Playing the Game

It’s been a while, and in that time I’ve run through two more sessions, one a D&D Next playtest session, and the other a Labyrinth Lord session.
D&D Next continues to be an entertaining game, and the players certainly enjoy it. The players decided to take on the 40 kobold room as a straight fight, though quickly realised that they would be outnumbered if they didn’t do something. So the wizard cast sleep, and half the kobolds fell asleep. While the physical characters engaged in kobold genocide, the wizard then used mage hand to wind an oil soaked rope among the fray and once it was set, lit the rope on fire. All in all it worked out pretty well. Next definitely needs some form of swarm/squad rule combat however. I tried putting something together on the spot, but it didn’t feel quite right.

Later the party ventured into the Owlbear’s cave, and despite my warnings attempted to fight off, and were almost destroyed by the gray oozes.

The next week, we got back together for a Labyrinth Lord session. However, rather than have the players pick up in the caves again, we’ve changed settings entirely. The LL characters are now Level 3, and they are exploring the Castle of the Mad Archmage, a fantastic megadungeon and simulacrum of the Greyhawk castle by Greyhawk Grognard. In addition we’re using the wonderful Mad Demigod’s Castle from over at DragonsFoot as the first level. I’m running this for a couple of reasons. I want to run a megadungeon, I want to experiment with running without a map, and I want to switch between the games to get a good side by side comparison going. And I’ll be honest, they’re pretty similar, which is awesome to me.

One thing I did notice harkens back to my initiative discussions earlier. I really like group initiative (though the group sometimes hates it) but, it only works if I insist that the players declare their actions upfront and act as a group rather than individuals. If you roll group initiative and then parse each players actions one at a time, you get pretty much the same effect as having individual initiative. I’m considering switching to a combined model as in Dark Dungeons where initiative is still a d6, and characters on each initiative segment act at the same time.

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