Showing posts with label Adventure. Show all posts
Showing posts with label Adventure. Show all posts

Monday, July 8, 2019

Short Hiatus - The Right Thing




We are taking a summer break over at our D&D podcast The Right Thing contained in the Iron Archives. Someone is getting married, quite a few folks were taking some vacation time, and coordinating schedules made it logical to go ahead and hold up here. Currently episodes one through seven are available to listen to, so now is a great time to catch up.

Let me give you a little hint here and say that episode nine is a game changer. Some dragon dung really hits the fan and things go crazy. Not sure how things will shake out after that, but it will be worth checking out that is for sure.

Hope you are enjoying the show, we are having a great time making it.

Sunday, May 12, 2019

The Right Thing - The Iron Archives


Hope you had a chance to enjoy our four episode adventure The Assassin in Dayo Gorge. That was a bit of a warm up to a larger story that is currently being released over at The Iron Archives.

The new story is called The Right Thing. This time the adventure takes to a high seas as a new group of heroes attempts to unravel the mysteries of the Brashen Isles. The party is a bit bigger for this series of adventures with six players and DJ our Dungeon Master weaving the story. You may recognize a few voices from The Assassin in Dayo Gorge if you listen close.

These sessions are a bit longer with each episode clocking in at a little over three hours. This is giving our characters a bit more time to breathe. In addition, DJ is editing these a bit differently. Our first adventure was pretty curated from an editing point of view. This new story is a bit more freestyle, so you'll hear us joking around a bit more, hear some of the player commentary as well as the character actions. It should sound a bit more like you hanging out at the table with us enjoying the game.

The events in this story happen about 144 years after the events in The Assassin in Dayo Gorge. So the world has changed quite a bit since then. This new set of characters are pretty diverse and interesting, and it has made for some very amusing moments so far.

What you can expect in the first few episodes:

  • Fearsome undead horrors
  • The miraculous uses for the Grease spell
  • "The Winning Smile" - trademark pending
  • Tavern brawling aboard ship
  • A duel with a Silver Bow
  • Moral dilemmas
  • Dangerous new rules for critical hits - and what they cost a character
So far this adventure is a blast, and we are having a good time with the characters and the adventures DJ has cooked up for us. Looks like the situation in the Isles is bit more complicated than we first understood, and yeah, our characters are getting in over their heads. So if this sounds like fun to you, stop on by and give it a listen.

Sunday, April 28, 2019

The Assassin in Dayo Gorge - The Iron Archives


The first full adventure in The Iron Archives is up on YouTube. This four episode series is a recorded Dungeons and Dragons game featuring one DM and five players. Each episode is a little over an hour long (the finale was nearly an hour and a half).

The adventure is The Assassin in Dayo Gorge. Five special soldiers are sent to hunt down a dangerous assassin after he has killed a key ruler working with the Empire. Three hunters are part of the Imperial Cohort, the elite soldiers who answer to the emperor. The other two are members of The Silver Bows, a group that specializes in guerrilla tactics. These five join forces to identify and kill the assassin, per the emperor's decree.

The plan is simple. The assassin is hidden in the remote Dayo Gorge far to the north. there is only one way into the gorge, and the group plans to set up an avalanche to trap the quarry within the area. They will use the town within the gorge as a base of operations. It will take a few days to clear away the rubble from the avalanche and allow the assassin to escape... he must not be allowed to escape.

During the adventure you'll witness the crew:
  • Attempting (and failing) to stay undercover
  • Track and hunt down a mysterious beast
  • Get to know the eccentric town folk
  • Explore an ancient shrine filled with traps and automaton guardians
  • Come face to face with the deadly assassin himself
  • Deal with a plot twist that no one saw coming
Of course there are plenty of swords swinging, spells slinging and silly voices, everything you expect from a D&D podcast. We had a blast with this one, so please check it out if you haven't already. With all four episodes up, the complete tale is now available.

Monday, January 29, 2018

What is Dungeons and Dragons?

(blows the dust from this blog)

Been a while since I posted something here. Time for a little gear shift for this blog, and hopefully something you'll find interesting. As I mentioned in my Looking Back at 2017 post on my movie blog, I recently got back into Dungeons and Dragons as a hobby. Maybe it was nostalgia, maybe this is my mid-life crisis manifesting (perhaps both), but I really missed some of the exciting storytelling that occurs around a table with friends and dice and soda.

In this blog I'm going to be charting my adventure returning to the world of group storytelling and discussing what I like about it, what I don't like about it and some of the specific elements of the game as we go along. I'll do my best to keep it more focused on storytelling and less on dice mechanics.

But I figured that before I even really start, I should cover what Dungeons and Dragons is and the basics of how it is played.

Essentially Dungeons and Dragons is a game in which two to ten people sit at a table and tell a story set in a fantasy world together. One player is the Dungeon Master (DM). The DM is like the narrator, telling the other players about the setting, other characters they meet, playing the antagonists, telling them about treasures or secrets they find. If you think of it in video game terms, the DM is the game itself.

The rest of the players take on the role of player characters (PCs). They control one (sometimes two) character's actions in the game. This covers everything from dialogue to actions. The DM does not tell the PCs what to do, but will tell them how they are effected by events around them.

So the DM could say, "A hail of arrows rains down on your character." The PC says, "I dodge the arrows." Some dice are rolled. The DM says, "Alright you managed to dodge most of them, but a few hit your armor. Only one sinks in." The player replies, "I growl in pain and let out a sharp curse in Dwarfish." The DM smiles, "What does that translate to?" as she rolls some more dice.

About those dice... They are used to add some randomness to the game. In the example above the DM rolls for the skill of the archers. The PC has a set ability score to dodge, so the rolls have to be higher to miss. Only one archer was able to succeed, so now the DM rolls some dice to determine how much damage the heroic dwarf takes.

The random nature of the dice keeps things exciting. You never know how the dice may treat you that night. But even failure can lead to more storytelling.

In a recent game my character tried to swim across a river, but he wasn't very strong. A bad dice roll and the currents swept him away. Suddenly the other PCs were trying to figure out a way to save my character before he was carried away downriver to the monstrous waterfall roaring several yards away. I kept rolling to see if he could break free of the currents, and they were coming up with a plan to get a rope thrown out to me. But even that was going to be based on how well they rolled. In the end, I rolled well enough to get closer to them. They rolled well enough to throw the rope far enough to my character and haul his butt up the bank like a sad sack of potatoes. It created a memorable and tense moment for a simple river crossing.

The current edition of Dungeons and Dragons (the fifth edition or 5E) focuses much more on storytelling over pure action. This was one of the main reasons I was drawn back into the hobby. The Players Hand Book (PHB) is full of character generating ideas to give your character background and backstory elements to really give you an idea of who they are. It is up to the player to fill in those blanks and come up with someone who they know well enough to be able to play at the table.

That is another part of the fun, playing a character who may react to events very differently than you would. Maybe they are more heroic. Maybe they are more duplicitous. Maybe they are more dedicated. But you get to guide them on their path through the story. And if your DM is good he will weave elements of your backstory into the adventure. This not only makes the players feel like they are part of the world being created by the group, but it usually raises the stakes for the players. What do you do when that little sister you left back in your village is kidnapped by the evil sorcerer you've been hunting down?

So that is the basics of Dungeons and Dragons. You have a group of people telling a story together. To get the most out of the current game, you have to be someone with an imagination and be a bit of ham to act out the character. Luckily I'm a bit of both.

Have you ever played D&D before (or any other roleplaying game)? Every try a group storytelling exercise before? Is there any D&D related topics you'd like me to explore on this blog?

If you are curious about the rules, Wizards of the Coast has the basic rules available for free in PDF form. Check it out here: Basic Rules for Dungeons and Dragons.

Sunday, July 19, 2009

You better get ready - Outlaw Star

Trends are weird things. In the late 90’s Japanese animation jumped on a trend that seems a bit odd. Three different shows were made that combined traditional American Westerns and sci-fi trappings. One of these shows, “Cowboy Bebop” is still considered one of the best animated televisions series out of Japan. The other two, “Outlaw Star” and “Trigun” enjoyed success, especially in the US when they were released and still have a pretty solid fan base now.

I decided to take a look at all three series, and see what made them work, or didn’t work. The first one is one is probably the least known, “Outlaw Star.

In most ways Outlaw Star is the most traditional of the three series. It is a straight forward space opera, with bizarre aliens, strange worlds and adventures around every corner. The basic plot is a treasure hunt, with our heroes racing against a group of pirates to seize the Galactic Leyline.

For me the focus of “Outlaw Star” was the adventure. You get pulled into the plot and tune in to see what happens next. Most of the time, the show’s writers did a good job coming up with engaging clues to the next stage of the hunt, or throwing in a particularly dangerous obstacle. The fun was in seeing what the crew would do next.

When it comes to the crew, “Outlaw Star” plays it safe. You get a solid set of character tropes that you’ve seen in just about any adventure story (animated or not). The lead is Gene Starwind (I guessing it sound a lot like Luke Skywalker on purpose). He’s the hotheaded, cocky leader. He acts tough but he’s got a heart of gold. Then you’ve got the kid brother character, Jim, who’s young but has a real mind for strategy and mechanics. There’s the resident robot-girl character, named Melfina. This type of character turns up a lot in any sci-fi anime series. Typically she’s soft spoken, wonders why she was made and has a mysterious past. There’s the deadly assassin, Suzuka, who was sent to kill Gene early in the series but ends up being part of the crew. She doesn’t talk much, but her sword is nearly unstoppable. Finally there is the cat-girl (another anime favorite), Aisha. She’s spazzy, super strong and is often guided by her instincts. While this can lead to problems, more often it ends up saving one of the crew members.

What’s great about using characters that are familiar, is that you don’t have to flesh them out too much. In the first few minutes, just from their appearance and dialogue, you know what kind of character you’re dealing with. This allows “Outlaw Star” to throw much of it’s early episodes into getting the story started with a bang. For me, those first few episodes are some of the best, with space pirates after Gene, Jim and Melfina, and a new twist at the end of each episode. It all leads to the trio stealing the experimental ship, the Outlaw Star and getting their first solid clue to the Galactic Leyline.

Of course the unfortunate side effect of shallow characters is that the only way to keep things interesting is based more on the plot. The writers have to keep throwing in twists and turns, because you can’t really spend time developing the characters. In fact Gene and Melfina are the only ones that change in the story. By the end Gene is basically the same guy, but now he’s more experienced and little less rash. Melfina knows why she was made and has come to grips with being synthetic (not really a robot per se, but “not of woman born” either).

This leads to some hiccups along the way. There are a few episodes in the middle of the show that just don’t work. Most of these have nothing to do with the search for the treasure, or dodging the pirates. To keep the ship going, Gene needs money, so he ends up taking on some jobs along the way. These are usually the types of jobs that no one else will do, like hunting a sewer monster. Or maybe it’s a contest where the prize is a bunch of cash, like the intergalactic race episode.

These feel added on or slow because there is no danger. We know that Gene and the crew won’t get killed by some sewer monster before the end of the story. If someone does get killed it will be during the quest and by one of the major villains. That’s just the way it is in adventure stories. So these detours don’t work too well. There are a few exceptions. The space race is a solid episode, which keeps things fast and fun. Again you know that Gene can’t get killed on the way, but it doesn’t mean he’ll win either. The other one is played for laughs where Gene enters a woman’s wrestling match to win easy money. Of course it goes horribly wrong.

The other issue is build up. As the story goes along for 28 episodes: each clue is picked up, pirates are encountered and defeated, some characters are injured, captured or worse, and it all comes down to the final treasure. The longer this goes on, the more people talk up the treasure and the more people that end up after it (and doing vicious things to get it), you start to have expectations of what the Leyline is. This build up can end up killing your ending, because if the treasure doesn’t measure up with what you’ve been selling, well the audience is going to feel let down. This is the case with the Galactic Leyline. When you get to the end you just look at the screen and say, “That’s it?” It was a bit better with the second viewing, because I found myself just enjoying the ride. However I ended up disappointed with the ending.

“Outlaw Star” is a good example of how to do an adventure story right. The use of stock characters gets the plot moving right off the bat. All the good episodes threw in a curve or obstacle that kept you guessing if the heroes would make it to the end. The show never took itself deadly serious, and injected plenty of humor and fun. It’s not my favorite of the three shows I’m going to look at, but it was the most fun.

Have you seen “Outlaw Star”? What did you think of it? What is your favorite adventure story? Did it use stock characters, or did it manage to use well rounded characters? Is momentum key in making a good adventure story?