The Boys are Back in Town

My last campaign was a travelogue in structure; that is, the characters were on a journey (though their destination changed and at times they weren't exactly sure what it was) and thus rarely visited the same place twice. They had no "home base", in campaign structure terms: a town or other location which they visited after completing major quests.

One of the many things different with my summer campaign is that I am trying to establish something of a home base, or at least let the characters stay in one location longer. But for that to matter you have to have an established setting with meaning and context, which means more than a map with a key and some brief description. I meant to reestablish (or really, establish, given the loose context in which the campaign began) the setting of the town of Winterhaven upon the characters' return, but, well, if you read these postmortems you know I mean to do a lot of things. (In retrospect, forcing the players to walk back to Winterhaven from the ruins of the Keep, and thus through the farms that surround it and through the gates and such, would have given plenty of opportunities for just this sort of thing. Oops.)

Instead, the characters found themselves in the ancient stone tower at the center of the town, which had gone unremarked their previous visit. They briefly met the tower's occupant, an ancient sage named Valen who offered some brief comedy (by pushing one of the characters off the tower's roof and then casting Feather Fall just before he hit the ground), then met with Freddy Lipton, their nominal employer (of sorts) on the expedition to the Keep, who simply directed them to convert their loot into gold at the nearby store--whereupon they were arrested by Winterhaven's guard captain, Andre de Ker, who had previously stirred trouble with the characters.

Only as Good as the Villain

Andre de Ker is, I think, one of the successes so far of the summer campaign. Villains are always interesting characters to me, in that I don't truly believe in "evil", just in the effects that fear and self-righteousness can have on people. De Ker is the kind of villain I appreciate and I think players appreciate a lot as well: not a villain with grand schemes whose opponent is the world, something that players have a hard time getting involved in, but a villain personally to the characters, whose evil is as direct antagonism against the players.

As the players realized as they worked out de Ker's past as a failed adventurer (from comments by Valen and de Ker's strange obsession with the Keep), de Ker is not so much evil as pathetic and jealous of actual successful adventurers. Making the conflict personal made the players hate him, not just the characters (leading to some hilarious moments in session 5).

You are Number Six

Not so successful was the concurrent introduction of our new fifth player. Introducing new characters is an art I have little experience with (and never on the DMing end), and the circumstances were did not help the situation: I helped the player create her character in the hours before the session, and our only discussion of how she might fit into the ongoing campaign was during the brief car ride over to our playing location.

I do think that the character creation process itself was slightly better. Since I knew for some time we'd be adding a new player, I gave some thought as to how to introduce the concept of character creation in a less haphazard way than with the first four players of this campaign. I realized that power sources, often ignored by more experienced players, are actually a very good way of presenting choices to new players: since I imagine most people unfamiliar with RPG mechanics come into the game wanting to play a magic user, a weapon wielder, a divine caster, etc., the power sources are, it seems to me, a better place to start than with classes or races, of which there are of course many. And if they do have a grasp of basic RPG mechanics--enough to grasp the class rolls, at least--then you can easily narrow down the myriad choices. In this case the player liked the sound of the Primal classes and, since she had wanted a companion similar to our ranger's beast companion, a shaman became a natural choice.

The actual character's introduction was unfortunately more-or-less nonexistant. The characters met her as a fellow prisoner arrested by de Ker but I never actually prompted an appropriate introductory dialogue. Once the players were freed (due to a zombie attack and most of de Ker's guards being slain in the initial onslaught), they simply brought the shaman along with them, since she was now a member of the party, of course.

ZOMG

There was a period of time while designing the Keep that I had no idea what would come next. I pondered various possibilities and eventually returned to one of the basics: an undead attack. It flowed naturally from the established background of the Keep (though the players have yet to figure out the exact connection) and gave an opportunity to run a series of encounters I have personally wanted to do for some time: Left 4 Dead, D&D style. I actually experienced a L4D-inspired encounter in a campaign I play in (and thus all the credit goes to that DM for the idea), but for my own I created custom versions of all the L4D zombies (minus the witch, although the imagery of the witch did come into play).

I didn't get to use them all as planned, unfortunately: the series of three combat encounters, always lengthy in 4E, in the back half of a session meant combat fatigue set in and the climatic battle--set in the Clue manor, standing in for the home of Winterhaven's Lord Warden, and featuring a tank, a smoker (which previously ambushed the characters while they were outside), a hunter, a boomer, and a horde, I ended up cutting the final encounter down to a brief confrontation with a horde and a boomer (which simply ran when the horde fell) and one-on-five fight with the tank, who despite his elite status (and due to my forgetting his regeneration) fell quickly.

The cliffhanger--approaching the final accessible room on the first floor to hear crying--proved quite effective, though.

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