comes in for me. He had dreams of glory, but in a very different way. He never wanted to be known as the greatest hero in the land. Adventure, he thought, was a means to an end. Silvaaris was a bard that I created on time and remains my most favoured character that I’ve ever played, even if he did not last particularly long. He had great ambitions of fame and fortune, but not as a warrior, but as an actor and playwright.
Silvaaris had dreams of writing and performing in the greatest play of all time. It centred around a great adventurer embarking on fantastic voyages and performing heroic feats. However, the problem for Silvaaris was that he had no experience in this field and wanted to make his play as realistic as possible. As such, he decided to set off on a life of adventure and excitement in order to inspire his writings. The lead character in the story would also be named Silvaaris, but that was purely coincidental. It was a common name after all.
The first encounter that the group faced was a run-of-the-mill combat scene. A few goblins or something spring up and try to take on the party to no avail. I scribble down notes of the encounter, claiming (meta-game) to be the note-taker for the party, sinceo ne never knows what will be important later.
I write down the summary of the encounter as follows “Hundreds of golbins emerge. Party begins to panic. Silvaaris issues a commanding and profound speech to calm the party down. People struggle under the horde, but Silvaaris saves the day, single handedly slaying more goblins than he could count”.
Obviously, none of that happened. Silvaaris in fact had a strength of 8 and spent most of the encounter hiding, shotting his crossbow and signing to inspire. Hardly the stuff of legends, but that didn’t matter to Silvaaris, a little artistic freedom was necessary after all.
Sadly though, that evening while Silvaaris was on watch he heard a noise in the bushes. He went to investigate, only to discover a ghoul in the bushes. He rolled away and shot his crossbow (totally Matrix-style) before having the creature lunge at him and eventually tearing him apart.
When they searched my body, the DM forced me to hand over my notes. Which at that point had long filled a page, mostly with talk of how inferior they all were to the mighty Silvaaris. Needless to say the characters weren’t to pleased, but at least the players were.
I had great plans for the rest of Silvaaris adventuring career. I thought that the performance would have been a great role-playing opportunity, and I was really looking forward to getting him to begin method-acting in the middle of adventures. I really wanted to practice soliloquies at very inappropriate and potentially dangerous moments.
But alas, this one ended in a tragedy. It may not have been the story that Silvaaris wanted, but it most certainly is one worth telling.
Until next time,
As a general guideline I tend to steer clear of intelligent items. I don’t have any problem with them game-wise. Sure they can be powerful, but that’s fine with me. I just have a hard time playing one. I have a hard time seeing how something that a truly intelligent object would be so gung-ho to serve and protect whatever shmuck happens to find it. I mean, shouldn’t it have thoughts and feelings of its own? What if it was attached to its old owner, wouldn’t it hate the new one for killing it? What if it like the centuries of solitude inside the dragon cave and hated to be disturbed? Or consequently, what if being alone for so long drove it mad. How would the object react if its owner finds an upgrade and chooses that instead?
Also, and more pragmatically, an intelligent item always has to be on. It’s not like the bartender or prince, who you only need to know how to act for a short amount of time, the character always has this item. They can always ask for its thoughts and opinions, you always have to be ready to act and react according to the character that you create for it. I’ve always been worried that I would more or less get bored of the intelligent item and not want to pay as it anymore.
Now, this is all with one exception, Lorakin, the intelligent sword. But before I get into him, let me give you a bit of a backdrop. There were a few summers where I DMed Brian and Chris in a very laissez-faire style. Basically, those two had more or less separate agendas and I mostly just reacted, often they would be together, but occasionally they would spend days apart doing a variety of different zany adventures. I did very little prep work, considering how often we played. It remains to this day, my favourite campaign (actually two campaigns in consecutive years…but that is mostly because 3rd Edition came out between those year) that I’ve ever been a part of.
Because these two were constantly running around the area doing whatever the hell they pleased, I had to find ways to bring the two of them back together. Usually one of them would come across some zany scheme, and needing backup, they got the other one to come along. Lorakin, was just such a scheme.
I don’t remember exactly how Brian came across Lorakin, but he did. I think that the sword was locked in some vault, in a thieves den that Brian’s character had infiltrated, but I’m possibly wrong about that one. Anyway, that part of the story is not important. What matter is Lorakin himself.
Lorakin was not a traditional, snobby, heroic intelligent sword. In fact he was quite the opposite. He was obnoxious and horny. Yes, you read that correctly, Lorakin’s primary motivations were carnal in nature. I sort of based the character off of an NC-17 version of the Genie from Alladin. He kept yammering on and on about how long his last owner locked him in a trunk for talking too much, and he really had some needs that needed to be address.
He remembered seeing a lovely looking scimitar in the hands of some noble in the next town over. Brian’s character being a charlatan (that is both in profession, and as a Bard Kit) decided to go and relieve this noble of his scimitar, and as much else as he could find. This was just the nobleman who Chris was dealing with for one of his zany adventures. Ta da, problem solved.
Lorakin wasn’t particularly powerful (I think just a measly +1), or knowledgeable, but was particularly annoying, lecherous, and liked to get drunk. But really, if we all have had party members who behaved that way, why is it weird to have weapons act that way?
Until next time,
Just wanted to take a brief moment to toss this out and let everyone who’s following know that my plane did not crash, and I did not die. I am once again in London, Ontario getting settled in and reconnecting with old friends.
I see Glen’s been keeping everyone entertained with his own postings and I look forward to reading some more. I plan on resuming my own posting later in this week or at the beginning of the next. I’m still running around doing errands and seeing old familiar faces.
Oh, also? I bought the Dark Sun Campaign Setting yesterday. So, I’ve got some reading to do.