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	<title>Use Your Lightning Bolt!</title>
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	<description>D&#38;D, My Games, Roleplaying in General</description>
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		<title>Use Your Lightning Bolt!</title>
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		<title>The boy who would be King</title>
		<link>http://episoen.wordpress.com/2011/12/15/the-boy-who-would-be-king/</link>
		<comments>http://episoen.wordpress.com/2011/12/15/the-boy-who-would-be-king/#comments</comments>
		<pubDate>Thu, 15 Dec 2011 20:29:16 +0000</pubDate>
		<dc:creator>episoen</dc:creator>
				<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[My RPG]]></category>

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		<description><![CDATA[There is an old legend telling of a city, lost a thousand years ago. In this nameless city, the people lived, worked, and died, much like our cities today.  And much like our cities today, there were born those with the gift of magic.  But power corrupts, as they say, and those with magic certainly [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=episoen.wordpress.com&amp;blog=3769502&amp;post=40&amp;subd=episoen&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>There is an old legend telling of a city, lost a thousand years ago.</p>
<p>In this nameless city, the people lived, worked, and died, much like our cities today.  And much like our cities today, there were born those with the gift of magic.  But power corrupts, as they say, and those with magic certainly had power.  In it&#8217;s endless cycle, history saw the rise of sorcerer after sorcerer, the slaughter and enslavement of innocents, and the fall of sorcerer after sorcerer.  But in this city, things changed.  The citizens, seeing the pattern of history, would kill all those born with magical talent.</p>
<p>Naturally, there were problems.  How do the non-magical find who is magical?  How do the mundane kill the exceptional?  And how do you make sure the dead stay where they are buried?</p>
<p>There was once a nameless boy, born in this nameless city.  He too, had the gift of magic, and he too, was bound, killed, and buried deep in the earth.  But his hunger for life could not be so easily quenched, and he struggled against death in his tomb.  Then he rose, rotted, insane, and powerful.  And the city felt his anger as he buried it beneath the earth.</p>
<p>He is the Buried Man, the King of the Dead, the Rotted One.  He ruled for a hundred years of darkness and despair before being cast beyond the Astral by his successor.</p>
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		<title>I&#8217;m back! (hopefully)</title>
		<link>http://episoen.wordpress.com/2009/11/16/im-back-hopefully/</link>
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		<pubDate>Mon, 16 Nov 2009 01:36:57 +0000</pubDate>
		<dc:creator>episoen</dc:creator>
				<category><![CDATA[Roleplaying]]></category>

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		<description><![CDATA[Whew! That was tough work! I&#8217;m giving this whole blog thing another chance.  So without further ado&#8230; Controlling mind control Mind control can be a powerful element in gaming.  It can provide important story elements to your game, be used as a tactical ability, or just be a fun addition to a scene.  Using your [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=episoen.wordpress.com&amp;blog=3769502&amp;post=25&amp;subd=episoen&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Whew! That was tough work!</p>
<p>I&#8217;m giving this whole blog thing another chance.  So without further ado&#8230;</p>
<h3><span style="color:#339966;">Controlling mind control</span></h3>
<p><span style="color:#339966;"><span id="more-25"></span></span></p>
<p>Mind control can be a powerful element in gaming.  It can provide important story elements to your game, be used as a tactical ability, or just be a fun addition to a scene.  Using your enemy (or friends, for that matter!) as a tool for your own purposes can be extremely effective, and can spice up gameplay.  However, you have to be careful how much and what kind/mechanic you use in your game, as it can cause a number of problems.</p>
<h3><span style="color:#339966;">You don&#8217;t get to have fun anymore</span></h3>
<p>One of the goals you probably have when you game is to have fun.  In combat, each player gets to perform their actions from time to time.  Then, they get to plan their next move, or watch what everybody else is doing, but generally they sit around waiting for their next turn to roll around.  Mind control often has the problem of taking away somebody&#8217;s turn.  This is basically saying to them &#8220;Sorry, you don&#8217;t get to have fun this time, maybe next turn&#8221;.  When you are waiting for 10 minutes for a round to finish, this can be a very big deal.  You might not be able to do anything for 30 minutes or more, while gameplay continues for everybody else!</p>
<p>How can you fix this problem?  There are a number of methods.</p>
<ul>
<li><strong>Removal.</strong> Don&#8217;t use mind control unless you think you and your group can handle it.  But if you really want to have enemies that use it&#8230;</li>
<li><strong>Moderation.</strong> Use mind control abilities occasionally.  A player may not mind losing a turn every session or so, but if they loose 3 turns in a row or lose a couple turns each combat in a session, they will start to get bored or irritated (These are the two emotions you don&#8217;t want your players to experience).  If you absolutely must mind control characters more than once or twice a combat&#8230;</li>
<li><strong>Backup.</strong> You can have backup characters that your players can play.  Maybe there is an NPC that just happens to show up at the right time, or maybe your characters have some followers that can help out.</li>
<li><strong>Switch.</strong> You can let the player play their character against the other players.  Be careful with this one though, as you can cause tension between players, and forcing somebody to attack their friends can lead to them not acting in a manner that you had not intended when you decided to mind control them.</li>
<li><strong>Distraction.</strong> Some players are okay with losing their turns.  If it&#8217;s okay with you, and okay with them, then there&#8217;s no reason not to do it.  Let them talk with other players about non-game related stuff, read a book, check their email, whatever.  For a purely hack-and-slash game, this can be just fine.</li>
</ul>
<h3><span style="color:#339966;">Influence, not influenza</span></h3>
<p>The methods listed above are okay for hack-and-slash games, but what about for roleplay-heavy games?  Your players will want to explore their characters&#8217; interactions with each other and the world, building on the ideas that created those characters.  So what happens when you take control from them, forcing them to act contrary to the character they are trying to develop?  I&#8217;ve played with several players that would be okay with it.  In the interest of driving the story or creating an interesting scene, they are willing to give up their character for a little bit, and then explore their character&#8217;s development after they have regained control.  &#8220;How does my character feel about the fact that he just lost 10 minutes and everybody is yelling at him?&#8221;</p>
<p>For players who do not like this (most of us, I believe), there are  other options.</p>
<ul>
<li><strong>Influence. </strong> Instead of taking control of a character, you can give that player some guidelines on how to act.  &#8220;You&#8217;re not sure why, but you suddenly feel furious at your party&#8221;  and let them act it out.  Think of it as being the director, and giving motivation to your actors.</li>
<li><strong>Lies.</strong> Add knowledge that could cause dissent amongst the group, whether or not it&#8217;s true.  The fighter suddenly realizes that the reason he&#8217;s been feeling awkward around his wife recently that she is sleeping with the Wizard!  Maybe the fighter will go into a rage and attack the wizard, maybe he will sulk in the corner, maybe he will secretly plan the wizard&#8217;s downfall, but either way the player is acting on their character&#8217;s personality, giving them a chance to learn more about their character.</li>
<li><strong>Conspiracy.</strong> You can always speak with your players ahead of time.  Ask them if it is okay to mind control their character, and give them a chance to think about how they will act ahead of time, so that they don&#8217;t get stuck switching gears, delaying your game session.  While there is something to be said for throwing surprises at your players and watching how they react, some players will freeze up; will want to act, but are just not sure what to do.  Try your best to accommodate the player mix in your group.</li>
</ul>
<h3><span style="color:#339966;">Story control</span></h3>
<p>When mind control is part of the main story, your players can be left with the feeling that they are being railroaded into a scenario, instead of letting it unfold naturally.  This is a difficult obstacle to overcome in any game, let alone a game where you are controlling the characters actions.  So what is the solution?</p>
<ul>
<li><strong>Get into character as the GM.</strong> One possible solution is to give your players options of where to go and what to do, while giving them just a push in the direction you want.  This is really really hard, but you can do it!.  Prepare your world, think about it&#8217;s peoples and places, it&#8217;s lore.  Before a game session, read over your notes and think about your npcs motivations.  Remember, your character is the entire world that the players live in, and if you have that world in your mind, you will find it easier to come up with responses to your players actions.</li>
<li><strong>Fuck &#8216;em.</strong> Railroading can be a useful tool sometimes.  Just try to give your players choices later in the game, or have a good enough reason for driving your players down a single path that they do not feel constrained.</li>
<li><strong>Just roleplay it.</strong> Re-read the previous section of this post, all of those options work out here.  Try to think of a few possible ways that the players may act, and give them the tools to act in those ways.  And if they throw you off, get away from your story, that&#8217;s not always a bad thing!  Just try and give them some fun for their effort before you push them back on track.</li>
</ul>
<p>Well, there you have it.  I hope you find this as informative as it was for me to write it.</p>
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		<title>Al-Qasab: The Great Heron</title>
		<link>http://episoen.wordpress.com/2008/06/21/al-qasab-the-great-heron/</link>
		<comments>http://episoen.wordpress.com/2008/06/21/al-qasab-the-great-heron/#comments</comments>
		<pubDate>Sat, 21 Jun 2008 08:53:15 +0000</pubDate>
		<dc:creator>episoen</dc:creator>
				<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[D&D]]></category>

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		<description><![CDATA[Well, we had my first run of 4th edition D&#38;D. Combat was really scary, because I was just on the verge of killing several of my players for a long time. More than once I dropped one of players down to 1 or 2 hp. I realized later that I had put them up against [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=episoen.wordpress.com&amp;blog=3769502&amp;post=24&amp;subd=episoen&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Well, we had my first run of 4th edition D&amp;D.  Combat was really scary, because I was just on the verge of killing several of my players for a long time.  More than once I dropped one of players down to 1 or 2 hp.  I realized later that I had put them up against an EL 3 encounter, and this was before they had any magic items or anything.  Oh well.  I learned a lot from this encounter.  For one thing, I learned that difficult terrain is something you really want to watch out for, because you cannot shift into it.</p>
<p>The game went pretty well overall, I think.  The players went down the main course I had plotted out for them, although I had several alternatives worked out (just not completely written up).  Matthew started several fights, which were fun.  I think I have a pretty good idea about the defenses and attack values of a given level should be, and I just threw together in my head some NPC&#8217;s.  I actually ended up doing quite a bit of ad-libbing.  It&#8217;s been a long time, and I was definitely rusty, but overall I think I pulled it through pretty well.  At least, my players seemed to be having a good time for most of it.  As per usual, Beth seemed to be bored through parts of it.  I tried to bring everybody into it, but Beth had her character do things I wasn&#8217;t sure how to deal with exactly (out of my area of expertise).  Which isn&#8217;t to say that I don&#8217;t enjoy the challenge, I just had a bunch of people telling me what they were doing, and I wasn&#8217;t sure how to deal with her, so I did Matthew first, and by that point the situation had changed.  I shall try to create a better environment for her next time.</p>
<p>I am thinking I may actually have people roll non-combat initiative, so that everybody can have their turn to do what they want to do.  For example, if Matthew had rolled highest, I would have had maybe have of his conversation go by, and then I would have checked with everybody else to see what they were doing.  I worry that this would create more disconnect, but at the same time, I can see it being sort of a set-up shot in a movie; we see people talking to each other, and a few more scenes go by, then we see those same people again, further along in their conversation.  Idunno, maybe I&#8217;ll try it.</p>
<p>So anyway, I things are progressing slower than I thought, I may have to find a way to stick Morgan in sooner than I had planned.  I forgot how hard it is to plan for games when the players go off on their own thing.</p>
<p>Anyway, sorry I was gone for so long, blog.  I will try to update you more regularly once again.</p>
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		<title>bleah</title>
		<link>http://episoen.wordpress.com/2008/06/12/bleah/</link>
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		<pubDate>Thu, 12 Jun 2008 06:11:53 +0000</pubDate>
		<dc:creator>episoen</dc:creator>
				<category><![CDATA[Blog]]></category>

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		<description><![CDATA[Due to finals, I missed Monday&#8217;s post, and it seems I shall miss today&#8217;s post as well. Next update will be on friday, after I am free from school!<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=episoen.wordpress.com&amp;blog=3769502&amp;post=23&amp;subd=episoen&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Due to finals, I missed Monday&#8217;s post, and it seems I shall miss today&#8217;s post as well.<br />
Next update will be on friday, after I am free from school!</p>
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		<title>A few special things</title>
		<link>http://episoen.wordpress.com/2008/06/07/a-few-special-things/</link>
		<comments>http://episoen.wordpress.com/2008/06/07/a-few-special-things/#comments</comments>
		<pubDate>Sat, 07 Jun 2008 08:27:35 +0000</pubDate>
		<dc:creator>episoen</dc:creator>
				<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://episoen.wordpress.com/?p=22</guid>
		<description><![CDATA[About my game in general. Character Death: first of, if a player approaches me, and wants to play a new character, and have their old one die within the plot, that is totally awesome, and I will build that into the game (especially if the other players do not know it is coming). Now, as [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=episoen.wordpress.com&amp;blog=3769502&amp;post=22&amp;subd=episoen&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>About my game in general.</p>
<p>Character Death:<br />
first of, if a player approaches me, and wants to play a new character, and have their old one die within the plot, that is totally awesome, and I will build that into the game (especially if the other players do not know it is coming).  Now, as for the death of a character from combat or other circumstances.  I think I will give the player a choice.  The default is that your character dies, and you roll up a new one.  HOWEVER, my friend <a href="http://trahari.wordpress.com">Matthew</a> made a really good argument that I agree with; If a player is really enjoying a character, and you kill that character off without their permission, it&#8217;s like telling them that they are no longer allowed to have fun.  Based on this, if a player wishes to keep that character, I will give them a reason for the character to have survived.  I also think this offers a great roleplaying opportunity.  Here is an example:  A paladin has the ability to take a hit instead of another character.  So the paladin takes the hit, and it turns out that it was more damage than he thought, and it kills him.  The paladin was prepared for death when he jumped in front of that blow, and was ready to go join his god.  He is at peace.  Then he wakes up.  The battle has ended or at least is dying down.  His moment of glory for his god was stolen from him, and he is lost.  Now the player has a chance to act out the confusion his character feels, perhaps losing control of his emotions in the next encounter (be it social or combat) an then repenting later.  I know for me, this would be a great opportunity to explore my character and to have fun behaving in an unusual way.</p>
<p>Starting stats:<br />
I think I am going to do their basic point buy.  Just in general, I&#8217;m going to try to keep the power balance about the same as the base game, as my last game had some problems with the characters being overpowered based on their level.</p>
<p>Running the game:<br />
Here is the schedule for the game as I would like it: Start with a group recap, with all of the players telling what happened last time, to get us in the mood and remembering the events of last game.  Then of course, comes the game itself.  Afterwords, I will ask each player what their favorite and least favorite part of that session was.</p>
<p>Extra stuff:<br />
I will ask nicely that each player write a journal about what happened in the last session.  Not for xp or anything, just to help me bring their character into the plot more.  The other thing I was thinking about  was the &#8220;roleplaying bonus&#8221; that has been offered so often in games I have played.  I think that I may have the players vote on 2 things: best roleplaying overall, and coolest thing done.  These cannot go to the same person.  Instead of rewarding xp, I was thinking I could give those characters a bonus action point that they have to use in the next session, but cannot be used in the same encounter as another action point.  Keeping with the 2 encounters/milestone, I think this would work out to make it a nice reward without unbalancing the game terribly.</p>
<p>That&#8217;s all I can think of for tonight.  I got D&amp;D 4e books today, and I am reading through the DM&#8217;s Guide first.  I like that it is actually a guide to being a DM instead of just an expanded players handbook (although it is that a little too).</p>
<p>anyway, goodnight, blog!</p>
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		<title>The planes</title>
		<link>http://episoen.wordpress.com/2008/06/05/the-planes/</link>
		<comments>http://episoen.wordpress.com/2008/06/05/the-planes/#comments</comments>
		<pubDate>Thu, 05 Jun 2008 08:37:24 +0000</pubDate>
		<dc:creator>episoen</dc:creator>
				<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[My RPG]]></category>

		<guid isPermaLink="false">http://episoen.wordpress.com/?p=19</guid>
		<description><![CDATA[Today I&#8217;ll talk a bit more about the different planes and how they function in my world. We live in the Material Plane, which is comprised of matter and energy. The basic physical laws of the universe apply here, as modern physics tells us (or close enough, anyway). The Material Plane on it&#8217;s own is [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=episoen.wordpress.com&amp;blog=3769502&amp;post=19&amp;subd=episoen&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Today I&#8217;ll talk a bit more about the different planes and how they function in my world.</p>
<p><span id="more-19"></span>We live in the Material Plane, which is comprised of matter and energy.  The basic physical laws of the universe apply here, as modern physics tells us (or close enough, anyway).  The Material Plane on it&#8217;s own is just that.  What makes magic possible in my game is the Astral Plane.  The Astral Plane overlaps the physical plane, allowing magic to seep into the physical plane.  Because of this overlap, many beings of the Material Plane are dual-natured to some degree or other.  They have &#8220;souls&#8221;, which to many people have religious connotations, but are in actuality are just a piece of that being that resides on the Astral Plane.  All humans are born with souls, which, like an unused muscle, slowly deteriorates until it is all but useless.  The denizens of the Astral Plane generally leave human souls alone, because they are so small, yet have such a strong connection to the Material Plane, that they provide no sustenance at all.</p>
<p>Mages, on the other hand, use that muscle.  Your Power rating is how strong your &#8220;soul&#8221; is, or rather how strong your connection to the astral plane is.  Magical beings use their connection to the Astral Plane to bring magic into the Material Plane, and take control of it.  The denizens of the Astral Plane also generally leave the souls of magical beings alone, because they may be able to fight back, and it is not worth the risk.</p>
<p>When beings with souls die, their souls are set free.  Unfortunately, most souls are so weak and useless, that they just drift, and are quickly eaten by something on the Astral Plane, or are sucked down into the underworld to be turned into a demon.  However, Magical beings can control themselves to some degree.  They may become ghosts if they have unfinished business, or may just wander the astral landscape as a spirit.  Some are drawn down into the underworld to become demon generals or captains.  The only way to resurrect somebody is to get their soul back into a body (preferably their own) and hope that the soul is strong enough to attach themselves to that body.</p>
<p>The Underworld as a slightly different system.  First of all, there is no Astral Plane overlapping the Underworld.  The Underworld is comprised of both matter and magic.  For this reason, beings there can raise to great power, and even the weakest of creatures can perform at least some small magic.  When Demons come to our world, the distance from our source of magic weakens them significantly, and their effective power is halved.  When magical beings from the Material Plane go to the Underworld, They gain no bonus until they &#8220;get used&#8221; to the way magic flows.  They basically have to make checks, which will give them bonuses up to 1/2 their Power if they stay long enough.</p>
<p>When you die in the Underworld, your body falls dead, and you are reborn in a new body that forms from nothingness several days later.  Your power and physical abilities are hampered until you get used to your new body, which generally takes months to achieve full power.  So death is not permanent, but it is a nuisance.</p>
<p>There are other planes as well that are not so close to the Material Plane.  Yet, with enough power and the right setup, a gateway can be created.  Although some are similar, each plane has different characteristics, and functions in a different manner.</p>
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		<title>Campaign Setting</title>
		<link>http://episoen.wordpress.com/2008/06/03/campaign-setting/</link>
		<comments>http://episoen.wordpress.com/2008/06/03/campaign-setting/#comments</comments>
		<pubDate>Tue, 03 Jun 2008 08:58:48 +0000</pubDate>
		<dc:creator>episoen</dc:creator>
				<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[My RPG]]></category>

		<guid isPermaLink="false">http://episoen.wordpress.com/?p=21</guid>
		<description><![CDATA[My new campaign will be starting a little less than 2 weeks. I&#8217;ve begun to work on the setting, and I shall continue to do so until the weekend at least. Here is my first installment: the Starting Town. Dibble helped me out with this, and is a large part of the reason it is [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=episoen.wordpress.com&amp;blog=3769502&amp;post=21&amp;subd=episoen&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>My new campaign will be starting a little less than 2 weeks.  I&#8217;ve begun to work on the setting, and I shall continue to do so until the weekend at least.  Here is my first installment: the Starting Town.  Dibble helped me out with this, and is a large part of the reason it is not a European-based setting in the beginning.</p>
<p><span id="more-21"></span>Sorry if This is a little sloppy- I didn&#8217;t have a post ready and it&#8217;s almost time to sleep, so I just threw up what I have given to my players to start planning their characters.</p>
<p>Starting Town<br />
Name: Al-Qasab<br />
Population: 3000<br />
Location:  Built on marshlands, near the delta of the Sura River, Al-Qasab is the last port that sizeable traffic can get to.  They trade manufactured goods (metal items, medicines, talismans) with the small villages and tribes to the south, farther into the delta (for rare herbs, venoms, exotic animals, and tribal arts).  Because of their river trade connection, they are much more “civilized” than most of the nearby peoples, and have metal weapons and armor, as well as books and complex tools (although these luxuries are expensive).</p>
<p>Being a civilization that grew up by a river, and close to the sea, they are master boat-makers (although mostly of reeds).  They herd water buffalo, which are the only large non-monstrous animals around, and thus a lot of labor is done by these.  Because of this, cheese and milk are a big part of their diets, and on rare occasion, they will slaughter a water buffalo for its meat.  Their primary source of protein is various types of fish in the river and delta, which are plentiful in number and variety.  On the outskirts, rice is grown in large, swampy patties, and varies in texture and flavor across the different deltaic regions.  Several spices grow here, the most popular of which is Calem (a spicy, rich savory flavor), and is used heavily in most local cuisine.  </p>
<p>Common street foods involve frog legs, strips of duck or other fowl, and the starchy root of cattails fried into cakes.  These are also integrated into other cuisine of the region.</p>
<p>The culture reveres fire, and they worship Agni, the Firebird.  They see a local fowl, the flaming heron (named for its magnificent red plumage) as his messengers.  Elder flaming herons are generally left alone, as they grow very large, develop horrible tempers, as well as flaming breath.</p>
<p>Their great temple (the Agna Rayya) is on a great rock (which is a marvel, as most heavy rocks simply sink into the muck), and is a nesting ground for the flaming herons.  Hundreds are often seen perching on its roof.  The temple itself is made of mud and reeds, and it burned to the ground each year at the summer solstice, before it is rebuilt over the fall and the winter.</p>
<p>The climate goes from warm in the winter to sweltering in the summer; this land has never seen snow.  Mosquitoes and other pests gather by the thousands in the summer, which has led to much of the city being magically protected from insects.  On the outskirts, however, you have to rely on fire.</p>
<p>Al-Qasab is primarily peopled by humans (as is most of the world), but there are other races around. The distribution is something like this: 45% Humans, 25% Halflings, 10% Half Elves, 8% Elves, 5% Eldarin, 3% Dwarves, 3% Tieflings, and 1% Dragonborn.  Humans and Halflings are at home in this environment, there is an Elf tribe to the south in the delta, so Elves and Half Elves are in relative abundance.  Eldarin and Dwarves are around, but not prominent.  There are a few Tieflings here, who are looked upon in fear and awe, as they have some essence of fire in them.  The few Dragonborn that live there are of the fire type and are priests.  They are revered as the closest to god, and below the head priestess, are the highest ranked in the temple.</p>
<p>Inns:<br />
The Reed Hut: a small tavern where people from the delta typically stay.  It serves spiced rice wine and traditional dishes, 2s/night.</p>
<p>The Firebird’s Rest: a large inn crafted of wood imported from northern lands.  The building is very much a step away from the local culture, serving meats, fine imported foods, and fruit wines.  This is where merchants from upstream tend to stay, as well as diplomats and royals from other lands.  1g-100g/night.</p>
<p>Merchants:<br />
Abdul Jharesh: a Halfling tribal, he is an excellent source of wares from the delta.  He always has herbs, venoms, skins, exotic animals, tribal art, non-metal equipment, and cheap adventuring supplies, and can get other things from the delta given a few days.</p>
<p>Sikhand Qattar: A Dwarven merchant from up the river, he deals in wares from Baccam and farther North.  He carries medicines, metal weapons and armor, expensive adventuring supplies, simple magic items, and can get specific magic items given a week or two.</p>
<p>Government:<br />
Al-Qasab is ruled by a hereditary chief, whose actual authority is mainly over minor disputes and small governances.  Most of the laws and significant control over the military lies with the priests.</p>
<p>The military:<br />
The city guards dress in leather armor painted red with the symbol of Agni.  They carry glaives as well as ceremonial “authority knives.”  They are well-known for their prowess at combat in the swamps around Al-Qasab.</p>
<p>The elite guard dresses in heavy leather armor painted brown and green to blend in with the marshlands.  They use glaives, hand-axes, and shortbows.</p>
<p>The militia typically wear padded armor made of reeds and use spears.</p>
<p>The Sura River heads north, past several indo-arabic cities, until it hits the city of Baccam (“Bahamut”, derived from Terran), which is a giant city of clashing indo-arabic and European culture some 150 miles North.  This is where most trade goods come from.  The Sura River spreads out in a delta for 50 miles before it reaches the sea, and at the sea, it spreads across 100 miles.  The river itself is very wide and slow moving, so traveling downstream is easy, and traveling upstream is possible, though time consuming.  In order for trade to work, merchants going upstream use magically powered boats.  Traveling far to the West, there are several small rivers and streams before the terrain turns to desert.  There is one last city before the desert, and then endless expanses.  To the East, after about 20 miles is a slow progression into jungle.  There are cities farther to the East and West, but to get to them you generally have to go North to Baccam before you find a road that will take you there.  The Sea is about the size of the Mediterranean, with many islands throughout.  To the South of the sea lies another continent (200 miles south of the shore).  To the North of Baccam, there are more European-style cities.</p>
<p>Baccam is its own city-state, and the cities to the south are mostly hereditary tribes turned into cities by the lawful influence of Baccam’s missionaries.  Al-Qasab is the exception, and has been a city of relatively stable population for a hundred years.  To the North of Baccam is the border of Fernreich, the Southern-most European-style country.</p>
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		<title>Negative Levels</title>
		<link>http://episoen.wordpress.com/2008/06/01/negative-levels/</link>
		<comments>http://episoen.wordpress.com/2008/06/01/negative-levels/#comments</comments>
		<pubDate>Sun, 01 Jun 2008 08:33:53 +0000</pubDate>
		<dc:creator>episoen</dc:creator>
				<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://episoen.wordpress.com/?p=18</guid>
		<description><![CDATA[I&#8217;ve heard a lot of complaints about negative levels, but I&#8217;ve never actually seen them used. They don&#8217;t feel very complicated to me, and I like that there is another way to kill the players that is not straight HP damage. I&#8217;m going to use negative levels my D&#38;D game at 5 today, so I [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=episoen.wordpress.com&amp;blog=3769502&amp;post=18&amp;subd=episoen&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve heard a lot of complaints about negative levels, but I&#8217;ve never actually seen them used.  They don&#8217;t feel very complicated to me, and I like that there is another way to kill the players that is not straight HP damage.</p>
<p>I&#8217;m going to use negative levels my D&amp;D game at 5 today, so I guess I will finally see how they work out.  The monster I made is full of ways to drain your levels.  If you grapple him, do a touch attack against him, or in any way touch him, you get a negative level.  if he hits you, you get a negative level.  He also has a breath weapon: reflex save or get a negative level.  And against those that try to get away from him: a ranged touch attack dealing 1d3 negative levels.  I&#8217;m not too worried about the numbers game, in nothing else I can just take the negatives into account myself so that my players don&#8217;t have to deal with it.  Easy enough.</p>
<p>If things go according to plan, this will be the last session of my current campaign.  If the players win, hooray!  I&#8217;ll start a new world for my next campaign in 2-3 weeks.  If not, then I will have a nice launching point for a 4e campaign if I want.  We shall see!  I&#8217;ll publish this post after the game with the answers to all my questions.<br />
<span id="more-18"></span><br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-</p>
<p>So I ran the game, and I think my players had a lot of fun.  I&#8217;ve decided that I am fine with negative levels in D&amp;D3.5.  They are really not any more complicated than any other debuff, except that they stack with each other.  Also, I really like having an extra way I can kill my players  ^_^.  Unfortunately, my monster went down super fast because I underestimated the attack capability of my players.  Oh well, live and learn.  Although now I&#8217;ve ended that campaign and am switching to fourth edition&#8230;.  I better start planning now.  I want this campaign to be a good one that all of my friends remember and talk fondly about.  *COMMITMENT!*</p>
<p>Oh yeah, the characters beat the game.  The end boss was actually a pretty fun battle.  What made it fun was his 288 HP so he could take a lot of beating before going down.  This is another thing that has me really excited about 4e- in general it looks like HPs have gone up and damage has gone down.  I&#8217;m REALLY looking forward to it.</p>
<p>Well, blog.  That&#8217;s all for tonight.  I&#8217;ll see you at the barbecue tomorrow!</p>
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		<title>Backing off a bit</title>
		<link>http://episoen.wordpress.com/2008/05/30/backing-off-a-bit/</link>
		<comments>http://episoen.wordpress.com/2008/05/30/backing-off-a-bit/#comments</comments>
		<pubDate>Fri, 30 May 2008 03:05:46 +0000</pubDate>
		<dc:creator>episoen</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://episoen.wordpress.com/?p=16</guid>
		<description><![CDATA[after almost 2 weeks of posting daily, I think that it is a little too fast for me to actually put up good posts. I think I&#8217;m going to back off to 3-4 times a week. I should probably pick a schedule, so I&#8217;ll say mon-wed-fri and one on the weekend. So, a new post [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=episoen.wordpress.com&amp;blog=3769502&amp;post=16&amp;subd=episoen&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>after almost 2 weeks of posting daily, I think that it is a little too fast for me to actually put up good posts.  I think I&#8217;m going to back off to 3-4 times a week.  I should probably pick a schedule, so I&#8217;ll say mon-wed-fri and one on the weekend.  So, a new post tomorrow! but nothing much today.</p>
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		<title>Adept Abilities</title>
		<link>http://episoen.wordpress.com/2008/05/29/adept-abilities/</link>
		<comments>http://episoen.wordpress.com/2008/05/29/adept-abilities/#comments</comments>
		<pubDate>Thu, 29 May 2008 06:55:50 +0000</pubDate>
		<dc:creator>episoen</dc:creator>
				<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[My RPG]]></category>

		<guid isPermaLink="false">http://episoen.wordpress.com/?p=15</guid>
		<description><![CDATA[The idea behind the adept is that they gain supernatural abilities through practice and training. Their sub-schools are perfection, extended form, and psionics. Under perfection, the adept gains stat boosting abilities, such as the following: Enhanced Strength: Increases your strength by 1+(Power/3 round down), but decreases your mana regeneration by (Strength Increase*2/Adept Skill round up). [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=episoen.wordpress.com&amp;blog=3769502&amp;post=15&amp;subd=episoen&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>The idea behind the adept is that they gain supernatural abilities through practice and training.  Their sub-schools are perfection, extended form, and psionics.</p>
<p><span id="more-15"></span>Under perfection, the adept gains stat boosting abilities, such as the following:<br />
Enhanced Strength: Increases your strength by 1+(Power/3 round down), but decreases your mana regeneration by (Strength Increase*2/Adept Skill round up).  Multiple enhance abilities add their power cost together before rounding up.  There is a similar ability for Dexterity, Body, Agility, and senses, and you can toggle them off and on.</p>
<p>I&#8217;m still undecided about the mental stats.  I kind of don&#8217;t want your mental stats to be buffed by magic, but I guess there is nothing inherently wrong with it.</p>
<p>Boost Strength:  Increases your strength by your power for 1 round, at a cost of (2*power/adept skill) round up.  There is a similar ability for Dexterity, Body, Agility, and Senses.</p>
<p>Extended Form boosts your attacks, stances, and other abilities in various ways.  It changes the classification of a martial art to a supernatural martial art.  In addition, you can get skill-based abilities that allow you to use skills in supernatural ways, similar to the charm system in exalted.</p>
<p>Psionics allows you to use force based abilities and some mind-affecting abilities.</p>
<p>That&#8217;s all for now- gotta go to bed.  Sorry about the disjointed post, I had a bit to drink tonight.</p>
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