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Playtest
Group of the Month
(June)

Playtesters
at Work
"TEALPECK'S
FLOOD" SUMMARY
I
conceived "Tealpeck's Flood" out of a desire
to bring various water-based opponents together in one
setting, yet avoid the difficulties that come with running
a water-based campaign. (How do characters breathe?
Where do they go for safety?) The setting for the adventure
is a dungeon beneath the mountain castle of the late
wizard Nowell Tealpeck. Both the castle and its dungeon,
a series of canals fed by mountain springs and redirected
rivers, were built with the aid of a demon, and it was
Tealpeck's mysterious pact with this demon that led
to his ultimate demise.
The
strange rules of the pact still apply to Tealpeck's
heir, Darin, who will soon grow evil and insane unless
he uncovers the secret details of his father's death.
It is the PCs' happy pleasure to go down into the dungeon,
brave its denizens and retrieve the only clue of which
Darin is aware, a magical tome, stolen by his father
decades ago. Descending from the plush, well-appointed
castle into the dark, macabre canals of the dungeon,
the PCs learn about the late wizard's dark side, and
discover the price he paid for judging a book by its
cover.
NOTES ON DESIGN PROCESS
To
be honest, I designed "Tealpeck's Flood" without
paying any special attention to the new rules. However,
as I got down to the nitty-gritty of describing various
rooms and monsters, numerous aspects of the 3rd edition
D&D just seemed to leap out and scream "use
me!" The standard resolution mechanic, along with
the new saving throws, made trap descriptions a breeze.
Also, with this being an essentially water-based adventure,
I needed ways for my monsters to hold, tip, and obliterate
the PCs' boats. Under the old rules, I would have had
to spend time creating mechanics for these actions,
but with the new rules it was all right there.
PLAYTESTING
One
thing that did worry me as I designed, was how
I was going to take into account all the new spells
and skills. I had nearly memorized all the 2nd edition
stuff, so it wasn't hard to design fitting challenges
under that system. However, with an unfamiliar arsenal
of spells, skills, and feats to contend with, I knew
I really needed the playtest. By each choosing separate
classes and poring over separate pieces of the new rules,
the playtesters had effectively divided the task of
finding ways to thwart my dungeon. Thus, when a sixth-level
cleric summoned a water elemental to chase off the merrow
on the first level, I saw I had some rethinking to do.
When a sixth-level rogue, who had maxed out his Search
skill, found and disabled only 75% of the traps and
secret doors in the dungeon, I knew I had set those
DC's appropriately.
One
of the most entertaining things was seeing the surprise
on the faces of the other players when that cleric called
up his water elemental. The 2nd edition had been around
long enough to allow everyone to know what every level
of every class was capable of, and too often players
had to role play that kind of surprise. With a lot of
new stuff to learn, and the countless tactical possibilities
afforded by the new rules, players are going to be feeling
genuine surprise at every game for years and years.
THINGS I CHANGED BASED ON PLAYTEST
It
did become clear, throughout the playtest, that the
rogue's Search and Disable skills had to be taken into
consideration when thinking out the mechanics of various
traps. What good is devising an intricate mechanism
if a player can simply roll a die and say, "I've
foiled it"? For example, in one section of "Tealpeck's
Flood," the PCs needed to speak certain passwords
while going through various rooms. To verify the passwords,
I had put in a number of statues with magic mouths
on them. If the password were not spoken, the mouths
would move and release a series of tripwires, which
always lead to a good deal of unpleasantness. The rogue
in our playtest was of the opinion that he should be
able to undo the trap by making a roll. For me, this
seemed to take away some of the fun of designing the
trap in the first place. A rogue might know some things
about magical traps like glyphs and such, but why would
she suspect a magic mouth? In revising the adventure,
I resolved this issue by setting the Search and Disable
DCs rather high but then stipulated that any Arcane
Knowledge points the rogue had could be added to her
roll. This aspect of being able to combine points in
a standardized way appeals to me a lot. It allows designers
and DMs to resolve unique situations quickly and elegantly,
and without a lot of ambiguity.
Overall,
I found the characters were well matched for the dangers
that faced them, in spite of their unexpected abilities.
Where playtesting really helped was in finding the mechanical
kinks in my design. For example, in one area, the PCs'
boats are caught by a submerged tripwire, which triggers
a trap and sends them plummeting into the lair of an
umber hulk (unless they make their reflex save and hold
onto the boat before getting tossed from it). While
it was fun to watch the more fortunate PCs hold on for
dear life while a solitary monk plummeted to face the
umber hulk, I immediately saw some flaws that had to
be addressed. First of all, the trap was designed to
reset itself, thereby closing off the pit. Had all the
PCs had fallen in, there would have been no one left
above to re-open the pit and free them. Another problem
I had noticed earlier was that the hulk would have starved
to death in the decades during which the dungeon lay
unused. Happily, this problem suggested a solution to
the first one -- set the doors to open automatically
for five minutes a day, allowing enough piranha to flow
in to sustain the hulk, and giving the PCs a brief window
of escape.
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Quote
of the Week:
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"My favorite
quote from the playtest was Jonathan's, when the party first noticed the hooks
at the bottom of their boats: "These hooks -- they might be useful for something.
We'd best leave them in place"
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6/9/00
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