Dec 28, 2018

Draft of my HLG blog post

This is a post from my patreon page.

I have a monthly post on https://www.highlevelgames.ca/blog. Here's a preview of my next one.

6 reasons why I like DNDBeyond
DNDBeyond has been out for a while now, it promised a new way to access the system and new tools to help with our games. I've had a lot of time with DNDBeyond as a DM and player, so it's time for me to give it a proper review. Here are six things I like and one thing I dont.
1) Ease of Reference
This has got to be the number one benefit to using DNDBeyond. I use this more than anything and as long as I'm spelling it right it works well. It suggests as you type in a dropdown and after the search comes back as well. Searching for a spell or monster in the middle of combat is fast and will even show a preview of the top result so I can start reading right away. In addition to searching, having multiple tabs open to different monsters or spells is a wonderful substitution for phone pics or typing in notes. Linking is also possible if you want to have an encounter ready in OneNote, or your own digital note tool. If you dig into the code a bit you can even link to specific headers on the page! I have even set up a DM screen in OneNote with links to the appropriate rules.
2) Popup Links
Hovering over a hyperlinked spell, actions, conditions, items and other mechanical bits will give you a quick popup (providing your resolution is above a certain threshold) detailing that bit. It's super useful for conditions and spells. You can even add these into your own homebrew creations.
3) Travel Light
I am an over prepared DM. I like to have a lot of things ready at my table if I need them. Sometimes I pack a rolling bag full of minis to bring to a game. With DNDBeyond, I can leave all the books at home. With eight rules references and 12 adventures, this can get big. I also have all the monsters, items, and characters bits from all the adventures integrated into the main lists, saving me having three books open at once for one monster casting spells. A tablet paired with my All Rolled Up makes it so I can have all my 5e gaming needs (and any others system in pdf) in a small, easily portable package.
4) Custom Homebrew and Tools
The DNDBeyond team has been working hard at delivering editors to create our own (at the time of this writing) backgrounds, feats, magic items, monsters, races, spells and subclasses. They've even made adding homebrew an easy task, not some technical chore, so you can let your creative juices flow. Using DNDBeyond with chrome opens up a whole other avenue of customization with plug ins that let you easily link sections, as well as organize and build your own encounters, initiative lists, and even add links on maps to their respective room descriptions! The team has really supported the community in the building of the site.
5) Sharing Books
While still limited to three campaigns DNDBeyond lets you share your whole library with anyone in those campaigns. You can post notes (and DM secrets) to the campaign, whitelist homebrew content (your as well as others), and, as a DM view character sheets. This is great during preparation if you are looking to notify everyone of something, such as the next game time, and creating encounters balanced to the party.
6) Printing and Reading
I've encountered a couple of tricks while using DNDBeyond. Viewing on a mobile device, or with a browser at a smaller width, and using a scrolling screenshot, I can screen shot an item and print it out on a three by five card to hand out to my players. Reading on mobile or tablet is nice, especially with the app that is in beta, but I do most of my reading on a kindle. With the save to kindle extension installed in chrome I can view the books a chapter at a time and send them formatted for reading to my kindle.
All in all, I find DNDBeyond to be a boon to DMs and useful as a player. The site is being worked on and updated constantly, more and more non-retail book content is being added, like Lost Laboratory of Kwalish, and someday maybe even non Wizards of the Coast products will be on there.  There are no reasons for me not to embrace this fully, while I love the feel of a book, I prefer digital because of space and manufacturing resources. Not being able to flip through the book to recognize a specific page I see as being its greatest flaw, but I have only encountered this in books I have read before DNDBeyond existed.
Richard Fraser has been roleplaying since the early days of Dungeons and Dragons and started with the red box in the eighties. He currently prefers to DM fifth edition D&D, though reads a lot of OSR and PbtA. He currently has podcast, Cockatrice Nuggets and maintains a blog, both of which can be found at www.slackernerds.com.

Dec 17, 2018

Cockatrice nuggets 38 up

There's a great recap done by one of my players in this episode. I also talk about my zine and answer a few calls.

Dec 6, 2018

Cockatrice nuggets #36

I got to have a sit down with Collin Green of Spikepit fame!

Listen to this episode of my podcast, Cockatrice Nuggets - a D&D podcast, 36 - Cockatrice Pit https://anchor.fm/rich-fraser/episodes/36---Cockatrice-Pit-e2lt1e

https://anchor.fm/spikepit

New High Level Games post

This is a copy of the post that appears here.


Metagaming, in a board game, is the game above the game. It's the social savvy in Bohnanza or Monopoly, tricky wording and deals in Cosmic Encounter or Diplomacy, or the planning ahead needed in a game of Chess or Risk. Metagaming is a board gaming skill used in most games, from Yahtzee to poker. So why is it so frowned upon in role playing games? The common scenario is that a group of players come across a troll and start burning it or throwing acid and the GM calls shenanigans. I believe this is because the dungeon master feels cheated because their encounter becomes trivialized with the knowledge the players bring to the table. In my opinion, player knowledge and skill helps the players get into the game. Who, in a fantasy world rife with orcs, trolls, and vampires, would venture out to fight monsters with no common knowledge? Tell me, how do you kill a vampire? Do you think someone who lived in a world where vampires really exist would have more or less knowledge than you? Taking all that into perspective metagaming takes many forms that we just don't recognize. Let's take a look at some of the oft overlooked forms of metagaming that we already do at the table and then we can talk about that player who brings a monster manual to the table.

1) It's A Game

First up, the shortest answer: it’s a game. Frank the fighter doesn't know what second wind or weapon proficiencies are. He only knows how to power through and what he can wield. Anytime you invoke mechanics not based in the fiction, react with rules, or state an action to perform, you are metagaming. 

2) Player Skill

D&D has its roots in player skill. It is only in the later editions that emphasis on skill checks have made their way to the front of gaming. Deciding when to cast a spell or invoke an ability is player skill. Figuring out puzzles or how to get past an obstacle is the player using their skill to complete a challenge. Skill use is still metagaming by using a mechanic to eliminate a barrier. By leaving the decision in the players hands they can be the guide of their character and keep them in the game longer.
3) We're All Playing Together
Hey, let's have fun. We don't need to come down on a player that uses common sense, even if it's outside of a fictional character. Keeping the game moving and fun sometimes needs a little nudge from outside of the fiction. Sometimes the player, if they realize they've gotten off track, can be creative and move the group back in the right direction. If everyone focused on the fiction, there may be no reason to play after one adventure because that haul set you up for years. Besides, adventuring is stupid and dangerous. But since we all got together to roll some dice with familiar characters, buck up young cleric and head to into that dungeon anyway!

4) PvP Can Be Fun...

...but only when everyone has bought in. Can we have a discussion in real life before we start a fight to assure that we are all on the same page? We can in a role playing game, and if we can see both sides of the disagreement it makes the player versus player all the more fun. What could be more fun than taking the age old “paladin versus thief” conundrum meta? Maybe the paladin’s player sees the thief’s player roll a pickpocket check, but tells the dungeon master that he wants to hear the reaction and go to the person aid when they discover what’s missing.  This can build tension at the table instead of resentment, especially if the thief’s player can get meta and explain the (lack of) remorse when the party offers to help retrieve the item. Other players can chime in with ideas that could lead to the thief planting evidence on one of her biggest adversaries and pinning the theft on them! A whole scene, and maybe an adventure, created by using the players to control the characters and the scene. So meta.

5) Keeping Secrets Is Bad

Who's the new guy and why is he so quiet? What's he hiding? If we all know these things at the table, then we can ask leading questions and make our scenes all the better. Why worry if the dungeon master brought in a ringer if the DM can just say, “this guy will betray you, but your characters don't know it.” What an exciting betrayal you all can set up together. I love working with my players to make plots against their characters. Two heads (or even more) are better than one, so why not let them in on the fun?! Of course I still like to play some things close to the vest, if only for the surprise factor.

Cooperative storytelling works a lot better if we all work together to advance the fiction. How better to bring a team together than by taking input from all sources? It’s like a brainstorming session; there are no wrong answers, only ideas! By sourcing our table and asking what is good for our fiction we can go beyond the limits of one mind and can riff off of each others’ suggestions. Playing in and building together a shared world remains the best reason to accept metagaming at your table.

Richard Fraser has been roleplaying since the early days of Dungeons and Dragons and started with the red box in the eighties. He currently prefers to DM fifth edition D&D, though reads a lot of OSR and PbtA. He currently has podcast, Cockatrice Nuggets and maintains a blog, both of which can be found at www.slackernerds.com.

Picture provided by the author