Ah yes, Free RPG Day. So ... did you go this year?June 19, 2011
Free RPG Day - Did you go?
Ah yes, Free RPG Day. So ... did you go this year?May 04, 2011
Cthulhu Dreams
April 07, 2011
Grindstone blues

Recently a debate of sorts has been raging about the length of combat in 4e. The argument is not about whether it takes longer than in most older editions (only 3rd Edition is really debatable) but whether long combats diminish the overall play experience.
As I've previously opined here, I believe they do.
I've read plenty of the "pro- longer combat" posts and 95% of them seem to raise two basic points:
a) if the combat is fun, what's the difference?
or
b) if combat is so long for you, run less of them.
Bah. I respectfully take issue with both statements above. Obviously everyone has their own preferred play style, and that's paramount. But neither statement holds water for me.
Let's take "A" first.
Combat is fun. As I've previous stated in this blog, it's an essential element of play. Remove the combat and you've removed much of the die rolling and much of the enjoyment. Let's face it, examine any adventure, even complex ones such as Paizo's adventure paths, and most are basically a long string of set-piece combats.
But the overall roleplaying experience is far more than combat alone, otherwise we might as well be wargaming or playing a tactical skirmish game or simply playing RISK. We want to exercise our brains as well as our dice-throwing wrist. And although choosing combat options and coordinating attacks between characters can involve some thought; exploring the depths of a new character, interacting with NPCs, and overcoming puzzles and non-combat challenges with friends is a huge part of the experience. For me, a near 50-50 balance is best.
Now "B" next.
I actually have run less combats when running 4e games, but out of sheer necessity. This change is not enriching my play experience.
In my experience, everal short combats do more to move the plot along than one grindingly long, let's-whittle-down-those-HPs combat any day of the week.
Playing 4e has forced me to all but abandon the wandering monster encounter, that fun on-the-spot test of DM imagination. My group's time is limited—and in this age of 30+-year-old players we're hardly unique—and we simply can't afford to "waste" a whole session to a wandering monster when more enjoyment would probably be had from a meaningful combat that furthers the plot.
And yes, I realize the point is simply to have fun. Who cares if it's plot-related, you say, if all have a good time? If that's the case, I suggest abandoning the traditional campaign and simply meet for the Fight of the Week Club. Each session the DM simply creates an interesting fight—no plot or reason or connection between them—to challenge the same group of PCs. I think most would drop exercise that rather swiftly.
We need more, an underlying reason for our combats. We could accept a "meaningless" WM encounter in the old days because it meant perhaps 15 or 20 minutes of play time. But now? Is it worth possibly losing most of a session to the experience?
I'm also a big fan of the warm-up fight, that beloved DM technique of letting the players roll some dice right off the bat to let off steam, which starts things on an exciting note and helps ensure they'll sit still for the descriptions or exposition to come. I've found that a first combat, right at the start of a new campaign, is also a great way for players to get a "feel" for their characters. But now, on at least 3 occasions, I've seen a first campaign combat gobble up the entire first session, leaving players & DM that had fun yet feel somewhat "shorted" by the experience.
In my circumstance, in which the players meet once a month (and we're happy to get that), I'm forced as DM to (re)consider how we're going to spend each 5-hour session. My goal is to pack those 5 hours with plentiful combat, brainstorming, intrigue, etc. I don't always get it all, but the overall experience should be a mix. I accept that groups that meet once or twice a week have more time to kill and may not feel this constraint, just as my 1e games many years ago allowed for much time "haggling in town." But as the game grows older so does many of its players, and time can become a precious commodity. I think newer versions of the game need to streamline elements of the rules to allow for this. (If, for instance, granting characters killer powers means the bad guys must have more HPs and that means fights become a grindfest, perhaps PC powers should be scaled down.)
That's my two copper pieces.
UPDATE
My peer, the worthy Mike Ferguson, comments here on this very same issue.
February 11, 2011
It's All in the Timing
In the case of our group, all roleplaying veterans, there is rarely any lag time. Every player generally know what they play to do when their turn comes, so I think much of the problem lies elsewhere.
February 01, 2011
The Legion of Super-Minions?
December 22, 2010
Comparing Editions: A DM's Perspective

1. Combat Length
2. 1e PCs can dish it out but they can’t take it
3. I had to resort to a lot of ability rolls

November 28, 2010
NaClaMomo: Reviewing The Temple of Elemental Evil
For this installment of NaClaMomo, I'll tackle a favorite of mine (alright, yes, they all are) ... that uber-dungeon, The Temple of Elemental Evil. (I'll refer to it as TOEE going forward.) I've already covered The Village of Hommlet here last November, so I'll stick to the additional material. The Temple was the long-awaited—and I do mean loooong—sequel/continuation to T1 The Village of Hommlet. TOEE has gotten both heaps of praise as well as some criticism over the years, both with good reason. This adventure has had more printings than any other TSR/Wizards adventure before or since, so there must be some "beef" there. Let's take a closer look.
Pros
1. Atmosphere
Holy smoke is there atmosphere here! Loevcraftian imagery abounds. Here is a mere part of the initial Temple description:
The myriad leering faces and twisting, contorted forms writhing and posturing on every face of the Temple seem to jape at the obscenities they depict. The growth in the compound is rank and noisome. Thorns clutch, burrs stick, and crushed stems either emit foul stench or raise angry weals on exposed flesh. Worst of all, however, is the pervading fear which seems to hang over the whole area—a smothering, clinging, almost tangible cloud of vileness and horror. Sounds seem distorted, either muffled and shrill or unnaturally loud and grating.
Your eyes play tricks. You see darting movements out of the corner of your eye, just at the edge of vision; but when you shift your gaze towards such, of course, there is nothing there at all. You cannot help but wonder who or what made the maze of narrow paths through the weedy courtyard. What sort of thing would wander here and there around the ghastly edifice of Evil without shrieking and gibbering and going completely mad?
The whole description is, to date, the most evocative description I've seen in an RPG adventure, period. And I've been reading these things for 30 years. Characters entering these ruins can expect a green light to smite the evil within (largely) without mercy.
2. Great backstory
In TOEE, the DM really gets the good stuff. In that I mean the secret history of the Temple makes for a great read, and presents a fully realized background in which the bad guys are evil, strategic, and play things to their own advantage. Iuz and Zuggtmoy are equally insidious, and they compete between themselves, yet each presents a challenge to good-aligned characters
3. It’s almost a complete ecosystem.
Somehow this dungeon combines some six competing factions into what feels to be a living breathing place. Clever players will play those factions against each other.
4. It has some great set pieces.
I love the “zoo” section of the third level. The leucrotta and umber hulk areas, as well as the laboratory and chapel areas are very cool. In fact, I’d easily name the third level as my favorite part of the whole affair, due to the number of unique and memorable rooms.

Cons
1. Production values
Production values were a little lacking in this TSR offering. The book is 128 pages long, but sports a mere 23 pieces of art (about a fourth of them repeats from T1). Some of the maps are also crude; after the great maps in T1 the Nulb and upper Temple maps are a disappointment and the other level maps also feature doors that look scribbled in. I will however give credit to Keith Parkinson for an outstanding cover that faithfully serves me as the best player handout ever (see below)!

2. It’s ponderous.
Enter small room. Defeat humanoids with meager treasure. Rinse, wash, repeat. The seemingly endless rooms of humanoids, especially on the upper levels, can get old fast. Today’s DM is advised to take a black marker to the map and simply strike a number of rooms on the two upper levels for sake of faster, more entertaining play.
Interestingly enough, I think the biggest flaw in Monte Cook’s remake, Return to the Temple of Elemental Evil, was a similar endless similar rooms approach.
3. It’s damn tough
No really. Some clues can prove maddeningly hard. The attrition factor is wicked, and there are a few encounters that are very deadly for their level (such as the earth elementals on Level One). The bad guys are clever. It’s the combination of all three that can prove very deadly indeed. Zuggtmoy’s tactics are very clever, and Gygax, in typical 1st Edition style, isn’t afraid to make use of illusion or charm effects in helping the PCs find their way to an early demise.
One chamber contains a cloak of poisonousness, a super-nasty little item that resembles a black cloak, but if tried on instantly slays the wearer … with no saving throw! Ah, the First Edition days…
4. The Nulb section is lacking.
I’m guessing Nulb would have been T2, had T1-4 actually been released in four parts instead of two. I wish it had been, because perhaps—assuming the existing material were not simply divided up differently—we might have gotten a bit more Nulb.
The Nulb encounter key provides a mere four keyed encounters. And a crude Nulb map. That’s all. The rest is left to the DM to create. I’m all in favor in giving the DM a bit to develop and a hand in shaping the village, especially after the hyper-detailed Hommlet, but after having so very much of the rather tame Hommet described building-to-building and at times with expanded building maps, not getting more out of Hommet’s evil sibling Nulb seems a waste. At least one inner building map (for the waterside hostel for example) would have been much appreciated.
The Temple of Elemental Evil isn’t for everyone, but if your DM is up to the task of filling out things and editing a tad, and the players have a patient for a long haul of a dungeon, the rewards are there to be had. This very old-school gem contains lots of atmosphere, numerous dangerous and interesting encounters, cool magic items, and more villains than you can shake a stick at. All in all, a worthy investment and something that belongs on every DM’s shelf, if only for inspiration.
