D&D on Microsoft Surface
What if you could roleplay at a table that actually contained all the game logic? It recognized your mini when you placed on the surface and presented an array of options available to your character and resolved the challenges based upon GM and Player input? In addition, you were not constrained to play within the rules (game logic), but could play “freestyle” any time you wish by simply switching of the rules?
Well, the technology is available today, but it’s real pricey (app. $12,000 USD). However, in about 10 years, I expect the price for such technologies will have dropped into the upper range of affordable and such tables might become something more than an uncommon sight.
If you have been following the Labs for any amount of time, then you are probably aware of my love of technology when it is used to enhance or facilitate the playing of roleplaying games. Recently, The Core Mechanic and Mad Brew Labs bounced some ideas about utilizing Social Media as a platform for playing RPGs.[1] [2] [3] [4]
Prior to the discussion of Social Media RPGs, I wrote several articles about the Future Technology of roleplaying. These articles focused on current technologies the hobby had yet to use fully[5], emerging technologies that RPGs could utilize[6], a look at augmented reality for RPGs[7], and finally a piece about the rise of the digital game table[8], which included a preview of Dungeons & Dragons being playing on the Microsoft Surface.[9]
The SurfaceScapes[10] team at Carnegie Mellon University[11] has designed the interface and logic for playing D&D on the MS Surface. The MS Surface site has done several interviews with the team, and if you’re interested in the technology, I recommend you read them.[12] [13] [14]
Otherwise, I present three videos that demonstrate the capabilities of the table:
References
[1] Roleplaying Games, Social Media Games, and the Shared Fence. The Core Mechanic. 2010-01-12.
[2] Bridging the Gap: RPGs and Social Media. Mad Brew Labs. 2010-01-14.
[3] Social Media RPG Platform. Mad Brew Labs. 2010-01-15.
[4] Social Media Role Playing Minigames. The Core Mechanic. 2010-01-15.
[5] Untapped Potential of Technology. Mad Brew Labs. 2009-05-06.
[6] Future Potential of Technology. Mad Brew Labs. 2009-08-06.
[7] Augmented Reality “Boardgame”. Mad Brew Labs. 2009-08-07.
[8] Rise of the Digital Game Table. Mad Brew Labs. 2009-10-19.
[9] The Microsoft Surface is a multi-touch table computer.
[10] SurfaceScapes is a student project for Carnegie Mellon’s Entertainment Technology Center.
[11] Carnegie Mellon University is located in Pittsburgh, PA.
[12] Dungeons & Dragons Done Right on MS Surface. MS Surface Blog. 2009-10-19.
[13] SurfaceScapes Follow-up: Bringing D&D to MS Surface. MS Surface Blog. 2009-12-08.
[14] New Gameplay Video with D&D on Surface. MS Surface Blog. 2009-12-16.
Listening to: Monster Magnet – Dopes to Infinity – Negasonic Teenage Warhead
Pathfinder Infantry Feats
These feats are inspired by some ideas I have had about reach weapons (which probably are not new) and some feats I encountered while playing in my first Conan RPG game this last weekend (which was pretty fun I should add).
Infantry Tactics
You have been trained to fight in formation and function as a unit. Such training instructs combatants to protect the soldiers next to them and to move in unison.
Benefit: If you and an ally with this feat are adjacent to one another, you both receive a +1 circumstance bonus to your AC as well as to attack rolls. Multiple adjacent allies with this feat do not provide additional bonuses.
Improved Infantry Tactics
You have mastered the technique of fighting in formation.
Prerequisite: Infantry Tactics.
Benefit: The bonus gained from having adjacent allies with the Infantry Tactics feat improves to +2.
Pole & Shield
Elite phalanx units have been trained to control their shield while wielding polearms and spears.
Prerequisite: Str 13, Infantry Tactics, Shield Proficiency, Weapon Proficiency (chosen polearm).
Benefit: You may wear a heavy shield and gain half its shield bonus to your AC when wielding glaives, guisarmes, halberds, longspears, pikes, ranseurs, or spears.
Normal: Without this feat, you cannot wear shields while using a two-handed weapon.
Rebuffing Reach
You have learned to keep opponents from getting within the reach of your polearm.
Prerequisite: Weapon Focus (chosen polearm).
Benefit: Anytime you are wielding a glaive, guisarme, halberd, longspear, pike, ranseur, or spear and succeed with an Attack of Opportunity for an enemy moving through spaces you threaten, instead of dealing full damage, you may choose to deal half damage and push the target 5 feet away from you.
Listening to: Demons & Wizards – Touched by the Crimson King – Terror Train
Obsidian Ossuary
I colored a bit outside the lines with this wondrous item for Pathfinder RPG. It has some rather complex rules going on and I’m not sure how game breaking it is. It’s a risky item to introduce for sure, unless you don’t have any aspiring necromancers.
Obsidian Ossuary
Aura strong necromancy; CL 16th
Slot –; Price 180,000 gp; Weight 1 lb.
DESCRIPTION
This foot long cylinder is fashioned from the blackest obsidian about three inches in diameter and is capped by two small infernal skulls of silver. It is also embossed with intricate silver filigree that contains imagery of two skeletal hands gripping the cylinder from opposite directions. It is filled with the powdered remains of an osyluth (bone devil) skull.
The ossuary may be used as the focus to cast animate dead. When an animate dead spell is cast using the ossuary, the caster does not need the material component and there is no longer a 25 gold piece restriction per Hit Die limitation. The spell is also treated as if it were cast within an area affected by desecrate (doubling amount of Hit Dice worth of undead created).
Additionally, while the caster is in physical possession of the ossuary, the Hit Dice worth of undead he can control is doubled. However, the additional amount allowed may only be applied towards undead created with an animate dead cast with the ossuary as the focus. Furthermore, all undead under the control of someone physically possessing the ossuary gain a +2 profane bonus to attack rolls, damage roll, and saving throws as well as +2 hit points per Hit Die.
The ossuary gains its strength from those who possess it. Anyone in physical possession of the ossuary has his current and maximum Hit Points are reduced by half. Upon the moment someone gives up physical possession of the ossuary, their original maximum (but not current) Hit Points are restored.
CONSTRUCTION
Requirements Craft Wondrous Item, desecrate, unhallow; Cost 90,000 gp
Listening to: In Flames – A Sense of Purpose – Disconnected
Pact Magic for Pathfinder
Radiance House Publishing released Secrets of Pact Magic and Villains of Pact Magic a couple of years ago as supplements for 3.5 Dungeons & Dragons. Dario Nardi, the man behind the books, recently updated the series with a free 4 page Pathfinder conversion guide. The guide makes the rules supplements more accessible for groups using Paizo’s successful iteration of D&D 3.5.
Atomic Array and Radiance House were kind enough to provide me with review copies, which I promptly read but unfortunately didn’t have time to use at the table before writing this. However, I did like what I read and these books give GMs and players a very different approach to magic that is actually very easy to integrate into an existing campaign. Spellcasters can easily begin using pact magic by simply giving up spell slots. This makes the rules painless to introduce and test.
Secrets of Pact Magic
The pact magic presented in the book is inspired by real-world rituals such as those found in The Lesser Key Solomon which is pretty interesting. This 330+ page tome has a beautiful cover which has an abstract style not often found in fantasy gaming supplements. The interior uses black and white illustrations, some of which remind me of brushed ink renders.
Beyond the new pact magic and over 100 spirits to bind, Secrets of Pact Magic also introduces new races, base classes, prestige classes, spells, and magic items. What I didn’t expect, but which was very welcome, were the encounters that make for an excellent means to introduce pact magic as well as making pact magic a worthwhile addition to your game.
The flavor and story of each spirit was obviously very important when it came to writing this book, and I’m glad. Every spirit has its own geometric sigil, a well developed legend, and an associated constellation (which is a keyword that many new feats, racial traits, and class features make use of).
I am especially fond of the summoning rules which not only include a binding DC and character/environmental requirements but also the description of how the binding ritual is performed and what the manifestation appears like.
Another good design feature is that no matter what you roll on your bind check, you receive the granted abilities of the spirit. However, if you fail the check, you are unable to suppress the physical signs and your alignment and personality may shift to take on the traits of the spirit. On the other hand, if you succeed on the check by 10 or more, you get a capstone ability, which a bonus granted ability.
Each spirit also confers a tactical bonus to any d2o rolls when any of its listed criteria are met. Spirits may also grant favored allies (I wonder why we haven’t seen more of this mechanic in D&D), favored enemies, and even inspired companions.
The final chapter of the book also gives readers the tools to create new spirits and pactmakers which I think is an importance feature that allows GMs or players to tailor spirits for their particular setting or character.
Villains of Pact Magic
Villains of Pact Magic is a 210+ page supplement to the original Secrets of Pact Magic and introduces four more classes as well as new spirits, feats, flaws, and spells. It then gives GMs new challenges to throw at their PCs in the form of detailed organizations replete with lore, adventure hooks, new monsters, locations, and encounters.
Besides the organizations, Villains also has an interesting chapter called Binder Challenges. This chapter contains traps, terrain, puzzles, and rules for stage plays (where the binders must participate in a play that reenacts a spirit’s life. It also includes maps and descriptions of four adventuring sites.
Pathfinder Update
This 4 page document really only has 2 pages of changes that brings both Secrets of Pact Magic and Villains of Pact Magic up to date with the new Pathfinder RPG rules. Most of the changes include hit die and ability score adjustment. The transition appears to be pretty smooth.
Web Extras
Radiance House has a free section on their website that allows you to download excerpts of the books to whet your appetite as well as the Pathfinder Conversion Guide and quite a few web enhancements (including base & prestige classes, feats, and monsters) to use in your game.
Want to learn more about Pact Magic? Read on…
- Atomic Array: Pact Magic (Atomic Array 035)
- Game Cryer: Review by Chris Perrin
- allgeektout: Flavor of Pact Magic
- Creative Anomalous: Secrets of Pact Magic
- Mad Brew Labs: Pact Magic for Pathfinder
Drop by Radiance House Publishing today!
Listening to: Nine Inch Nails – Broken – Last
Pathfinder Channeling Feats
After playing Pathfinder for a few months, I am already hankering for some new options. I have played solely as a Cleric, though at different levels as well as both positive energy and negative energy versions. I love the new channel energy so I have crafted some fine new Feats for the Cleric that should prove very useful.
Augment Channel
Your channeled energy is more reliable.
Prerequisite: Improved Channel.
Benefit: Re-roll ones when determining the amount of healing or damage dealt by your channel energy ability.
Channel Mastery
Your channeled energy can affect both allies and opponents at the same time.
Prerequisite: Greater Channel.
Benefit: Channeling energy now affects both living and undead creatures at the same time.
Normal: Without this feat, you must choose which type of creature (living or dead) your channeled energy affects.
Empower Channel
You channeled energy is more effective.
Prerequisite: Greater Channel.
Benefit: Add 2d6 more dice your channel energy ability damage or healing roll. An empowered channel energy expends an additional use of your channel energy ability.
Enlarge Channel
You channeled energy affects a larger area.
Prerequisite: Improved Channel.
Benefit: Add 15 feet to the burst radius of your channel energy ability.
Greater Channel
Your channeled energy is harder to resist
Prerequisite: Improved Channel, caster level 6th.
Benefit: Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.
Maximize Channel
You can channel energy at its full potential.
Prerequisite: Greater Channel.
Benefit: Your channel energy ability deals the maximum amount of healing or damage possible. A maximized channel energy expends two additional uses of your channel energy ability.
Quicken Channel
You can channel energy in a fraction of the normal time.
Prerequisite: Improved Channel.
Benefit: You can channel energy as a move action. A quickened channel energy expends an additional use of your channel energy ability.





