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Showing posts with label Blog Carnival. Show all posts
Showing posts with label Blog Carnival. Show all posts

September 25, 2016

Questing GM's Game Master Tools, Aids, Apps & Hacks

It has been years since I've participated in a RPG Blog Carnival. My records show that my last entry went as far as 2010 when I actually even hosted one (gods, it feels so long ago that I had actually forgotten about it!). I remembered the times when the RPG Blog Carnival was in danger of dying out several times, but I'm glad it has now managed to find a new home among the community.


With Roleplaying Tips hosting this September's RPG Blog Carnival and the topic of the month being Game Master Tools, Aids, Apps & Hacks, I thought it was the perfect topic for me to share what I'm currently using to GM.

As much as I grew up having stacks of paper, scribbled notebooks and printed handouts during the early days of my GMing, I have always been on a quest to look for digital tools to help become more organised as a GM. Thanks to the proliferation of digital tools, web and mobile apps (some made for generic purposes, and some specifically with RPG users in mind), I think it would have been impossible to come up with a list if this was done about 6 years ago.

While I'm still on the quest to find that one perfect GMing tool/app (or has someone already done that?), my current GM digital workstation is a hodgepodge of tools and apps that I used professionally, but have found uses for GMing.

Without putting in any real investment to any of the tools when it comes to digital tools, most of the tools that I am about to present here meet the following criteria to various degrees (except for the price point, which is the first thing that will make or break the tool for me):
  • Zero price point
  • Comprehensive usability
  • Quick response
  • Structured organisation 

Pinterest

Pinterest
Although not strictly a tool that I use while GMing on the table, but every game has to start with an inspiration and this is where I find them, curate them, store them and gloss over when I'm thinking about an NPC, a character description, a location, a map or just any gaming-related material. I still find it strange that the online gaming community was not set on fire when Pinterest first came out, but it has become an invaluable resource for me when I'm looking for that image or inspiration. Not only can it be an endless supply of images if you follow the right people, but it also allows you to sort and organise those images into Boards, which you can name to fit whatever type of images you want to keep them as. So far I've collected more than 24,000 pins, and I'm more than happy to let anyone peruse my pins and follow my Boards, which you can find here.

Evernote

Evernote
Of course, the bulk of my GMing work is usually writing and I've been using Evernote for my professional writing, so it was only natural that I would want to see if I could use it for GMing. EverNote is practically designed for organised writing. With its system of Notes, Notebooks and Stacks, it does allow me to manage my random ideas, and also for something more structured such as notes for an upcoming session. The Basic (read: Free!) is more than enough for me (both professionally and GMing, but I use separate accounts for each) to have a place where I can quickly jot down a quick thought or idea store them for later, which I can easily find through the Notebooks that I kept them. 

Google Docs

Google Docs
Given the love affair that the RPG community has for all things from Google, it should be no surprise to anyone that this would be in my list. However, I would say that I have only recently started using Google Docs, and not for the writing part of it (since I already use EverNote for that), but the online spreadsheets. The main strength that Google Docs has for me is it is already kept in the cloud-storage of Google Drive, so I can practically access it from anywhere. With the sheets, I mainly use it to create tables, especially for crunchier systems like 5th Edition D&D, and can share them with anyone who has a Google account.    

TiddlyWiki

TiddlyWiki
Wikis can be a very powerful tool for GMs. I once used Obsidian Portal as a campaign wiki, but was halted by its limited features and storage space with the free version of it. I needed something that I could manage independently and discreetly without having to worry about storage space. Then I stumbled upon TiddlyWiki and my prayers have been answered. Although it took a little learning for someone as code illiterate as me, but I eventually got the hang of it and it is now one of my most powerful tools at my disposal. Not only have I exclusively used it to create a campaign wiki, I have rewritten entire rules into a wiki, with proper tags and links, so that I can easily reference them on the table, rather than having to remember where and flip through the rulebook during a session. With the right tags, it helps greatly when studying rules and find connections between them that you could otherwise miss.  

Trello

Trello
While I use Evernote as a place to put my improvised notes, they still need to be processed and put in an interface where they can actually be useful. This is where Trello comes in, and another tool that I stumbled upon from my professional writing. Although mainly devised as a project management, productivity, or to-do list app, it's incredibly versatile to do whatever you want it to do, after you have figured out how it works (and GeekDad can demonstrate how to do that for GMing). If I could run a session where there is an internet connection (which says a lot of how much I wish there was an offline app version available), I would probably use Trello as my GM screen, note-taking and information organiser all-in-one. The reason why I would use it over Evernote while on the table, is its interface of cards and lists, which gives you a wider picture that you need when running a game, rather than having to search for specific notes that you need when the situation arises. The free version has all the most basic functionalities you need (without restrictive limits), but paying for the premium version with the power-ups could increase its usefulness significantly. 

XMind

XMind
Another indispensable tool for GMs is flowcharts. Narrative events, NPC relationship maps, timelines, these are some of the flowcharts or mind maps that can help a GM to plan and improvise better when they have the big picture in view. I will admit that I haven't really used XMind a lot, only coming to learn of it when I started DMing for 5th Edition Dungeons & Dragons, but I can't complain when it's free, and has numerous templates of flowcharts that doesn't need me to draw them painfully from scratch. I'm already loving what it does on the surface, and can't wait to see if there are any more surprises underneath it.

Twine

Twine

Another tool that I once used but to never any great effect when it comes to narrative flow charts is Twine. Mainly used for writing gamebooks, you can appreciate the flowchart-like view that can be applied for GMing, but in my mind it doesn't really support the open-endedness that RPGs allow, so it is terribly not suited if you are running a more open game. Still, it wins out against XMind in some respects, because you can actually fit in an entire description into each node, and I have seen it being used by game writers to trace quests or plotlines for CRPGs.

yWriter

yWriter
You may have heard many good things about Scrivener and how it can be used for GMing. Well, yWriter is the free equivalent that I've found. Admittedly another tool that I haven't gotten the most use out of because it is probably the most connected. But I can see the potential for its novel style of organisation that differentiates between characters, locations, items, and scenes and allowing you to trace where and when they appear into 'chapters'. This one has a real potential to take over the jobs that I currently assign to EverNote and Trello, but I don't know how long would it take me to unlock its full potential. 



Well, these are currently the digital tools that I'm using as a GM, and I'm definitely looking for more. I already have my eyes on a few free charting applications for my map making needs, so I will update this post when I find any new additions.

If time permits, I may even write a follow-up post to this to share my offline tools, or my traveling GM's kit when an internet connection or a power outlet is not available. I still love my pen and paper (with a twist!)   

If you have any recommendations for tools (digital or otherwise), I would love to hear them, so sound off at the comments. 





Last Updated: 26/9/2016

April 12, 2010

March 2010 RPG Blog Carnival: How to be a Better GM? Roundup


First off, I would like to thank all the contributors to the March 2010 RPG Blog Carnival that was brought to you by Questing GM; the gamer in search of gaming enlightenment.

I'm truly humbled that you all have taken your time to do your respective posts and I'm sorry that I wasn't able to comment on all the posts that came my way as work caught up with me.

To be honest, I was expecting the RPG blogger community to come up with complex and long posts on their elaborate ways of improving their GM but was indeed surprised that some of the advice that I found were really simple things that we, as GMs, may have taken for granted and need to be reminded of them.

For this blog carnival, I received a total of 13 links to posts from old bloggers that I have known during my early days in the RPGBN as well as new blogs that I've read for the first time.

I was hoping that some of the big names (especially those who mainly deal with the subject of GMing) in the RPGBN would have made an appearance but it seems they have moved on from the RPG Blog Carnival festivities and are doing something higher in the geekierarchy.

Nevertheless, it was good to see the new names and hopefully their participation in this and the forthcoming blog carnivals would do well to their geek cred and blog traffic and keep the flame of the blog carnival alive for some time to come.

Without further ado, I'll try to summarize my thoughts on each and every post that have graced this blog carnival for March 2010.

Initiative or What? and Evil Machinations shared the same idea that not even the best GMing guru can solve your GMing woes if you don't get any feedback from your players.

In fact, the best people to judge your GMing skills are most probably your players instead of other GMs.

So getting the feedback is very important which you can get either by just talking to your players or have them fill a questionnaire.

Geek Ken follows the same idea but also adds that one of the best ways to improve your gaming is to take your ass off the hotseat and play something that is not D&D for a while.

Or just learn to take it easy while your doing it like taking a swim in The Astral Sea.

Then again, practice does make perfect, says Sunglar from Stargazer's World so all is not lost if your players has glued your said ass to the DM's seat and cast some kind of geas spell that compels you to improve your GMing there.

You just need to know the secret... (no, this has nothing to do with New Age philosophy)

Back Screen Pass stresses the importance of playing to your strength as a GM and make it your selling point to your players. It's better to get comfortable while you are GMing instead of trying too hard to impress them when you are not at your best.

If all else fails, Butler, Wolf and Bowman have a better solution. Throw everything at the wall.

Since he started DMing in 2008, Newbie DM's blog has become one of the more visited ones among the rest of us. After a little pestering him on Twitter, he kindly did a post about how he was improved his GMing over time with a fair share of his own tips and perhaps a sign of a new breed of GMs?

And what other classical GMing advice would be left out if it wasn't Late To The Party for mentioning that one of the easiest way to be a better GM is to steal (and stretch).

On the other hand, one of the more peculiar GMing advice that I've read came from Fame & Fortune who described the way of the snow in GMing.

Not every GM always have good advice but the good ones are the ones that usually ask questions on how they can improve like the one asked by Paths of Adventure on how to describe damage differently.

I liked tenletter's post because it makes me look smart but I think there is an important lesson to be learned from organizational theory because it is can be applied on gaming groups. Don't let the title of his post fool you.

Lastly, The Action Point takes an extra action to relate this quote with GMing.
Your true worth is determined by how much more you give in value than you take in payment.

It's a great post especially for new GMs (albeit a little on the long side) because it nails down some of the most basic ways of improving your game and recognizes what GMing boils down to.

That's all for March and I hope that readers would find one of these posts helpful in making them a better GM one way or another. I can only apologize for the slight delay of writing this round-up.

In the meantime since we're nearing mid April, it's still not too late to contribute to this month's RPG blog carnival which is undergoing an Exchange of Realities with the topic of Let Me Show You My (N)PC.

March 5, 2010

March 2010 RPG Blog Carnival: How to be a Better GM?


Wow, time really flies and it's already March. I remember signing up to host the RPG Blog Carnival back sometime last year and now the RPG Blog Carnival is pitching their tents for the first time at the Questing GM.

As for this month's topic, it is something that I have chose much earlier because it is something that is close to my heart and one of the reasons why I started this blog; Gamemastering.

I started GMing the same time I started gaming and even after more than 10 years of so-called GMing experience, I still think that I haven't learn all there is to GMing.

Not all GMs are not made perfect to handle every kind situations that comes out from the chaos that is called roleplaying and every day we might encounter a new situation that we have never been in before. Even with the same group of players that you've been playing for decades.

As GMs, I not only have to keep running the game smoothly, I also have to find new ways and ideas to keep my games fresh so that my players would keep coming for more. I always want my players to have fun in my game and that is one of the greatest rewards that I can ever have as GMs.

The reason why I chose the name Questing GM was because I believed that as a GM, I'm always finding out new ways to improve my game for me as a GM and for my players whether it's the way we run combat or how the setting was designed.

It's a learning process that never ends and I believe that we can all learn from each other.

So for this month's blog carnival, I invite, fellow bloggers to do a post on;

How to be a better GM?

Shares your anecdotes, your advice, your own reflections on whether you have improved as a GM, how do improve your game or any other posts that can be helpful to your own or someone else's game. There's just so many aspects in GMing that I'm sure you can chime in on something.

Once you have posted up your post, kindly leave a link at the comments section so that I can do a roundup at the end of the month.

Let's keep the flame from dying, people. I don't want this to be the last blog carnival.

November 19, 2009

What is My Gaming Community Like



More than a week ago, I asked a Burning Question about your gaming community for this month's blog carnival. Since I haven't been getting the response that I was hoping for, I thought maybe I should start off first, describing what the gaming community is like in my hometown in Borneo.

Where is your gaming community located?
I live in Kota Kinabalu, Sabah, Malaysia. On the world map, we would be the northern part of Borneo where the tallest mountain in South East Asia is located. Our state is sometimes known as the Land Below the Wind.

How big would you say it is?
There is barely what I would call a community in KK. Everyone that I've played with were introduced to the game by me or had heard about it in passing but haven't actually played it, even that is a rare breed to be found. If I really had to count the handful of us, I would probably put it somewhere between 30 to 50 people at most.

What games are being played? Are there any games more predominant than others?
If anyone who has any inkling of what a P&P RRG is, the second name that comes to mind is probably Dungeons & Dragons. I've only heard someone mention Talisman once so that's an exception. Besides us who play Dungeons & Dragons (4E currently), I don't think there's anyone else playing other games. Some of my group mates have played White Wolf games before but we're sticking to 4E.

Is it easy to find other players and GMs outside your gaming group?
Easy but only because all the DMs I know that already playing in my group.

For players, there are many that have shown interest but we are unable to fit them into our group. We are suffering from a huge gap between the player/DM ratio with probably 10 willing players for each DM (and in my count there's only 4 of us who has DMed before).

If I was looking to join another group outside my own, I probably have a much better chance just starting my own again.

Are there any community activities being run like conventions or something to attract new players?
No, it's a gaming desert here in terms of community activity or conventions. There just isn't enough people to make any sort of these activities worthwhile. One of my group mate is keen on bringing up the community but so far any semblance of community activity would be this Facebook Group page that we started for D&D gamers in KK.

Hopefully by next year, we'll have something more concrete.

How many game stores are there in your community? Do they run any RPG-related activities?
I used to work in the only one in town until it was closed a few months ago although it mainly sells just Magic: The Gathering. The shop didn't participate in any of the D&D related activities for retailers from the beginning.

The only other place that I would call a game store is where my current group plays at. It's a boardgame cafe where you order drinks while playing the boardgames they have available at a certain rate. The boardgames are for sale too. The reason why we're playing there is because there is this nice, big round table that is big enough to fit our battlemats and group together.

Is there a LARPing community?
Nope but there's a cosplaying community if that counts for anything.

How does the wider community look at the gaming community?
I would say that we are pretty much an alien group. People here give us the weird stare and curiosity glances when we are playing. I've never encountered the satanic scare when I was playing in a catholic school so it seems like we are relatively left alone.


Alright. Now that I've done my part, don't be shy and tell me about your gaming community.

November 10, 2009

Burning Question - What is Your Gaming Community Like?


In conjunction with this month's blog carnival on Community, I thought this would be an appropriate question to ask.

What is Your Gaming Community Like?

Here's some follow-up questions to guide your answers.
  • Where is your gaming community located?
  • How big would you say it is?
  • What games are being played? Are there any games more predominant than others?
  • Is it easy to find other players and GMs outside your gaming group?
  • Are there any community activities being run like conventions or something to attract new players?
  • How many game stores are there in your community? Do they run any RPG-related activities?
  • Is there a LARPing community?
  • How does the wider community look at the gaming community?
Hopefully we can also get some answers from those who are outside of the US, I'm really curious to know how is gaming like in other countries.

May 31, 2009

In the Grim Darkness of the Far Future, there is only......RPGs

This is my entry into this month's blog carnival on the Future of Roleplaying by the RoleplayingPro where they asked some questions for thoughts on what will happen to roleplaying in the future. These are mostly disturbing dreams and visions from a half-crazed mind touched by aberrant forces. Heed or ignore them at your own peril!

While I was writing my first entry to the blog carnival, my mind was attacked by feverish dreams and visions that gave me a glimpse of what will transpire in the future of gaming. They involved many bizzare images and a mysterious voice which whispered to me the dark future that lies ahead of us, unless we stop the dark forces that threaten the very universe of RPG itself. With my sanity at stake, I hereby transcribed these frightening visions to serve as a warning for the sake of our survival.

What games do you see emerging as the big players in the near future?
In the 26th edition of D&D which will come 3 months after the previous edition, the game company, whose name remains unknown, has introduced a subscription model of the core rulebooks that will be digitally delivered to paid customers on a weekly basis.

Each core rulebook will contain 7 new classes along with 7 new races as playtest that will never be canonized. There is no more Monster Manuals as a result as it's compulsory for players to generate their own monsters out of these core rulebooks. To compensate for the loss, they will have a Equipment Encyclopedia that will have stats for every 5,000 magical equipment (mundane items are gone by now) and loot. That's right, players can buy their own loot without having to go through the dungeons.

Once a customer has decided to subscribe, they are given 2 lifetimes membership which cannot be cancel at any point by the subscriber and their children. Price of the subscription increases on a yearly basis as 52 core rulebooks are deemed appropriate for higher level of content.

Other things that are required to play the 26th edition of D&D is the latest console, a virtual reality room, a satellite and a can opener (which is the hardest to find among the formers).

What companies should we be watching out for to release the next big product?
Everyone is anticipating the next big release to come from Nintendo when they release another supplement under the Mario label. Roleplaying as plumbers and stepping on mad caps has been seen as one of the most venerable forms of roleplaying by even the oldest of the oldest grognards that they believe will make even the fathers of RPGs shed a tear of joy in heaven.

How will technology become more integrated into roleplaying games?
The greatest development in RPG technology nowadays is in the field of Artificial Intelligence. RPG scientist and researches are close to perfecting the ultimate algorithm that will look ahead of potential players' decisions and improvise a balanced TPK for them in advance. Once this technology is complete and used by gaming companies, a computer would be all that is required to play a RPG session but controversy arises when it said to use a Nanosoft platform.

What industry writer do we need to be on the look out for?
Writers in the future of RPGs are an extinct species as game publishers now rely on random math, plot and design generators to come up with the latest RPG product. The only job that is left in the RPG industry is button pusher for these generators. Retrenched writers as a result are now looking for jobs in the TV industry where having writer strikes to kill off popular TV shows is a lucrative source of income.

What blogs do you see exploding into becoming the next big thing?
The oppressed minority by gaming companies and gamers alike. Some say that they are the final bastion of true roleplaying back in the heydays of using primitive tools such as out of shape polyhedrons and poisonous carbon leads. Such forms of roleplaying are now deemed inappropriate since it deals a high amount of environmental damage due to their paper usage for character sheets. Many still blame them for causing the post-apocalyptic era in RPGs when they raise many ideas, dubbed the 'zombie ideas' that were done to death and back again.

The most popular blog at this time is known as the Questing GM who resides in an urban jungle somewhere in Madonesia.

What do you see for the future of the industry?
RPGs has replaced all forms of gaming. It started by absorbing elements of board, card and miniature gaming and slowly made its way into the computer and console industry, following the phenomenal success of the Dragon Age RPG by Green Ronin in the 21st century. Since then, RPG has become a multi-trillion dollar industry and has become an academic subject in major universities.

Now, RPGs are looking forward to absorb reality TV elements where producers believe that watching a player smash and swallow his own dice would improve ratings.


As you can see, how grim our future will be if we maintain at our present course. So be prepared to face these consequences. Hide your books, hide your dice but most of all, pray to the gods that the Far Realm never reaches here.

Or you can just laugh it off and drop a nice comment.

Questing for the Future of Roleplaying

This is my entry into this month's blog carnival on the Future of Roleplaying by the RoleplayingPro where they asked some questions for thoughts on what will happen to roleplaying in the future. These are mostly just speculative musings and by no means are supported by any statistical or factual evidence or any inside knowledge on the industry. So take these with a grain of salt and don't forget to drink lots of water after that.

What games do you see emerging as the big players in the near future?
The traditional structure of leading games in the industry from what I've gathered has always been Dungeons & Dragons leading the pack for the past 30 years, followed by a strong suit of World of Darkness games. I'm not sure if there is anything currently that could topple either one of these games from their comfortable seats in the near future but it would be very interesting to see who takes third place.

For my candidates I think it would be either Savage Worlds, Pathfinder or the D6 system.

Savage Worlds has been receiving some rave reviews and uses quite an innovative approach to their gaming that emphasizes on speed and simplicity which is quite a far cry from the models of traditional roleplaying. This might be the edge needed to attract old and new players. Also, Pinnacle Entertainment has greatly maximized its open license which has given it plenty of support and settings that will give a special niche to all of its players one way or another.

I have big hopes for Pathfinder. They have a great team that is creating a great system. If they are able to win big attractions from the OGL crowd, they will surely make Wizards pay for their mistake by abandoning the OGL and resort to 4E.

West End Games studio has recently opened their main game system with the launch of Open D6 and this might herald a major revitalization for this system. If enough momentum is started and sets in for content producers for this system, it might win a lot of fans because it has been a tried-and-true system that many gamers still think its version of the Star Wars RPG is superior than its decedents (i.e., Wizards).

What companies should we be watching out for to release the next big product?
Well, almost every product released by Wizards for D&D has always been taken as the next big product by their fanboys so that was a bit of a moot question.

Alright, seriously, I don't know but I probably won't be surprised if its from Green Ronin. I'm not saying that Dragon Age is going to take over the P&P RPG world by storm but they seem to have a track record of adapting many desirable IPs into pretty solid gaming product lines, so maybe the time will come when they release a RPG based on one really popular product that creates a huge market.

How will technology become more integrated into roleplaying games?
As much as I hate to admit it, yes, technology will play a bigger part in RPG days to come. Don't get me wrong, I don't dislike technology but I really enjoy the simple joys of rolling actual dices and using graph paper tactical maps while we let our imaginations do the rest. Nowadays, technology is slowly finding its permanent spot on the gaming table from projector maps, laptops for managing in-game and out-game notes to using iPhone as dices (though they are not quite as sturdy as good old dice).

On the industry side, Wizards have already begun adapting more digital technology to provide additional content and services and it could set the days of how other publishers would provide these services for days to come. We'll also be seeing subscription as the base model for many RPG companies to provide content to their customers.

A curious piece of technology now is probably Amazon's Kindle and it might be the chosen method for Wizards and other gaming companies to distribute their products if it gains enough traction among gamers when e-books have become very common.

What industry writer do we need to be on the look out for?
To be honest, my knowledge of prolific writers in the industry can be considered shamefully dismal as it rarely goes beyond the well-known names within Wizards' office. So my money could be on anyone. I like to see myself making it in the industry about 20 years from now.

What blogs do you see exploding into becoming the next big thing?
There's plenty of great blogs out there in the RPG Bloggers Network so this is really hard to say. Almost everyone is on the equal balance of making the next big thing and they have my utmost admiration.

If I really had to pick and based on my regular Questing's Readings, I think we can expect to see some big things from the villainous trio At-Will, The Core Mechanics and Mad Brew Labs. They've already worked on some epic evil schemes together and who knows what other nefarious plot would they unleash on us next?

In terms of popularity, I think everyone should watch out for Wyatt of The Spirits of Eden. He is gaining quite a following from big time and lowlife bloggers like myself with his 'captivating' style. He could make a good representation of the younger generation of gamers.

Honorable mentions go to Dungeon's Master, RoleplayingPro (duh!) for their great resource and advice and Stargazer's World because you can't beat someone who is looking at stardom right in the eye. But again I would just like to say that any blogger is far from capable of making it big.

What do you see for the future of the industry?
Despite what many other bloggers have said about the bright futures of RPGs, I'm tending towards a more pessimistic view of our future. While game companies are constantly attempting to bring more younger players into the fold, I think computers and consoles will be the P&P RPG industry's greatest and fiercest threat. I'm fearful of the days when young potential gamers have chosen to pick up a console game for solo amusement which takes less time than the social camaraderie of P&P RPGs that can be time consuming and tiring at times.

RPGs in the future would have to be designed to be less about imitating their computer/console counterparts and more emphasis on a social type of play and fun.

So that's all my serious thoughts on the future of roleplaying and the state of the industry in the future. I would love to see some of these predictions come true and some I would rather not (like the last one) but we'll see in the coming years. One thing's for sure, it's going to be an interesting future ahead.

April 9, 2009

13 Reasons Why Wizards Want You to Buy a D&D Book Instead of a PDF


This one is for the RPG Blog Carnival on Humor and Gaming, hosted by A Butterfly Dreaming.

I think what Wizards did recently is a good thing. It's a sure way to boost sales of their print books and support your gaming community. Think about it, we most likely won't be having access to a PDF copy of Arcane Power by next week unless you went to get yourself a hardcopy from your FLGS, which makes it a win-win situation for Wizards, your FLGS and you.

How does it benefit you? Well, Wizards is probably convinced that buying PDFs is bad for you and here's a list of possible reasons why, so that you'll be convinced too.
  1. It's harder to read a PDF on a screen for long hours than a book.

  2. It's faster to just pull a book off a shelf than opening a PDF file on your desk/laptop.

  3. A PDF is as bulky and weights as much as your desk/laptop which might weight more or is bulkier than a book.

  4. It takes longer to purchase and download a PDF than just buying a book and take it out from the store

  5. A PDF doesn't smell or feels good holding in your hands than a book.

  6. It's easier to flip a book back and forth than click or press to the previous or next page (or key in a page number) on a PDF.

  7. You can clearly read 2 pages at once for a book while you can only clearly read one page on a PDF.

  8. You can pull out maps from a book while a map is split into four pages in a PDF.

  9. A beaten book shows that it is put to good use, a beaten PDF means it's broken.

  10. A PDF is more vulnerable to destruction (harddrive crash, corruption, virus etc.) than a book (fire, water, pets etc.).

  11. A PDF collection is less impressive to show off to your buddies/girlfriend/wife/guests than a bookshelf of books.

  12. Unlike a book, you can't put a bookmark on a PDF or read where you last stopped without remembering the page.

  13. A PDF comes with more wires and/or heatwaves than a book.

And here's a bonus reason why Wizards want you to buy a D&D book than a PDF.

A PDF GETS YANKED OFF THE SHELF OF ONLINE RETAILERS AND ALL YOUR MONEY WITH IT IN LESS THAN 24 HOURS!

For more reasons on why a book is better than PDF, I point you to the wisdom of Penny Arcade.

Anymore other reasons to share?

April 1, 2009

Races At War: Halfling

This is my contribution to this month's blog carnival on War hosted by The Book of Rev. This is meant to be a series that will examine each of the races from the Player's Handbook from a war perspective, their behavior during war and some of their war gears. These posts are based on information found in the official 4th edition books and articles by Wizards of the Coast. It is mainly intended to be used as a reference and are therefore by no means official content. Comments are very much welcomed (and needed).

Side note: I've skipped the half-elves because they do not have a separate community of their own so they technically are not a race per se.



Background
Tight-knit halfling communities are found near the settlements of other races, often along or even on the surface of a body of water. Halflings have never built a kingdom of their own or even held much land. They don’t recognize any sort of royalty or nobility of their own, instead looking to family elders to guide them. This emphasis on family and community has enabled halflings to maintain their traditional ways for thousands of years, unaffected by the rise and fall of empires. (Player's Handbook, pg. 45)

Halfling communities are sort of an enigma. It has been taken granted that they will always be there but no one pays them any attention. Halfling communities have always lived in the shadow of their taller neighbors. Although they have been known to co-exist very well with other races but it is their promiscuity that has always keep them away from trouble.

Their friendly and peaceful nature makes them one of the least warlike races and no other race ever sees them as a threat. Halflings are willing to maintain good trading relations with whoever that happens to be their neighbor at a particular point in time and do not stick their nose into political matters that are not their own. They are always neutral in any conflict and their friendliness makes it hard for them to make enemies.

Halfling settlements have been known to be a good source of food, drink and other basic necessities and conquerors have always considered that it is best to leave them alone for that reason.

Halflings in Times of War
Most halfling communities have seen and been through many wars but to them it is mainly a subject of curiosity and novelty. War also does not destroy trading opportunities but rather it creates them. A halfling spice merchant who frequently travels to a human town to trade may return and tell his fellow merchants that a group of burly orcs have moved into the neighborhood and they need a good beef supply.

Halflings are an optimistic folk. Their cheerfulness is maintained even before, during and after wars. Wars that happen outside their community are regarded as though it never involves them, which is usually the case. It has been a way of live for halflings to never bother or be bothered by such affairs. They live in a world of their own.

A traveler who enters into a halfling village will find that the atmosphere of war and anxiety are absent. The music are still lively in their taverns, the woman and children are out in their fields and the halfling merchant is only concerned about when he needs to restock his goods. Halflings genuinely just want to have fun and enjoy their communal lifestyle which they don't need to be reminded about.

However, a halfling knows when there is a time to defend themselves and they pride themselves of keeping their borders safe for anyone who ventures into them.

Most wandering halfling clans have a number of bounders who serve as scouts. These warriors help keep the traveling band carefree—they put down dangers before the threat becomes dire. (Martial Power, pg. 28)

Although civilized armies don't normally pose a threat to a halfling community but it is the savage monsters of the wilderness that halflings have to face to keep their homes secure. Occasionally, a deadly beast would wander into the fertile lands near the rivers where halflings build their settlements and waylay travelers and merchants alike. Sometimes halfling scouts would spot these emerging threat before they can do any serious harm to their village and a quick effort is made to sedate that threat immediately.



Halfling Military

The world is wide and wild, and the nomadic halflings are small folk. Deftness and quick wits have
allowed them to survive nonetheless. As they have done so, they have come to rely on wily and daring warriors to protect them. Even settled halflings maintain a soldierly class to see to their interests among other, and larger, civilized folk. (Martial Power, pg. 28)

Halfling armies are only as large as their stature which are only sufficient for self defense and minor skirmishes with singular or small number of monsters. It does not even have a complicated structure. A regular soldier are called stouts and the highest rank that one can attain in a halfling army is captain who is the commander of the army.

Stouts are divided into platoons each headed by a platoon leader who relays the direct orders from the captain to the platoon members. Normally the leaders are the most resourceful members in the platoon but they do not outrank any of their comrades, merely the lucky ones who get selected.

Halfling in the Battlefield
Quick and resourceful wanderers, small in stature but great in courage (Player's Handbook, pg. 44)

Halfling armies are very mobile and they move quickly around the battlefield. They don't fight toe-to-toe with their enemies in a rank and file formation unlike most armies do. They strike their enemies at all sorts of angles and then just as they appear to be withdrawing, they run right back into the fray.

Halflings are also resourceful which means that they improvise in battle. Halflings are well known to be brilliant tacticians in using the terrain of the battlefield to turn against their enemies. If given the time and place to prepare, halflings tend to design elaborate traps that will hinder the maneuverability of their enemy such as pit traps or net traps. They would also lure their enemies into tight spaces where their small size becomes an advantage.

But in the end when it comes down to a fight, halflings are no cowards. Fighting with halflings can be a very confusing and messy. They don't charge straight at the enemy, they charge into the enemy. Using their size as an advantage, halflings tend to run in between enemies before they strike. They willingly expose themselves as fast moving targets which opponents can find it very difficult to keep up. Sometimes this creates such a confusion that enemies hit their own comrades in their frustrating effort to get the dodging halfling.

Halfling soldiers are trained in two different fighting styles that are unique to halflings. One is called bounding, the other is dancing.

The fighting tradition of the halfling bounder favors halfling traits. Bounders are practiced in hit-and-run strategies and pack tactics. They spring about the battlefield, avoiding the attacks of their
bigger enemies, striking from unexpected angles, and making harrying assaults. Bounders willingly lay down their lives to allow those they care for to survive and escape danger. (Martial Power, pg. 28)

Bounders, as they are called, are combat acrobats. They perform jumps, flips, sommersaults and tumbles to stike multiple targets on the run. They are always on the move to prevent themselves from being an easy target, causing confusion and distractions at the same time.

Halflings have long used music and a sense of fun to enliven physical labor and various dull tasks. When the race was young, they created dancelike movements that mimicked martial skills—and translated into deadliness in melee. Halflings learned that bladed weapons lent themselves easily to such a refined use. As their battle dances evolved, halflings began to consider the nimble use of a pair of bladed weapons a refinement of the style. (Martial Power, pg. 60)

Dancers are deadly single combatants that perform their blade dances across the battlefield. Their turns, swirls and footwork allows them to dodge and riposte many attacks which makes unpredicatble and deadly. A halfling army with dancers are accompanied by a musician trope that plays the music in the distance to set the rhythm of the dance.

Then there are those who do not rely on fancy footwork and flashy acrobatics. Prowlers would sneak up to an enemy amidst the commotion and hamstring him before slitting his throat.

Tactics & Strategy
Halflings prefer to use stealth first rather than array themselves before their enemies. Halflings would first use sniping tactics with their slings from cover as long as they can. Once their cover is blown then do the bounders and dancers charge out to face the enemy.

Once in melee combat, halflings don't usually fight alone. They use their size and speed to set up flanks and outnumbering a single opponent to make them easier to take down. Also because of the chaotic situation which halflings create and given the height difference in hand to hand combat, slingers would still continue to bombard the enemies with shots, aiming for the taller parts of their bodies without hitting their own comrades.


War Gear
Halflings have a long tradition of using light blades with great skill. Whether a tool of survival or an
implement of battle, the simple dagger has much to recommend it. Even one as small as a halfling can hide a dagger on the body for use in a tight spot. A small body coupled with a small weapon means greater mobility and deadliness enhanced by a better chance for stealthy attacks.

Halflings also have a history of using light blades in their art and performances. Carving, acrobatic
blade tricks, knife juggling, dagger throwing, and even dances that incorporate blades are common among halflings. For them, such activities are a natural meeting of physical traits and handy tools. (Martial Power, pg. 94)

The weaponry of a halfling soldier is simple. He carries a sling with a pack of stones on one hand and a short sword or dagger in the other. Halflings know very little about the ways of forging heavy and large steel swords but it doesn't suit them due to their size and agility anyway. The light blade is more of an essential tool that also acts as a weapon.

They also wear light armor such as leather for minimal protection that will not hamper their movement and speed. They have no use for metal armor and they don't have armorsmiths that can create a proper suit.

Halflings do not have any magical equipment that can aid them so they rely heavily on the craftsmanship of those who made their weapons and armor.

March 24, 2009

Races At War: Elf

This is my contribution to this month's blog carnival on War hosted by The Book of Rev. This is meant to be a series that will examine each of the races from the Player's Handbook from a war perspective, their behavior during war and some of their war gears. These posts are based on information found in the official 4th edition books and articles by Wizards of the Coast. It is mainly intended to be used as a reference and are therefore by no means official content. Comments are very much welcomed (and needed).

Background
At the dawn of creation, elves and eladrin were a single race dwelling both in the Feywild and in the world, and passing freely between the two. When the drow rebelled against their kin, under the leadership of the god Lolth, the resulting battles tore the fey kingdoms asunder. Ties between the peoples of the Feywild and the world grew tenuous, and eventually the elves and eladrin grew into two distinct races. (Player's Handbook, pg. 41)

Unlike the dwarves, elves are a race that were a consequence of war.

While the eladrin remained in their crystalline towers, the elves entered into the world to live amongst its trees in the forest. As the races grew distinctively apart, the elves slowly learned to live in harmony with their new homeland. Although the spirit of the fey still lives in them, their being grows closer to the natural world.
Elves revere the natural world. Their connection to their surroundings enables them to perceive much. They never cut living trees, and when they create permanent communities, they do so by carefully growing or weaving arbors, tree houses, and catwalks from living branches. (Player's Handbook, pg. 41)

Unlike their eladrin cousins, elves eventually adapted closer to the primal spirits and call forth its powers rather than relying on the arcane. Instead of living in beautifully architecture and fortified homes, elven communities are mostly defenseless unless they are within natural barriers.

Their bond with nature had healed their wounds from the war with the drow and once again the elves had found peace and harmony.

Since then, elves have become a simple people, enjoying the simple life provided by the bounties of nature and consider themselves as guardians of their natural homes. They may be care-free but are not complacent. Their eyes watch closely for any threat that would dare come near their borders.

Elves are very cautious and suspicious towards armed strangers in their forest. They are curious at best but most of the time, they would shadow the alien visitors for days without them knowing to gauge their intentions. They will pay close attention to details like what are they wearing, the weapons they carry, their actions and most importantly, how they treat the nature surrounding them. Anyone that makes it clear that they will bring destruction to the forest will confirm the elves' suspicions and they will report back to their community that a threat has appeared.

The elders of the community would discuss among themselves on how this threat is perceived and what punishments would be suitable for these defilers. They will no tolerate anyone that put the survival of the community at stake.

Elves in Times of War
Despite how unpleasant war can be, a threat to their homes, families, or friends can make elves grimly serious and prompt them to take up arms. (Player's Handbook, pg. 41)

All elven communities rely on nature to survive, whether it's by foraging or hunting and all adult elves are either proficient in using a weapon or have good knowledge on the lay of the land as part of their survival skills. Some elves even form good relationships with the beasts and the plants of the forest and could call upon them as allies in times of need. This makes every elf have something to contribute in the time of war, physically or tactically.
Slender and agile, elves revere nature and roam the wilderness, hunting creatures that threaten their lands. (Monster Manual, pg. 106)

Elves generally don't have a word for 'war' which is an ancient concept that predates their race before they split from the eladrin. Instead, when elves go to war, they use the word 'hunt' to describe such a conflict. The mission of the 'hunt' is to kill their enemy (which they call them as 'prey') before they find their community. Elves rarely evacuate their homes since it can be difficult to find another suitable place in the forest that can sustain them.

There is another concern when an elven community is on a 'hunt'. Elves are very prone of wandering into the wilderness for weeks and months before returning to their community because of wanderlust. It is often when the elders call for a 'hunt' that many of their own are somewhere in the forest. This is where those elves that have ties with the natural world would send our messengers to track down their kin through animals and plants. Wandering elves would eventually heed the call and rush back to the defense of their homes.

If there is a 'prey' that is great enough to threaten another community, elders would send out runners and arrange a meeting with elders from that community for help. Although each community is still responsible for their own defenses but cooperation is very common among elvish tribes to bring down a greater 'prey'.

Elven Military
Elves don't have a formal way of organizing an army since their numbers are often small and they don't have a strict chain of command. They are simply organized into small groups consisting of archers and scouts that are called 'packs'. Most elven hunters are very deadly archers but the scouts are melee combatants that are known for their two-bladed fighting skills. Those that are bonded to nature can form their own packs with their animal companions that are equally aggressive and ferocious in bringing down their prey.

There is no hierarchy within a pack and they operate based on respect and mutual understanding. Each pack must report to a 'Packmaster' who coordinates their attacks, discusses the tactics and places where they would waylay on their prey and plan a line of retreat. Although the packmaster is the one with the most experience and knowledge, they do not override any suggestions made by a younger member from a pack if they have a better plan. These decisions are made based on very strong agreements and understanding among the packs that will executed them.

Elves in the Battlefield
Elvish packs rely heavily on stealth and camouflage. When they arrive on a pre-determined spot where a prey is bound to pass through or set up camp, the elves would quickly set up an ambush. They find as many positions with a lot of cover as they can and each pack takes their place in each of them. Once they are in position, the packs would wait silently only communicating by imitating animal noises that blends with the environment or using animals for those who are naturally inclined.

Elves can be very patient when waiting for an enemy to approach and are not unnerved even if facing against a number that is much greater than their own. They are very confident of their strengths and they know that nature is always on their side. Elves strike when the prey is most unprepared or not on their guard even if the prey has been there for hours.

Elvish attacks are sudden and end quickly. Archers from unknown corners would start firing their arrows with deadly accuracy, killing their prey from every angle on the battlefield and scouts would charge out to slaughter the enemy. Once they have lost the element of surprise, the packs break for the nearest cover and leave behind a trace of their fallen foes and not a single traceable track.

After that, the packs would make their way to rendezvous at an agreed location and plan for their next attack until the prey is taken out or driven from their homes shrieking in fear of elvish ambush.

Tactics & Strategy
Wild and free, elves guard their forested lands using stealth and deadly arrows from the trees. They build their homes in close harmony with the forest, so perfectly joined that travelers often fail to notice that they have entered an elven community until it is too late. (Player's Handbook, pg. 40)

The basis of an elvish hunt is guerrilla warfare. The elves would either use fear to drive away their prey from their homeland or constantly pepper them arrows until the prey is killed. Along the way, elves are also master hunters and lay booby traps for areas that are too small for an elven ambush.

The main objective of the 'hunt' is to prevent it from finding or reaching their community, so elves would also place false tracks that would lead their prey on a detour or to a perfect spot where another pack is waiting for an ambush.

Packs are also allowed to maneuver independently around the prey and make small scale skirmishes with them but never stray too far from the rest of the other packs and the pack master. Packs also don't generally stay in one place for long in fear that the enemy might send out vanguards to hunt down the packs.

Packs also take turns to attack the enemy as they have a rotating system which keep the pressure on the prey. Some packs and their packmaster follows the prey closely to make contact while another group of packs and its packmaster could be preparing an ambush in another site. The lack of a need to sleep for elves also means that their skirmishes can happen at any time of the day and night and can seem relentless to the enemy.

If the elves are not able to drive the prey as they reach closer to the community, all the packs would gather together for one last final stand.

War Gear
Ages ago, after they entered the world and became separated from the eladrin, elves found it necessary to survive in the hostile wilds. Grace and awareness became their strengths. The bow became their chosen weapon for hunting and stealthy warfare. (Martial Power, pg. 68)

Elven archers are legendary for their accuracy and deadliness. It is said that entire armies can easily be mowed down by elven arrows alone if they present themselves as such an opportunity. Elven archers are even known to hit hard on the run, even while retreating, enemies are hesitant to pursue knowing that an arrow could lodge in between their eyes as a reward for trying.

Legendary elvish archers are said to be so spiritually linked with their arrows and bow that they could guide them to seek an enemy as if it has a mind of its own. Other legends speak of an elvish arrow being able to take down multiple foes at once.

Elven battle armor (Player's Handbook, pg. 230) tends to be light and are usually made of leather or hide which are worn by elven archers so as not to impede on their movement for stealth or during a quick retreat. Packmasters wear Wildleaf Armor (Adventurers' Vault, pg. 55) which is fashioned from fallen leaves that gives them greater maneuverability over even the most treacherous terrain.

Scouts wear heavier armor who needs them for greater protection in melee but it is normally not any heavier than chainmail. However, it is known that elves who live near by the river and seas wear heavy Coral Armor (Adventurers' Vault, pg. 43) which allows them to swim and breath in water. Elves are one of the few armies that can employ amphibious tactics because of this.

For those that are naturally inclined to the forest, they favor the Loamweave Armor (Adventurers' Vault, pg. 48) which is cloth weaved in together with soil that grants them greater control over the earth.

Every elf also wear a pair of enchanted elven boots (Player's Handbook, pg 246) and an elven cloak (Player's Handbook, pg. 250) which makes them stealthy or hide better under cover.

Elven beast masters also bring packs of grey wolves (Monster Manual, pg. 264) for a 'hunt' and sometimes they form their own packs.

March 17, 2009

Races at War: Eladrin

This is my contribution to this month's blog carnival on War hosted by The Book of Rev. This is meant to be a series that will examine each of the races from the Player's Handbook from a war perspective, their behavior during war and some of their war gears. These posts are based on information found in the official 4th edition books and articles by Wizards of the Coast. It is mainly intended to be used as a reference and are therefore by no means official content. Comments are very much welcomed (and needed).

Background
In a time long before other great empires, eladrin faithful to Corellon fought bitter wars within the Feywild against the followers of Lolth and other evil fey. (Martial Power, pg. 128)
Like their counterparts in the world, eladrin have had to fight and die to defend their way of life. (Martial Power, pg. 59)

The eladrin knows about wars all too well in fact, the eladrin may know war possibly better than most other races would have you believe. War has caused many irreversible damage to the eladrin as a race. Many Eladrin cities and lives have been lost to war which until today are not fully recovered.

The first war of the eladrin was with the drow. It was a war that almost destroyed them but the eladrin managed to pull through in the end and drive them from the Feywild. Although the story of the eladrin's hard earned victory against the drow are inscribed on the ruins of the Spiral Tower, it was a victory that had its price. The war had shattered their people. The people of the fey are no longer one. The eladrin watched from their shining cities in the Feywild as the elves leave for a better home in the forest of the natural world.

Despite their victory, war never escapes from the eladrin.

The intelligent races do their best to bend the Feywild to their will. The main rivals attempting to rule the Feywild are the eladrin in their shining cities and the fomorians in their subterranean fortresses. (Manual of the Planes, pg. 36)

Today, many eladrin cities are greatly under the threat of the Formorians who seek to destroy them and ransack their vaults for highly prized magical artifacts and power. The eladrin stand ever more vigilant to guard their cities from the formorians and the vengence of the drow. The eladrin will never be caught off guard.

Eladrin in Times of War
As is commonly known, the foundation of eladrin society is the extended family, or House. Although most eladrin spend decades of their youth in one of the isolated stone and crystal cities dotting the endless shadow of the Feywild forest, an eladrin’s true allegiance is to his or her House and its nobles. Those nobles in turn often swear allegiance to one of the eladrin archfey. The eladrin archfey are titular monarchs only. (Manual of the Planes, pg. 39)

War can be a politicized matter for the Houses. The results of war usually involves high number of casualties and sacrifices on the resources of the House which can undermine the House's standing and influence among other Houses. However, if victory is gained, the Houses that participated in the war would gain higher recognition and favor.

When war is inevitable, the nobles of each House would deliberate among themselves, weighing the potential benefits and losses of joining in the war. Eladrin take the long view and calculate the benefits to be gained over decades and centuries. War can be the pivotal point which will turn a minor House into a ruling House of the city or be the drastic end of a House's bloodline. The reputation and survival of the House is taken consideration before the welfare of the city and its citizens.

Once the decision is done, Houses would openly declare their stance on the war and decide whether to join or to abstain. A House that joins the war will call for capable volunteers to form a militia. Gender and profession is not an issue. Anyone that is capable of swinging a blade or slinging a spell are worthy candidates.

If a House chooses to abstain, all of its members are prohitbited by the law of the House to be involved in the coming conflict. A ruling House cannot force other major Houses to change their decision but they can influence the minor Houses to switch sides.

There are exceptions to this however. It is not uncommon to hear of rebellious members of an abstaining House joining the war for other personal reasons and ideals. Such disobedience are severely punished by the House if found out that may involve being exiled from the House.

Houses also pledge themselves as subjects of an archfey and an archfey has the power to override a Houses' decision on whether to join or abstain. However, the fickleness and the agenda of the archfey can be so hard to grasp, even for eladrins, that the occurence of such an event is considered rare. Archfeys tend to only make a decision to join a war if it threatens the Feywild more than their eladrin subjects.


Eladrin Military
Each settlement is a city-state unto itself because the settlements are scattered at great distances across the Feywild. The cities sporadically attempt to create formal alliances, but none of the alliances are strong or of a long-lasting nature. Both the distances involved and the eladrin character run counter to such efforts. (Manual of the Planes, pg. 39)

Every eladrin city is responsible for their own defense and adopt different strategies of organizing their own military. The city of Astrazalian has a uniformed regiment of soldiers and a navy under the command of its ruler while ruins of Shinaelestra are guarded by free spirited rangers. However, the size of these city militaries are usually small when compared to the threat of the Formorians and other racial armies. The militia of the Houses is the one which builds the bulk of the army.

House militias and the city army are distinguished rather clearly. House soldiers signify themselves with banners from their House while the city army carries the banner of the city. This is intentionally done so that each House could easily claim any credit if there are benefits to be won after the war. Each militia has their own chain of command which are headed by an eladrin noble such as a Bralani or Ghaele. This in effect means that an eladrin defense force is actually made out of several armies in addition to the city army. The leaders of each army still convene with one another and plan their strategies as a collective force but still retain their respective anatomies on the field.

The standard infantry is called a Fey Knight while a standard spellcaster is called a Twilight Incanter.

Apart from regular soldiers, Houses also deploy squads of highly trained and specialized members of their House to the field. These are warriors and wizards that are dedicated to a specific martial or arcane arts that are highly efficient outside the formal struture of organized militaries. Squads are basically a combination of various skills provided by each member which makes it a deadly attack force. It is said that Houses that provides a squad is the equivalent of providing 100 regular troops. The usage of squad tactics has turned the tide of battle before in the long line of eladrin wars.



Eladrin in the Battlefield
Combined with their intellect, bravery, and magical power, this loyalty makes them powerful and respected allies. (Player's Handbook, pg. 39)

Despite all their motivations behind a war, eladrin are far from cowardly warriors. On the contrary, it is their bravery that tends to make eladrin armies lead the attack first. Eladrins fight fiercely but also cunningly. They are very aware of any comrades in need of aid and would hurry to their side to prevent their lines from breaking.

Eladrin battles are very dynamic and unconventional. When a battle commence, some eladrins take to the skies and fly over to their enemies, arrows and eldritch energy are fired by archers and Incanters while the Fey Knights march slowly and suddenly teleport into battle. The battle is joined quickly by a bright flash.

Despite the appearance of haphazardness and lack of coordination, eladrin battle plans are rhythmetic and flows like a musical piece to which the soldiers are dancers armed with swords on the dancehall of the battlefield.

Tactics & Strategy

Ossandrya was an eladrin squad commander when the Last Battle of the Spiral Tower began. Drow and demons had taken the mythic site during a protracted battle that saw the eladrin fighting on many fronts. Several fruitless assaults on the enemy-held tower cost Ossandrya’s superiors their lives. With reinforcements unavailable, the eladrin commander was forced to lead the remaining troops against the drow. She devised a multipronged attack that utilized the eladrin’s fey step, taking the biggest risks on herself and having no regard for the tower’s ultimate fate. In the end, Ossandrya’s efforts proved successful. Although the Spiral Tower was reduced to a blackened spindle bereft of magic, the eladrin drove the drow out for good. (Martial Power, pg. 128)

Although soldiers are neccesary for most of the fighting but it is the squads that can turn the tide to victory. Squads are used as precision strike teams that have specific battle objectives which they reach by teleporting. They either cause confusion by distracting enemies or have a commanding officer to kill. They do it fast and disappear fast. They are the sharp tones in the musical Eladrin battle plan.

Squads add a whole new dimension to the battle as highly trained independent soldiers. They sometimes coordinate with other squads to achieve an objective and strike without anyone noticing as they teleport in and out of the battle. Once their objectives are completed, the squad joins into the regular fight, using their deadly skills and powerful magic to mow down the enemy lines.

War Gear
Each eladrin learns to wield the longsword, the traditional weapon of the eladrin people. They have martial disciplines that teach an eladrin to channel the innate magic in his or her spirit, as well as that stored within the elements. (Martial Power, pg. 59)

Eladrin weapon crafters are very skilled in making fine steel blades that are elegant and exquisite as the longsword is a mark of an eladrin's identity. Every longsword is created and balanced according to the current capabilities and skill of its wielder and every eladrin can tell if a longsword belongs to her simply by holding it. Even the longswords of a Fey Knight are easily differentiated from each other.

However, weapons crafters are also known to produce fey blades which are used eladrin rangers who trained to fight with two swords. They are trained to adapt their capabilities to match their weapons created by master crafters.

Eladrin weaponers often make bladed weapons in matched pairs. Whether two identical blades, one heavy and one light, or a double sword, the weapons are made to look good together. More important, they are balanced together so that they seem to fit perfectly in the wielder’s hands. (Martial Power, pg. 135)

As for armor, Eladrin warrios favor the chainmail and they have very refined techniques which makes them stronger and lighter called Finemail (Adventurers' Vault, pg. 6). A more advanced technique is used to create a Weavemail (Adventurers' Vault, pg. 6) which looks like a embroided shirt that is stronger and more resistant to attacks. Beholding an army in eladrin armor is often a breath taking sight as every link sparkle like stars in the faintest of nights.

For their spellcasters, they wear Feywaeve armor (Player's Handbook, pg. 212) using a special thread found in the Feywild that are woven together by special eladrin techniques.

Squads tend to wear enchanted eladrin boots (Player's Handbook, pg. 246) which allows them to teleport further.

Eladrin's don't generally use any war beast in battle but their nobles tend to be accompanied by Wild Hunt Hounds (Monster Manual, pg. 161). It has been said in legends that some eladrin armies have Knights riding on Griffons which have been known to be difficult to tame.

March 14, 2009

Races At War: Dwarf

This is my contribution to this month's blog carnival on War hosted by The Book of Rev. This is meant to be a series that will examine each of the races from the Player's Handbook from a war perspective, their behavior during war and some of their war gears. These posts are based on information found in the official 4th edition books and articles by Wizards of the Coast. It is mainly intended to be used as a reference and are therefore by no means official content. Comments are very much welcomed (and needed).


Background
Carved from the bedrock of the universe, dwarves endured an age of servitude to giants before winning their freedom. Their mighty mountain fortress-cities testify to the power of their ancient empires. Even those who live in human cities are counted among the staunchest defenders against the darkness that threatens to engulf the world. (Player's Handbook, pg. 36)

Dwarves are a race that is very familiar to war. Their history as a race began with war and they are still in an ongoing war with orcs, goblins and even dragons, whether it's defending their stone fortresses high up in the mountains or claiming their mining stake in the underground veins of minerals.

Dwarves were a slave race to the giants and titans who worked them mercilessly and endlessly. Among them was a dwarf named Bergrom Earthfast who became a renown general that lead the dwarves to rebel and fight against the giants for their freedom. It was he who set the standards of resilience that is attributed to his people and it has become a long held tradition by the dwarven warriors and warlords of today.

The dwarven fighting style was mainly developed based on the tools that they had which were the only so-called weapons available to them. These were used as thrown weapons as well as up-close murder weapons when they were able to bring down their towering slave drivers. The dwarves that were able to escape, fled underground and craved new refuges from the rock so that the giants wouldn't be able to capture them.

From there, the dwarven rebellion gradually turned into a crusade in the name of their creator god, Moradin which seek to liberate all dwarves from the iron grip of their overbearing nemesis.

Although not all dwarves were able to be freed from their slavery, their strong unity and stubborn tenaciousness like the earth which they believed to have spawned them would lay down the rock solid foundations on which dwarven civilization would be build upon.

Dwarves In Times of War
Although dwarves are not constantly at war with their hated enemies but their society is always prepared for such eventualities.

Soldiering in dwarven society is a very common profession much like being a weaponsmith, an armorer or a miner which has their place in normal society. During peacetimes, dwarven soldiers do not belong to any uniform military force that one might expect from other racial armies. They seek employments in various dwarven institutions and integrate themselves seamlessly into dwarven civil society. Soldiers often find employment as guards or defenders, either as temple guards, escorts for mining missions, caravan guards for merchants or simply a loyalist to their king or clan elders.

All the institutions of dwarven society have soldiers loyal to the cause. Doughty fighters serve king or lord, guild or business, deity or church, or a simple creed. A few serve the almighty coin, selling their time and axes for wealth. Time-honored fighting techniques teach a dwarf warrior to use his or her racial abilities to the fullest and to use fine weapons and heavy armor. When the dogs of war are loosed, dwarf soldiers hold the line. (Martial Power, pg. 27)

Dwarves value everything that is old. Anything that is old by dwarven standards are either called traditions or grudges and it is the latter category which gives reasons for dwarves to go to war.

Dwarves never forget their enemies, either individuals who have wronged them or entire races of monsters who have done ill to their kind. Dwarves harbor a fierce hatred for orcs, which often inhabit the same mountainous areas that dwarves favor and which wreak periodic devastation on dwarf communities. Dwarves also despise giants and titans, because the dwarf race once labored as the giants’ slaves. They feel a mixture of pity and disgust toward those corrupted dwarves who still have not freed themselves from the giants’ yoke—azers and galeb duhrs among them. (Player's Handbook, pg. 37)

Dwarves don't normally wage war easily unless it involves their hated enemies but dwarven strongholds also find themselves besieged by greedy war leaders of other races who crave for the riches that are promised to be found within and underneath the halls of dwarven kingdoms. More often than not, self defense becomes a major reason of why dwarves go to war.

When there is a threat great enough to threaten the whole of dwarven society, the clan elders are called to council where they will discuss on how to confront with the threat.

They are strong, hardy, and dependable. They value their ancestral traditions, which they preserve through the ages as fiercely as they defend the carved structures of their mountain homes. (Player's Handbook, pg. 37)

Dwarves never want to give up their territory so easily. When the clan elders have decided, it becomes a clan matter and the order is passed down.

Dwarves believe in the importance of clan ties and ancestry. They deeply respect their elders, and they honor long-dead clan founders and ancestral heroes.(Player's Handbook, pg. 37)

When that happens, all dwarven soldiers are mustered together despite who they serve. Loyalty to ones clan takes precedence over their employment. Together, these soldiers would form into an army that the dwarves call a 'host' to show their invaders a bloody taste of dwarven hospitality. Retired soldiers who have taken other vocations could possibly dust off their arms and volunteer themselves to join such a 'host'.

When a dwarven society is going to war, their industrious instincts kicks in. All mundane production and mining are halted and their efforts are refocused to arming their host. Weaponsmiths and armorers work furiously in their forges, manufacturing weapons and armors for their soldiers in the highest craft of dwarven weaponary. Miners walk down the mines only to dig for ore and raw materials that are used for war. Artificers use up their residuum reserves to enchant weapons, armors and other war gears for their elites, commanders and generals. Other citizens work to gather food supplies to feed the 'host' and themselves for the coming days ahead.

More so than most other races, dwarves seek guidance and protection from the gods. They look to the divine for strength, hope, and inspiration, or they seek to propitiate cruel or destructive gods. (Player's Handbook, pg. 37)

The clergy plays a special part during wartime. They hold sermons and preaching either at their temples, if it's large enough to support the host or at the grand halls of their stronghold, reciting heroic war tales of lengendary dwarves from the past. The most important lesson that is passed down at this time is that dwarves are protected by Moradin, their creator who set their race free from servitude. This is a lesson to remind all dwarves that in the face adversity, steadfastness is what all dwarves are blessed with.


Dwarven Military
Dwarf soldiers are unmatched in their fighting prowess and loyalty to one another. War stories hold that a single dwarf foot soldier is the match of any two warriors of another race and the same skill. Two such soldiers are worth five similarly skilled enemies. When the enemy forces are composed of little more than savages, dwarven armies break them like stone channels water. (Martial Power, pg, 27)

Once the host is assembled, organization is quickly done to divide the soldiers between the main infantry and the elites based on senority and experience. Dwarven soldiers require little training to teach them how to use weapons and their shields but drilling is intensified.

The main infantry unit of a dwarven army are the hammerers which forms the basic rank and file of the host who are led by a champion called the Dwarven Defender. For elite troops, they have the dwarven assault fighters, also called the Avalanche Hurlers who are better armed than the ordinary infantry and are mostly comprised of veterans who are well trained in various dwarven fighting styles.

Dwarf bolters are lightly armored since mobility is their main concern but their marksmanship is well renown among the races to produce fine snipers. Their role is to usually provide a barrage of well aimed shots at charging enemies as they approach the host.

Clan elders that are physical fit to join the host act as their leaders. Their presence is to strengthen the rock solid morale of the dwarven soldiers and lead by example as a beacon of resolve. It is through endurance and loyalty to one another that dwarven wars are won and the elders are living proofs.


Dwarves on the Battlefield
To a dwarf, it is a gift and a mark of deep respect to stand beside an ally in battle, and a sign of deepest loyalty to shield that ally from enemy attack. Dwarven legends honor many heroes who gave their lives to save their clans or their friends. (Player's Handbook, pg. 37)

When the day of battle draws closer, depending on the scenario, the host either marches out to meet their foes or cautiously await the arrival of the invaders in a siege.

On a march, dwarves are known to travel for long miles without resting and for their meals, they are known to feed on Stonemeal biscuits (Adventurers' Vault, pg. 192) which provides the basic sustenance for the host to keep moving. During a siege, the dwarves are fed by the food supplies that their citizens are able to gather or hoard albeit sparingly to save them in case of a long siege.

On the day of battle, the clergy would lead the host into prayer as well as providing them with blessings by their father, Moradin. The commander of the host would recite a war poem, sing a battle song or any performance that traces back the history of victorious battles and war leaders, how dwarven resilience seized the day as a proud dwarven traditions. The dwarven soldiers would beat their shields with their hammers and form their lines. When all is done, the host remains silent and waits for the approaching enemy.

Dwarves are willing to accept negotiations for surrender or peace except towards their hated enemies who by any means should be squashed in the name of Moradin. Dwarves are known to fight to the death, seldom surrendering but never retreat. If a dwarven stronghold hears the defeat of the host from another stronghold, they will remember the victors and are bound to avenge them.

Tactics & Strategy
Warriors in a unit of skilled shield bearers can place their shields together in an overarching arrangement, completely protecting all within the shield shell from outside attack. This is said to have originally been a dwarven trick, a “boulder formation.” (Martial Power, pg. 33)

The basic formation of the dwarves has been passed down from generations to generations and it is shaped to represent the dwarven endurance. Hammerers from every line lift their shields, each one meant to cover their comrades side by side. Bolters are placed in between the hammerers to have a clear line of sight at the enemy and to place a shot as they charge.

This common trick is called the 'boulder formation' upon which the tide of enemies will come and smash against the rocks of dwarven hammers, axes, bolts and shields

Bolters provide heavy barrages of crossbow bolts raining down on a charging army, each shot aiming to take one casualty off the battlefield. These well aimed shots although not as long ranged as other races are usually a deadly sting that could stop a charge at its tracks. Once the battle is joined, the bolters quickly drop their crossbows and pull out their hammers to meet their enemies.

Once the enemies have crashed into the dwarves, not only does the shield provide an obstacle of breaking through the ranks but the front lines heave and push back the enemy while those behind would slaughter those on the ground. The 'boulder' formation then moves forward slowly after initial contact, like a disturbed rock that should be left alone, it rolls down and buries their enemies.

Once the enemy are starting to show signs of breaking, the elite assault force or the Avalanche Hurlers breaks rank and burst out into the withdrawing lines of the enemy, raining hammers and axes at them before breaking through the ranks of the enemy, causing as much havoc as they can to make them break and run.


War Gear
Dwarven attire and equipment, including weapons and shields, are decorated with bold geometric shapes, natural gems, and ancestral faces. (Player's Handbook, pg. 37)

The dwarven armor is one of the greatest strength of dwarves when it comes into warfare. They truly understand the meaning of 'the best defense is the best offense'. Their production quality of every armor and shield is revered among the other races and it increases their resilience further more. Even the lightest armored bolter are endowed with forgemail which provides better protection than a normal chainmail. The main infantry are suited with platemail while the elites wear the tougher warplate. Only the elders and members of the clergy are entitled to wear the perfect godplate which is said to be forged by Moradin himself.

The first most important weapon that all dwarves learn to use is the hammer and axe. Although they are called hammerers, the standard armament of the dwarven infantry is a shield and a mixture of single handed warhammers and axes. Only the Avalanche Hurlers carry a more bizzare assorment of weapons (which are still mainly different shapes of hammers and axes) that can often be thrown as well. As mentioned before, the first dwarven weapons were the tools they used when they were still slaves and their fascination with them as evolved into a tradition and an art form for dwarves. When dwarves are fighting against giants, the size of their weapons is in proportion to the size of their enemies.

Numerous peoples maintain a tradition of bringing dead warriors home on their shields, and burying a shield with its owner. Especially among dwarves, a broken shield is seen as a symbol of loss or corruption. (Martial Power, pg. 33)

The second most important element of the dwarven arsenal is the shield. They are used to create stone-like walls and shielding a comrade with a shield is a sign of deep loyalty among dwarves. The shield is the bulwark by which the dwarven 'boulder formation' is formed.

Dwarven greaves and boots are also specially made to be sturdy and to root them down to the ground. This is very helpful when facing the full force of the enemy's onslaught at the first charge. The elites and the clan elders wear magical boots that makes them immovable as the mountains.

The Avalanche Hurlers wear a special glove called Dwarven Throwers (Adventurers' Vault, pg. 133) which allows them to throw any weapon even if they are unwieldy or unsuited for throwing.

Dwarves are also known to use war beast in battle such as the thunderthusk which are domesticated dire boars. Even so the dwarves don't ride them as mounts as they are still too aggresive. Thunderthusk are uncontrollable war machines that can easily rip through enemy lines when unleashed.

Although the dwarves are industrious in producing weaponary, some dwarven artificers are innovative as well. During a war, some strongholds employ a device known as the Ornithopter (Adventurers' Vault, pg. 20) which allows a single dwarf scout to survey the enemy from the air.

Other innovations also include the 'Sending Stones' (Adventurers' Vault, pg. 255) which the dwarven generals use to relay a single order to the host from a distance.

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