This post is a response to a guest post by Nandwich on the Neotenous Barnacle, a blog which sometimes isn’t not about ttrpgs. You can find that post here: https://nandwich.substack.com/p/bad-guys-in-d-and-d-should-chase
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This post is a response to a guest post by Nandwich on the Neotenous Barnacle, a blog which sometimes isn’t not about ttrpgs. You can find that post here: https://nandwich.substack.com/p/bad-guys-in-d-and-d-should-chase
( Read more... )
My actual schedule:
Friday Evening: Con opening. No game scheduled (There were a bunch of coordination failures here I'll gloss over). Instead, I wandered around failing to noticed anyone I knew and eventually spent much of the evening in a play-test of a star-trek-pastiche asymmetric 4x deckbuilder boardgame, which was neat except for how the victory conditions were fundamentally flawed (Specifically, to my eye, in the vast majority of situations the game comes down to the shared victory of a three-player coalition, or the loss of a two-player coalition to a different two-player coalition. Note that these aren't flexible coalitions; the rules mandate which factions can coalition with which other ones so if you're sitting down as the legally-not-klingons your only possible victory condition is to convince the legally-not-ferengi player that he has better odds allying with you than with the two other players). Had fun, won't be keeping an eye on this game.
Saturday Morning: Tomb of Horrors! Specifically, this was a watered-down classic Tomb of Horrors run in OD&Dish. There were a lot of players new to D&D somewhy? The specific watering-down was that nearly every instance of "you die" in the original dungeon was replaced with "you take 1d6 damage". This was a good rate of damage relative to rate of things which inflicted it for our 7thish level party. We got a decent way in but ran out of time. I haven't actually played or read Tomb of Horrors before this, and it was interesting. I think it was a pretty good instance of a trap dungeon, I see where the classics come from, but it just ... had so many secret doors. I guess the point of the secret doors is to demand that you actually physically touch and explore the space in character rather than just ghosting through without touching anything. But they were tedious and easy to lock yourself out of having explored a space, even with the GM running more-generous-than-raw secret door finding rules. (one check per room in which there is obviously a secret door, rather than one check per 5ft space investigated). Bring your 10ft pole, and also I told you so for everyone who mocked me for crawling through a tunnel with a conspicuous poisoned arrow dispensing mechanism who got shot with a poison arrow.
Saturday Afternoon: The 20th level 3.5 game. I will analyse this in detail, but it has solidly convinced me that I and people in general are right about the general problems with 3.x/pathfinder has when people don't respond to it in the various good ways that all my online friends have. 3.5 has too many skills; even a dedicated skill monkey was missing essential interaction skills by accident. The fighter and the rogue only matter to give the GM something to melee attack when he's softballing us. 3.5 Delanda Est; if you want to know more, let me tell you more about Fallen Tower. I enjoyed being a wizard a lot (like so much), and I enjoyed the format as a con game (bring endgame characters to a merciless* encounter with the endboss of someone's campaign) but this was not redemptive of the mechanical flaws inherent to 3.5.
*The encounter gave me a lot of cognitive dissonance that reminds me of myself running 3.5 in 2018. "I am the GM and I love the rules so I'm making a ruthlessly optimised boss fight, but also I need to deliberately misplay it a bit because otherwise it'd partywipe"
Sunday Morning: Got there late because I didn't have a oneshot played, wandered around seeing the sights. Played a small fanmade pokemon cardgame with a friend I ran into. Bought some books for my dad. Etc.
Sunday Afternoon: Old School Essentials oneshot - GM was running a "sampler" type oneshot of his home game which he'd clearly put a lot of effort into worldbuilding-wise and also presumably in other respects. Collection of adventurers in town to hunt down falling meteors of chaos-energy. Like a collection of dumbasses, we collectively made PCs who couldn't actually use chaos-energy-metal weapons despite them being the main form of magic item in the region (see: fame for meteors of the stuff). This was a completely unforced error on our parts (I for example, just picked the patron which best fitted with my character concept without thinking about this). We rescued some slaves, the guy sitting next to me made some very uncomfortable jokes about the slavers "enjoying the spoils of war" and then we collectively TPKd in a completely unforced fight with some ghouls who were sitting on the meteor we wanted. Ghouls are fucking nasty, especially when they have numerical superiority, never forget that. We were a terrible party with regard to decision making and I'm pretty glad we got what we deserved for our mistakes; conventions and oneshots are a good time for it.