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	<title>Raukus Baukus &#187; In Development</title>
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	<description>Is keeping the fire alive.</description>
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		<title>Looks like I&#8217;m hosting a game on Friday</title>
		<link>http://raukusbaukus.com/2009/01/30/looks-like-im-hosting-a-game-on-friday/</link>
		<comments>http://raukusbaukus.com/2009/01/30/looks-like-im-hosting-a-game-on-friday/#comments</comments>
		<pubDate>Sat, 31 Jan 2009 06:01:57 +0000</pubDate>
		<dc:creator>Ben</dc:creator>
				<category><![CDATA[In Development]]></category>

		<guid isPermaLink="false">http://raukusbaukus.com/?p=21</guid>
		<description><![CDATA[Recapping the Fallcrest campaign will have to wait, it looks like I&#8217;m going to be running a D&#38;D gaming session for a group of good friends next Friday night. That means I have a number of things to accomplish before then: Finish writing the adventure: I can&#8217;t run a game night without a finished adventure [...]]]></description>
			<content:encoded><![CDATA[<p>Recapping the Fallcrest campaign will have to wait, it looks like I&#8217;m going to be running a D&amp;D gaming session for a group of good friends next Friday night. That means I have a number of things to accomplish before then:</p>
<ul>
<li><strong><em>Finish writing the adventure</em>:</strong> I can&#8217;t run a game night without a finished adventure unless I&#8217;m planning to freestyle a few encounters, but in this case I&#8217;m not. I&#8217;ll get into more detail on the adventure itself in a minute, but as of right now it is only about half-way completed.</li>
</ul>
<ul>
<li><strong><em>Scheduling</em>:</strong> The person running the game usually ends up as figuring out who is playing, when they&#8217;re playing, and where. Getting all of your players to agree is sometimes the trickiest part of being a DM.</li>
</ul>
<ul>
<li><strong><em>Designing character sheets</em>:</strong> I&#8217;m not a huge fan of the official 4th edition D&amp;D character sheets. They are a useful worksheet for creating a new character or maintaining that character&#8217;s stats throughout a campaign, but they&#8217;re also very clunky and lack a template for detailing the character&#8217;s powers. I intend to have streamlined sheets for my players that leave out all of the unnecessary background math, add easily readable stats and powers, and provide a place for the players to keep track of things like hit points during an encounter.</li>
</ul>
<ul>
<li><strong> <em>Getting my table props ready</em>:</strong> Having illustrations to present to your players during the course of the adventure helps to give them a concrete and unified concept of what they&#8217;re dealing with. I like to spend the occasional evening scouring a new website I&#8217;ve stumbled across for quality fantasy art and filing it away for later use. I also have other print outs to make, like the list items available from the local merchant. Pre-drawing the encounters onto the big graph paper grids I use speeds up transitions between encounters, and having a system of tools and tokens to represent various bits of game state information like status effects and initiative orders makes complex encounters more manageable.</li>
</ul>
<p>So what is this adventure I&#8217;m running? Well I don&#8217;t have a title for it yet, but it is a combat-heavy adventure featuring this team of mercenaries drawn by <a href="http://www.penny-arcade.com/2008/12/29/" target="_blank">Gabe from Penny-Arcade</a>:</p>
<p style="text-align: center;"><img class="aligncenter" title="Art by Gabe from Penny Arcade" src="http://www.penny-arcade.com/uploads/2008/12/29/party.jpg" alt="" width="600" height="378" /></p>
<p style="text-align: left;">From left to right we have a human captain, dragonborn paladin, warforged fighter, and gnoll rogue. It is a very melee heavy group, and aside from the rogue it&#8217;s also a very defensive group. I&#8217;ll have further updates throughout the week as I finish up the adventure.</p>
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