Some of you may not know me well enough to know that I travel for work. A lot. While I'm a bit of an introvert I do enjoy meeting and talking with new-to-me people. Especially gamers. So I was pleased to meet another gamer on my most recent trip.
He was working the desk at the hotel I was staying at in downtown Phoenix. I had approached him because I needed information about getting to the airport the next morning to head home. As he answered my questions I noticed he was reading over a character sheet. An Order of Hermes character sheet from Mage: The Ascension, to be precise.
I asked him about it and he confirmed that he was playing in a Revised edition OWoD Mage game with his friends. I told him how cool that was and how much I love the original setting for Mage. We talked for several minutes about his game, the OWoD setting and getting back into play after a long absence. Talk quickly turned to technology, ebook readers and the iPad.
Eventually the client I was training arrived for our lunch meeting and I had to go, but, like a cheap whore, I scribbled down the URL to this blog and passed him the note. I walked away feeling very glad that I got to spend a few minutes during a long business week getting to talk about games with a fellow gamer.
This got me thinking about recognizing other gamers in the strangers around me. What could I do to let others know that I played RPG's to elicit further connection and interface? Is there an RPG 'gang sign' I can throw? Maybe some d20 bling? Obviously wearing my D&D t-shirt proclaims me as a member of the gaming set, but that is not exactly business attire when I'm working.
I think the simplest way to make that connection is reading gaming materials in public. Just as that character sheet clued me in that this fellow was a gamer, reading gaming material in public will let others know that I enjoy playing RPG's. Actual game books are best as they are iconic (and often very big and hard to miss). If I'm reading the Dresden Files RPG on my iPad (beautiful PDF that it is) someone has a to practically be looking over my shoulder in order to see what I'm reading. Nope, actual books are the way to go.
This also has the added benefit of inviting the curious on-looker to enquire about what it is at I'm reading. If the person is a non-gamer this gives me a chance to evangelize the wonders and magic that is the fantabulous world of RPG's. Three times a year there is the Read an RPG Book in Public Week. no reason to wait so long, grab a book and do it now.
I'm very interested in hearing how other folks proclaim their membership in the RPG Federation. Feel free to drop a comment on this blog post and share what you do to be recognized.
Follow your bliss,
JJ
- Posted using BlogPress from my iPad
A personal journey of exploration and examination into the roots of my passion for role-playing games and a place to share that passion with a new generation of gamers.
Showing posts with label Advice/Tools. Show all posts
Showing posts with label Advice/Tools. Show all posts
Wednesday, September 8, 2010
Monday, September 6, 2010
Game Science Dice
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| GameScience Dice in action |
So I dusted off Angus the Artificer and we picked up where we left off in the module Whispers of the Vampire's Blade. But before I could start playing I had an important ritual to complete with my new dice: coloring in the numbers. The opaque dice I selected at Origins (a nice dusty orange) did not come with painted numbers.
This didn't bother me in the least. See, the first (and second) set of gaming dice I acquired (and proudly still own) did not come with painted numbers either: the red Basic and blue Expert boxed sets of D&D. Those sets even came with a white crayon for the purpose of coloring in the numbers (yes, I still have the pieces of that original crayon in my dice bag; I'm working through this with my therapist); the GameScience dice did not. No biggie, I could borrow one from my boys.
(Some of you may be asking why I didn't use that original crayon for coloring in my new dice. Well, obviously, that crayon is only used for touch-up on the original dice. Yes, it is a sickness and admitting it is the first step to recovery.)
So, for the first time in 30 years I set to coloring in my dice. The artist in me settled on a dark blue-violet (I have to justify those years earning my BFA from time to time). I started with the d6, scraping the point of the crayon over each face. You see, the numbers on each die are indented, so, rubbing the crayon over these presses the dark wax into the recesses. It also sticks to the surface of the die; not very legible or pretty at this point. That is where the tissues come in.
The next step after coloring is polishing each die with tissues (a brand without lotion preferably, generic is preferred). Well, maybe not so much polishing as cleaning off the excess crayon. Throughout this process I'm turning the die over and over in my hand, feeling each side, each edge. In this way I'm getting to know each die. I notice at the edges are crisp and sharp. I also notice the rough spot where the die was broken off the 'tree' much like the parts of a plastic model kit.
This rough spot is a point of pride with the GameScience dice makers. It proves that the dice were not put through a tumbler to polish out the blemishes. Such polishing does smooth away the blemishes, but it also rounds the edges and results in unevenly-sized dice. By the way, that's also how dice with painted numbers are made: the dice are painted then polished to remove the paint from the sides while leaving it in the numbered recesses.
By the time I finished with my dice I was ready to start rolling. I gave each a few experimental rolls. I would drop each die from my hand at varying heights over the table. We were playing on a Chessex battle mat so it provided an even and slightly springy surface.
I was surprised to see that each die would bounce one or twice and then stop, even the d20. This was way cool. The sharp edges brought each die to a stop with a minimum of rolling. No more chasing run-away dice across the table. I could see that there would be much less sloppy die rolling in my future. As we played I paid attention to the results of each roll. While I did not try to stat the rolls I did feel that the results were suitably random enough for my tastes.
The end result is that I am very happy with my GameScience dice and I can't wait to get more. They have a great nostalgic quality and I can feel reassured that the dice are going to be impartial oracles. Now I wonder if the GameScience folks make Fudge dice too?
Follow your bliss,
JJ
- Posted using BlogPress from my iPad
Thursday, January 21, 2010
If You're Not...
I woke up this morning to read a most awesome post by Judd at Githyanki Diaspora. In that post he puts forth that if you are not having the best gaming of your life then you F***ed up. I'll let you read it in his words and let that sink in for a minute.
...
I used to think that my best gaming days were those during college - those carefree halcion days; not any more. I feel like every game I run these days is awesome. Not awesome in the sense of a 'perfect' game, but in the sense of being totally invested, totally at-the-table.
My one regret is that I don't play as much any more; I'm almost always the GM. And you know what? I F***ed up. It is totally on me that I haven't gone out and actively pursued more gaming opportunities as a player. You can bet I'll be rectifying that.
So I ask you, are you having the best gaming of your life? If not, why not and what do you plan to do about it?
Follow your bliss,
JJ
Posted with LifeCast
...
I used to think that my best gaming days were those during college - those carefree halcion days; not any more. I feel like every game I run these days is awesome. Not awesome in the sense of a 'perfect' game, but in the sense of being totally invested, totally at-the-table.
My one regret is that I don't play as much any more; I'm almost always the GM. And you know what? I F***ed up. It is totally on me that I haven't gone out and actively pursued more gaming opportunities as a player. You can bet I'll be rectifying that.
So I ask you, are you having the best gaming of your life? If not, why not and what do you plan to do about it?
Follow your bliss,
JJ
Posted with LifeCast
Wednesday, January 20, 2010
Elric Explored - Part 1: Elementals
A few days ago I posted about my desire to create an original sandbox setting (codename Icosa) to explore with my players. I posted this simple formula: campaign = Elric + Cthulhu + OD&D. Well not it's time to start taking this apart and seeing what makes this formula tick in my mind starting with the first variable for inspiration: Elric.
I'm re-reading the series of books about the albino Eternal Champion by Michael Moorcock to get reaquainted with the setting. I read it long ago and found many things I liked about it. Back then I had approached the series as a result of the appendix in the DMG. Now I'm going through the stories again with more of an eye toward what elements (no pun intended) I like most and would like to use in Icosa. I feel this is an important first step to help me focus the tone of the setting. I can also then compare the elements I want to the game system to see what is supported and what needs further fleshing out.
Let me make it clear to start off with that I am NOT trying to recreate the Elric saga in my sandbox. That's already been done quite well and I have no illusions to outstrip that excellent game. I only want to borrow those bits and pieces that I (and hopefully my players) find cool.
Another reason I want to start this way is I like to design top-down. This may seem counter intuitive given the exploratory nature of sandbox play, but I need that top-down framework to provide the structure to work within. It establishes boundaries and gives me something to build upon. Hopefully that keeps things from feeling too random. I do plan to leave plenty of places to explore and discover as a result of play. To begin with, some areas of the world will only have a sentence or two at most to give it flavor without dictating reams of history. If you catch me creating long (ala Tolkien appendices) genealogies or histories feel free to call me on that. So let's get started...
The world Elric inhabits has a close relationship with elementals. By elementals I mean not only the four classics (earth, wind, fire and water) but also the animal elementals, those primal beings that are the epitome of their type. These beings are powerful entities that are called upon to do various things for those summoning them. Included under this heading are the demons that are summoned as well. These otherworldly elementals are fearsome and a powerful tool of any sorcerer.
Elric interacts not only with the more basic types of elementals, but with their kings as well. This presents a hierarchy of power that could prove interesting to tap into. PCs could make bargains at lower levels with some of the more pedestrian of the elementals and work their way up the chain as they gain power and experience.
Swords & Wizardry (SnW) has Conjure Elemental as a 5th level magic-user spell, something only a potent magic-user of high level can cast. This fits in for the most powerful of their type, but I posit a more diverse strata of beings, something that magic-users at various levels can tap into (role-playing possibilities galore) as they gain levels. This points to a possible variant of the magic-user that deals specifically with these other worlders (perhaps with charisma as prime requisite) or perhaps a customization of spell lists.
Elementals could also be a possible source of magic (a more thorough exploration of magic is required another time): Levitate is performed by calling on air elementals and Wall of Fire by calling on their fiery cousins. Also there is the obvious need for stating the various elementals that the PCs can interact with. SnW has the basics but a little more variety can go a long way to spicing up play and exploration. In all cases (spells/class/monster) SnW provides an open framework for developing these ideas.
I hope the inclusion and use of these elementals will help bring a facet of the fantastic to this setting: both dangerous and exotic like the fey of old. I want players to look forward to and, at the same time, fear interactions with the Elementals of Icosa.
As a final note, I'm looking for a name for this campaign. I want it to be something 'pulpy' for lack of a better term. I'm not too worried about it at this point. I'm sure something will spring to mind as I continue to explore the setting.
Monday, January 11, 2010
You can't say that!
Ok, so Orclord and Canon Puncture seem to be my Muse of late. The same post that set my mind down the path thinking (and posting) about character death has now got me thinking about Out Of Character (OOC) dialog. This also relates tangentially to my last post.
At some game tables it is frowned upon to speak out of character. I have played in one game where all OOC conversation was signified by placing you hand on your forehead in the 'loser L' symbol. Very degrading, but did little to stem the flow of OOC.
The thing about RPGs is that they are cooperative. Players work together (usually) to complete common story goals - empty the dungeon, save a bus full of school children from dropping off the bridge, slay all the vampire you can find. Nowhere is it written that a player cannot make a suggestion to another player. "You may want to back your fighter up a step to set your spear for that charge."
Rarely have I been at the table where everyone (players not characters) is at the same level of experience when it comes to a specific game. In my current Back 2 Basics campaign I have two adults, one that has extensive 3.5 gaming experience (remember, we're playing Basic D&D here), the other that has mostly played MMORPGs. Of the three kids playing, my two boys have been gaming for roughly 4 years, while my friend's son is just starting out.
I think it's important for experienced players to share their knowledge with the newer player. This takes many forms: rolling up a character, choice of spells, where to take position in the battle to make best use of the character's weapon. There is still a lot of room for in-character talk at the right moments, and while I don't like the 'loser L' approach it is nice if you can somehow differentiate which talk is in or out of character.
Now at tables that feature more role-play may want to keep non-character chatter to a minimum. I get this. Unfortunately this often happens when only certain players are involved in a scene. In fact, it may be very important to keep distractions down so that the players in the scene can give it their full attention. Be respectful of others when they are in-character. If at all possible, hold your OOC comments until after the scene.
But there are times you just have to speak up. For example, what if one of the characters is trying to get past a guard by bluffing his way through. Perhaps the player forgot an important piece of information that will improve his chances. If appropriate you should remind the player of this info. What I don't like when this happens is that you inevitably hear, "Your can't say that! You're not there!"
My personal response is that this is a game, and players help each other out. If you want to be completely immersive then find a LARP to join. It is one thing to speak in character and do a cool voice, but is another to get all thespian on it. Let me be clear, that I'm talking about MY style of play here, not any recommended procedures. Your mileage may vary.
Another case in point. Last night one player wanted to break formation so that he could take a bow shot at an orc that closed with him. The other players started telling him not to do that because he would potentially expose the magic-user to an attack. It started getting heated and I had to quite it down. I reminded everybody that every player is free to make a suggestion to any other player, but that it is up to each individual player to decide what their character is doing at a given moment. When asked what he wanted to do, the player continued with his action of taking the step back. (The magic-user did not get attacked because all the orcs were dispatched before they could attack).
What I'm trying to say is that OOC should never be used to bully another player into doing something. I saw a player who insisted on sticking his hand into a snake nest to grab an egg, even after all the players voiced opinons that this was not a good move. One failed saving throw later and the player learned a valuable lesson. No one forced him to keep his hand out and the player had complete control of his character all the way up to the very end.
Follow Your Bliss,
JJ
At some game tables it is frowned upon to speak out of character. I have played in one game where all OOC conversation was signified by placing you hand on your forehead in the 'loser L' symbol. Very degrading, but did little to stem the flow of OOC.
The thing about RPGs is that they are cooperative. Players work together (usually) to complete common story goals - empty the dungeon, save a bus full of school children from dropping off the bridge, slay all the vampire you can find. Nowhere is it written that a player cannot make a suggestion to another player. "You may want to back your fighter up a step to set your spear for that charge."
Rarely have I been at the table where everyone (players not characters) is at the same level of experience when it comes to a specific game. In my current Back 2 Basics campaign I have two adults, one that has extensive 3.5 gaming experience (remember, we're playing Basic D&D here), the other that has mostly played MMORPGs. Of the three kids playing, my two boys have been gaming for roughly 4 years, while my friend's son is just starting out.
I think it's important for experienced players to share their knowledge with the newer player. This takes many forms: rolling up a character, choice of spells, where to take position in the battle to make best use of the character's weapon. There is still a lot of room for in-character talk at the right moments, and while I don't like the 'loser L' approach it is nice if you can somehow differentiate which talk is in or out of character.
Now at tables that feature more role-play may want to keep non-character chatter to a minimum. I get this. Unfortunately this often happens when only certain players are involved in a scene. In fact, it may be very important to keep distractions down so that the players in the scene can give it their full attention. Be respectful of others when they are in-character. If at all possible, hold your OOC comments until after the scene.
But there are times you just have to speak up. For example, what if one of the characters is trying to get past a guard by bluffing his way through. Perhaps the player forgot an important piece of information that will improve his chances. If appropriate you should remind the player of this info. What I don't like when this happens is that you inevitably hear, "Your can't say that! You're not there!"
My personal response is that this is a game, and players help each other out. If you want to be completely immersive then find a LARP to join. It is one thing to speak in character and do a cool voice, but is another to get all thespian on it. Let me be clear, that I'm talking about MY style of play here, not any recommended procedures. Your mileage may vary.
Another case in point. Last night one player wanted to break formation so that he could take a bow shot at an orc that closed with him. The other players started telling him not to do that because he would potentially expose the magic-user to an attack. It started getting heated and I had to quite it down. I reminded everybody that every player is free to make a suggestion to any other player, but that it is up to each individual player to decide what their character is doing at a given moment. When asked what he wanted to do, the player continued with his action of taking the step back. (The magic-user did not get attacked because all the orcs were dispatched before they could attack).
What I'm trying to say is that OOC should never be used to bully another player into doing something. I saw a player who insisted on sticking his hand into a snake nest to grab an egg, even after all the players voiced opinons that this was not a good move. One failed saving throw later and the player learned a valuable lesson. No one forced him to keep his hand out and the player had complete control of his character all the way up to the very end.
Follow Your Bliss,
JJ
Thursday, January 7, 2010
Character Death
A recent post by Orclord and the resulting comments following the post has me thinking about character death in RPGs. It's a touchy subject and reactions vary by individual. I'm not proposing that I have any of the answers to the question of how to handle character death, but rather just exploring some of my thoughts and feelings on the subject.
One of the things that may affect the way a player reacts to this situation is based on how they are approaching the game. Putting on our RPG theory glasses, lets look at those approaching a game using Step on up (Gamism). In this approach the player may see the character as a resource, something that is controled and changed over the course of play. Losing a resource can be a major set-back; all the time spent acquiring experience points, gold, equipment, magic items, or what have you is lost and you must start over again.
This often isn't too big of deal because it was (hopefully) a fun ride getting the character to this point. It may be no worse that landing on a chute and having to work your way back up the ladder (to use a board game analogy); whip up a new character and more fun is on its way. If, however, the individual happens to be a very competitive person, then this could be a hard hit; they may be feeling like they just 'lost' the game.
I've been there. I've had a couple of characters that I've spent a lot of time on and then lost them to in-game death. When they died it really was a lot like losing a hard-fought competition. The worst was an AD&D campaign run by my friend Hank. We had a definite win condition: free our tribe from the desert. We died in the battle of the gatehouse and our people would not be released. It was pretty crushing and was, in fact, the end of the campaign so it was doubly hard. I did have a great time playing and though we never got into the double-digit levels he was one of my favorite characters. Stepping back I can look at the whole campaign as a tragic story, which leads me to my next point of view.
From a Story Now (Narrativism) perspective a character death must be viewed from the larger vantage point of the story that is being created through play. If the death served a purpose to further the plot of the story then it would likely not be a big issue for the player; it may be view with great enthusiasm for being able to achieve a sense of pathos in the game. If, however, the death had no story tie-in, then it may seem like a senseless waste and be very difficult to rebound from.
A lot of this will depend upon the game system used. Many indie rpgs give players lots of Story Now opportunities and greater control over plot. Sandbox play leads to Story After (making a story out of the actions that the characters experienced), but there is some opportunity for Story Now based on those occasions when a player chooses to let their character die. I had a first level character who, with very few hit points left, willingly sacrificed himself in order to delay the villain so the party could escape (ask me over a drink sometime, I love to tell stories). This was a character death I did not lament and I think that shocked the DM that someone would do that willingly.
That brings me to The Right to Dream (Simulationism) in which players will deeply immerse themselves into the character they are portraying. This is potentially one of the most difficult player deaths to deal with. If the game system is one supporting Story Now and the player has some control over the plot then they may deem it best for the character to die to fit the needs of the story. Like the example above, this shouldn't be a problem.
The problem comes when the death is unexpected (as most character deaths in traditional RPGs tend to be). In this case, the character is not a resource or a tragic protagonist in a story; the character is a loved one, cherished and adored. This can result in very emotional outbursts and possible fits of depression. In John Coyne's book Hobgoblin, the book opens with the protagonist playing Hobgoblin, a D&D-esque game. His character, a 20th level paladin, is killed as a result of an unlucky roll (ain't that the way it always happens). This is mirrored against the sudden death of the protagonist's father - illustrating (in my mind, at least) the level of loss the protagonist was feeling over his most beloved character.
Now you may be saying, 'Alright already! It's a game, fer cryin' out loud! Get a life!' Yes, this may be true. A good separation of fantasy from reality goes a long way to lessening the sting of a character death. However, I offer you this position: creating a player character for an RPG is like any creative endeavor - you invest a piece of yourself into it. There is no greater form of sympathetic magic. Add to this the time an energy spent on a character that has been played for a very long time and it is exponentially more difficult to divest yourself from those feelings.
Now, how can the blow of a character death be lessened? The best thing in my bag o' tricks is to talk about the game before you sit down to play; some folks like to call this a Social Contract. Before play, talk about the game, talk about the setting, talk about the genre and talk about the characters. Let players know how death works in your game. Let them know if there are any safety nets for character death, such as resurrection spells or cloning. This will go a long way to helping players keep character death in perspective.
And even then, all the prep in the world may not be enough to alleviate the pain of a character death. If you are bothered by your character's death, talk about it as a group or talk to your game master. And as they say, time (and a good psychotherapist) does heal all wounds.
One of the things that may affect the way a player reacts to this situation is based on how they are approaching the game. Putting on our RPG theory glasses, lets look at those approaching a game using Step on up (Gamism). In this approach the player may see the character as a resource, something that is controled and changed over the course of play. Losing a resource can be a major set-back; all the time spent acquiring experience points, gold, equipment, magic items, or what have you is lost and you must start over again.
This often isn't too big of deal because it was (hopefully) a fun ride getting the character to this point. It may be no worse that landing on a chute and having to work your way back up the ladder (to use a board game analogy); whip up a new character and more fun is on its way. If, however, the individual happens to be a very competitive person, then this could be a hard hit; they may be feeling like they just 'lost' the game.
I've been there. I've had a couple of characters that I've spent a lot of time on and then lost them to in-game death. When they died it really was a lot like losing a hard-fought competition. The worst was an AD&D campaign run by my friend Hank. We had a definite win condition: free our tribe from the desert. We died in the battle of the gatehouse and our people would not be released. It was pretty crushing and was, in fact, the end of the campaign so it was doubly hard. I did have a great time playing and though we never got into the double-digit levels he was one of my favorite characters. Stepping back I can look at the whole campaign as a tragic story, which leads me to my next point of view.
From a Story Now (Narrativism) perspective a character death must be viewed from the larger vantage point of the story that is being created through play. If the death served a purpose to further the plot of the story then it would likely not be a big issue for the player; it may be view with great enthusiasm for being able to achieve a sense of pathos in the game. If, however, the death had no story tie-in, then it may seem like a senseless waste and be very difficult to rebound from.
A lot of this will depend upon the game system used. Many indie rpgs give players lots of Story Now opportunities and greater control over plot. Sandbox play leads to Story After (making a story out of the actions that the characters experienced), but there is some opportunity for Story Now based on those occasions when a player chooses to let their character die. I had a first level character who, with very few hit points left, willingly sacrificed himself in order to delay the villain so the party could escape (ask me over a drink sometime, I love to tell stories). This was a character death I did not lament and I think that shocked the DM that someone would do that willingly.
That brings me to The Right to Dream (Simulationism) in which players will deeply immerse themselves into the character they are portraying. This is potentially one of the most difficult player deaths to deal with. If the game system is one supporting Story Now and the player has some control over the plot then they may deem it best for the character to die to fit the needs of the story. Like the example above, this shouldn't be a problem.
The problem comes when the death is unexpected (as most character deaths in traditional RPGs tend to be). In this case, the character is not a resource or a tragic protagonist in a story; the character is a loved one, cherished and adored. This can result in very emotional outbursts and possible fits of depression. In John Coyne's book Hobgoblin, the book opens with the protagonist playing Hobgoblin, a D&D-esque game. His character, a 20th level paladin, is killed as a result of an unlucky roll (ain't that the way it always happens). This is mirrored against the sudden death of the protagonist's father - illustrating (in my mind, at least) the level of loss the protagonist was feeling over his most beloved character.
Now you may be saying, 'Alright already! It's a game, fer cryin' out loud! Get a life!' Yes, this may be true. A good separation of fantasy from reality goes a long way to lessening the sting of a character death. However, I offer you this position: creating a player character for an RPG is like any creative endeavor - you invest a piece of yourself into it. There is no greater form of sympathetic magic. Add to this the time an energy spent on a character that has been played for a very long time and it is exponentially more difficult to divest yourself from those feelings.
Now, how can the blow of a character death be lessened? The best thing in my bag o' tricks is to talk about the game before you sit down to play; some folks like to call this a Social Contract. Before play, talk about the game, talk about the setting, talk about the genre and talk about the characters. Let players know how death works in your game. Let them know if there are any safety nets for character death, such as resurrection spells or cloning. This will go a long way to helping players keep character death in perspective.
And even then, all the prep in the world may not be enough to alleviate the pain of a character death. If you are bothered by your character's death, talk about it as a group or talk to your game master. And as they say, time (and a good psychotherapist) does heal all wounds.
Thursday, December 17, 2009
Being loud!
Sometimes someone on the internet says something so eloquently and completely that is seems pointless to try to add to it. These types of posts resonate at some core level with your spirit - simpatico. Such is the case with a post from Fred Hicks.
One of the reasons I started this blog was to do some soul-searching using the backdrop of RPGs. In the process I found things that I really love to do - talking and playing RPGs. As a result I've been finding others of like mind and beginning some dialogs with these folks. I found that I really enjoy this aspect of blogging very much and have started doing more posting of comments on other's blogs. I hope others will take the opportunity to be silent no more, to talk about the things you love and share ideas. Find a blog or forum you like and start talking or start a blog of your own. Be Loud!
I want to thank all the readers who have taken the time to comment on this blog over the last six months; I'm just getting started and hope to improve my blog-fu with more practice in the New Year. Wow, six months. It sounds weird to say (type) that out loud. I'm proud of being able to post on a semi-regular basis and hope to improve the regularity and frequency in 2010.
Now, having said all that I wanted to let any regular readers of my blog know that I will be taking a short break from active blogging; I am going to spend some quality time with my family. I'm going to unplug and play and sing and be silly. I hope to come back in the New Year recharged and rejuvenated - I have a good feeling about 2010. I want to do more to update readers of any projects I'm working on as well as dreams I'm looking to make real. I'll be using my own gaming as a way to talk about the things I like and the things I don't, the things I do well and the things I need to work on. And I hope to hear from any readers that find what I have to say interesting.
Wishing everyone a warm season's greeting, a fruitful new year and remember to always follow your bliss,
JJ
Monday, November 2, 2009
NPC scripted scene
In my last post I talked about doing an NPC scripted scene in an upcoming adventure. Well, last night I ran that scene. I'd been waiting until the party had finished their current adventure. The scene was meant to act as an interlude between the last adventure and the next. Up until this point the Patriarch of the church would call the PCs into a meeting and offer them a new chance to adventure. This time was a little different. I have used Google Docs to create the document and have shared it here: http://docs.google.com/View?id=dgsd7pz_50d25n37gm
To give you a little background, the characters have just completed a successful mission to capture the chaotic cleric Elwyn who had made off with a holy artifact. The cleric and artifact were returned to threashold and the custody of the Baron Sherlane Halaran, who is also the Patriarch for the Church of Karameikos.
Normally the players would not find out what happens to Elwyn after they turn her over to the Baron nor would they see what leads up to the Baron calling on the PCs for assistance. This little scene does that and more.
In addition to the backdrop each of the characters in the scene with Elwyn have a tie to one of the characters. The Patriarch and Aleena are both members of the Church to which one character belongs. Lady Halia is mentor to the magic user in the party. Porthios is mentor to an elf in the party and Lady Halia's husband can act as a mentor to any fighters in the group.
With these mentors more formally introduced I inserted a role-play scene in which the PCs had an opportunity to interact with their mentors prior to meeting with the Baron. This was a fun scene with no real goal other than to give the players a chance to expand upon their characters. It also pointed out that the thief in the party had no such mentor; something that will be addressed in upcoming play.
The scripted interlude also allowed me to introduce an important NPC for the upcoming adventure: Commander Castellan. This helped to prepare the PCs with the eventual meeting with the commander.
All in all, the scripted scene was well received and I was very pleased with the results. The scene when a long way to making the PCs adventures set more firmly into a world deep and rich in detail. The scene went a long way to help ground the actions of the PCs into a larger framework, will still keeping the focus on them.
I highly recommend using this simple tool for adding more depth to your role-playing experience. I wish I had more time to devote to the scripting (I posted it with all the typos still in it), but I don't want to take too much away from the spontaneity of the game. Scripted scenes are great for fleshing out the story, foreshadowing and epilogue. I want to thank Rich and Ryan for talking about in an episode of the Canon Puncture podcast. I've mentioned this and other podcasts I listen to in a previous post. Ryan's excellent Master Plan podcast on game design can be found at masterplanpodcast.net.
I'll have more updates soon. Until then, follow your bliss.
JJ
Sunday, September 13, 2009
...and now I am the Master!
Recently I had the opportunity to play in a D&D 3.5 adventure run by my oldest son. This was a proud moment for me, to see him mastering a game that I fell in love almost 30 years ago. After the session we sat down and I shared some pointers of things he should consider when running his next game. These along with a few other items I present here for any aspiring GMs ready to begin their illustrious career.
Start with a pre-defined adventure
The role of Game Master is full of responsibilities. This load can be lightened by using a pre-defined adventure. Many may balk at this statement, saying that this hampers creativity and GM freedom and it very well may. The main reason I advocate for this path is that being a good GM takes practice. Practice is typically best approached by starting with simple steps to build confidence and then adding more steps that grow in difficulty. This is what a pre-defined adventure is good for. Think of it as training wheels.
Using a pre-defined adventure frees the new GM to spend more prep time on learning and understanding the rules instead of working on adventure design. In addition, the time spent on rules can be more focused. By looking at the elements of a pre-defined adventure the GM can focus study on just those rules that will come to play. If none of the planned encounters deal with social combat then no time need be spent on that subject. Also, by careful study of the planned adventure the GM can be ready for possible deviations by the players and therefore seem more knowledgeable and competent regarding the setting and/or game system.
Also, by playing pre-defined adventures the GM will learn more about ways to use the game system to its fullest. The presumption here is that these pre-defined adventures are written by authors more familiar with the setting/game system who will be able to ecourage a richer game experience. As time goes on the new GM will be able to define which elements of the setting/game system they enjoy and which ones they and their players dislike. With several sessions under their belt, the GM may begin modifying existing adventures to better suit the needs of the play group, evenutally leading to solid confidence necessary to design original adventures.
Communication is key
It is important as a new GM to not assume anything. This is esspecially true when discribing situations and scenery. Having read the adventure and the rules several times they no doubt have a clear picture of the environment and situations. It is importnat to convey that clearly and effectively to the players so that all may participate in what Ron Edwards call the Shared Imagined Space (SIS).
In an example from our actual play, the adventing parting started in Sharn on the world of Eberron. The GM had a clear picture of Sharn from his readings as did I from previous play experience. However, my younger son had no experience whatsoever with Sharn. He had no idea what is was like and as such could not participate in the SIS. I pointed this out during play by asking the GM to discribe the city since all the characters were first-time visitors. This helpped bring everyone at the table together.
It is also important to clearly listen to what the players are telling you as a GM. Ask clarifying questions that help define further the intent of the player. If the player simply says, "I attack it!" when there are several targets, clarify by asking which target so there is no mistake later, "No, I was attacking the wounded one!" A simple question goes a long way to avoiding such difficult situations.
GMs should be careful that their questions are not leading. "Wouldn't you rather hit the wounded one?" verges on taking total control of the player's character. The players will learn from experience just as the GM does; don't rob them of that opportunity to learn.
+1 Swords are typically not labled as such
This may be a tough one now-a-days. Within the realm of electronic RPGs (both on-line and console versions) a player typically knows exactly whether or not any items gained are magicial as well as the exact nature of the magical effects. However, in a tabletop RPG this need not be the case. The determination of magical items and their respective effects give players a reason to cast Detect Magic and Identify spells as well as encouraging testing a character's arcane knowledge. This is part of the mystery and wonder in the game. Also, it gives players a reason to spend some of that coin they just worked so hard for. If characters have plenty of cash there is less of a desire to continue adventuring, while one strapped for cash will be eager to venture forth to raise cash for next month's lodging.
That being said, new GMs brought up on electronic RPGs may not see the reason to have the players "jump through hoops" to find out the sword is only +1. My point for bringing it up here is that new GMs should consider their approach to the situation before blindly falling on habit.
Don't be affraid to make mistakes
Everyone makes mistakes when starting out. I've already talked about one my biggest here when I first started GMing. It is inevitable; there is a rule that you thought you understood, but once in play it no longer made sense to you. Keep the ball rolling. Don't stop and fixate on the mistake; pick up the ball and keep running. Chances are the players won't even notice (unless, of course, they're the ones that pointed it out to you) and you can keep on going.
After the game, take time to relect on the session. You may even ask your players: "What went well? What didn't work so well?" From this reflection you will discover where to focus your attention when preparing for your next session. In time, all the tasks and responsibilities of being a GM will become second nature to you. That's when you're on your way to becoming what Gary Gygax called a Master GM.
Follow Your Bliss,
JJ
Thursday, September 3, 2009
Ode to a Three-Ring Binder
Let me take a moment and share a little bit about my favorite organizational tool for GMing: the three-ring binder. With a few simple items I'll show you how I stay organized for my various gaming sessions.
To begin, I use the following supplies:
- 1.5 inch three-ring view binder
- 4 tabbed dividers
- Paper & sharpened pencils
- Binder pouch (optional)
- Adventure calendar sheets (optional)
- Adventure log sheets (optional)
Three-Ring View Binder
This is the main component. Most folks know what I mean when I say a three-ring binder, but what you may not understand is what I mean by a three-ring view binder. The view binder has a clear plastic cover on front, back and spine. This creates pockets into which paper can be placed to provide for a custom cover. I prefer a white binder so that the pages I place in the covers stand out, but feel free to select your favorite color or even a different color for each campaign.
Now, as far as what to slide into the covers you have several options. If you have an artistically inclined member in your play group you can commission a piece of art suitable for your campaign (be sure to award bonus XP for such an endeavor). This art can go a long way to set the tone for the campaign. As an added bonus, if you run adventures for more than one group, different artwork will make it easy to tell which binder to bring to a session.
Alternatively, you can place game related materials - such as combat charts, weapon damage or spell lists - in each clear pocket for easy reference. In this way the binder does double duty as organizer and GM screen. Plus, with the clear plastic cover, the sheets are protected from the inevitable spilled beverage.
Some view binders also have a vinyl pocket on the inside covers. These are excellent for storing items that you need quick access to frequently: character sheets or the aforementioned combat/weapon/spell charts if you are not using those on the covers.
Tabbed Dividers
The dividers form the main organizational aspect of the binder. I picked four for ease of use; you can have as many as you need, but I would err on the side of simplicity. The dividers are used to define four sections of the binder: player notes, player maps, adventures, and GM notes.
The player notes are anything that the players feel is important to record during a session. I like to put the most recent notes at the front of the tabbed section so they are readily available. Going through the section will take you back further in time toward the beginning of the campaign. I like having access to this information because it helps me understand what events the players found noteworthy.
Player maps are another item that can be collected and stored for later reference. These hand-drawn maps often have encounter notes and other related information that may be of use. Here again I store the most recent map at the beginning of the section.
I like to keep the notes for the current adventure in the binder as well. This section is obviously GM eyes only. For this reason some may prefer to have a separate binder for players and GM (more on this below). While playing I like to have out the map for the adventure and often use this for a bookmark in the adventure section to easily find my place if I must close the binder. At the end of a session I insert the map (securely clipping it within the three-rings) into adventure section to mark where the party left off.
The last section is another GM only area: GM notes. These notes are anything that the GM needs to record about the on-going adventures of the party - from monsters defeated and treasure gained to important NPC names. As already mentioned, I place the most recent notes at the beginning of the section.
Paper & Pencils
Be certain you have plenty of paper in the relevant sections - lined loose-leaf notebook paper (wide or narrow lined to suit your writing preference) for the player and GM notes and the appropriate graph paper for the player maps. In this way you can always 'Be Prepared', as the Boy Scouts say, for any eventuality.
I also like to have plenty of sharpened pencils. I prefer pencil because information that is recorded may need to be changed, especially on character sheets. I keep lots of them sharpened so that I don't have to stop play to sharpen a dull point. Some may prefer mechanical pencils in this regard, and that is fine; I prefer the weight and feel of a classic #2 wood pencil.
Invest in an inexpensive binder pouch and keep all your pencils in your binder. If everything is in your binder that's fewer things you have to remember to grab if you're running late to your gaming session. If you have plenty of sharpened pencils to spare you'll be ready for those players who routinely forget to bring a writing utensil.
Calendars & Logs
I listed two other optional items that I feel help me stay on top of the game: pre-printed calendars and logs. I find these useful from both an organizational and setting standpoint.
The adventure calendar is a sheet of paper with a 12-month view at the top (typically three rows of four months). Below this is a lined section with two columns. The first (narrow) column if for recording the in-game date of the event while the second (wide) column if for the notes regarding the event. The upper-right corner of the page has a spot for the current year of the campaign.
This calendar helps reinforce the setting through the use of setting-specific month names. Other information that can be present are any holidays, festivals or celebrations commonly held, names for the seasons and days of the week, and phases of the moon(s). When players record their notes on this sheet they have all this setting information before their eyes; this helps to bring the game world to life. The calendar also assists in planning for travel and use of PC down-time.
I use the adventure log to record my notes for each session. At the top of the sheet is a section to record all the relevant information about each PC in the session. I make a new sheet each session for two reasons. The first is that not every player will make it from session to session so this acts as my attendance sheet for calculating XP. Secondly, PC stats often change due to numerous effects - injury, magic items, wishes, and advancement to name just a few.
Below the PC roster is a lined section for recording my session notes. I use this sheet a lot: recording outcomes of encounters, notes on players earning bonus XP, tracking treasure, memorable quotes, NPC names that I was forced to make up on the spot and must later flesh out, etc. I recommend recording the actual date of the session on this sheet as well as on the adventure calendar/player notes so that the two sheets link up for cross referencing.
Variations
The system of organization outlined above is just one possible way to approach storing of game-related information. It works well for me, but may not work as well for you. Here are some variations you can play with to better suit your needs.
Multiple binders - For some it may not make a lot of sense to store player and GM information in the same binder; you may prefer to keep the two separate. The player binder would have the character sheets, notes and maps. It can also contain a section for campaign specific background information. After time you will outgrow the 1.5" binder. At this point you can separate out the player and GM sections into separate archive binders. While this is more binders to keep track of, it may not be an issue if players are responsible for their binders or sessions are played at the GM's home where all the binders can be stored.
Notebooks - Notebooks can be used instead of loose-leaf paper. This will create more a chronicle feel, especially to the player notes. Maps can be attached (glued, taped, etc.) to pages in the notebook if desired. If the notebook includes a pocket in the covers, character sheets can be stored here as well. Both player's and GM's notes can be stored in separate notebooks and with a large enough binder (2" - 3" minimum, D-ring ideally) everything can still be carried together. This has the added bonus of creating a series of volumes as time goes on, adding more to the epic feel of the campaign.
I'd love to hear what methods you use to store all your campaign related information. Share your methods in the comments of this post.
Follow Your Bliss,
JJ
PS. As noted in the previous post, I am now part of RPG Podcasters. To bring my posts in line with their organizational scheme I will be going back and changing/adding to the labels on previous posts. This may affect the way you view this blog in your blog reader. I apologize for any confusion this may cause.
Friday, August 7, 2009
Tools of the Trade: Obsidian Protal
I haven't posted in a while so I thought I'd check in to tell you what I've been doing. I've been working on a campaign for my family and friends. In prepping for this campaign I started using a new (to me) tool I discovered a few months ago: Obsidian Portal (OP).
OP, which has been around for a couple of years now, is a free wiki for game masters and players. In this portal GMs can layout all the elements of their campaign including locales, background, history, maps and NPCs. Each page created by the GM has a special 'GM Only' area. This allows all the information on a particular topic to be in one place. Players only see the information they can access while the GM can see it all. The GM can also recount all the player's adventures in an Adventure Log which works like a typical blog, complete with comments.
Speaking of players, there is a lot for them to do in OP as well. Players can join various campaigns and create PC pages with as much or as little detail as they wish. Also, OP has teamed up with Pen & Paper Games to help players find games in their area. I haven't tried the player side of things too much yet, so I'm hoping to get feedback from the folks playing in my group.
As far as ease of use, let me say that I'm not that big a fan of wiki's, primarily because of the odd syntax for formatting of text. In the short time I've used OP, I have become fairly comfortable with laying out the text in the fashion I want. There is a WYSISYG feature that I have not turned on as of yet. If I get too frustrated I'll give it a try. Support for the site is available through some limited tutorials and the help forum.
All in all I'm very pleased with the way it is going. I will let me share information in an organized manner with players who can participate on-line as little or as much as they would like. It remains to be seen how much my group will utilize it.
At the beginning of this post I mentioned that the service was free, and it is, but there is (of course) a premium subscription service available (Ascendant Membership) for a cost. The free mode limits GMs to two campaigns each with one map. That is plenty for me, but for a fee you can have unlimited campaigns with 10 maps. The Ascendant Members also have a campaign-specific forum, no ads and the ability to make a campaign private or friends only (all free campaigns are public). The cost for a year as an Ascendant Member is $40, but semiannual and monthly rates are also available.
So far I'm really enjoying the experience. OP has been nominated for an Ennie this year and I hope they do well. If you are at all interested, stop by to see what is going on in my Back to (D&D) Basics campaign. I plan to talk about other tools that I'm using in my campaign in future posts.
Follow Your Bliss,
JJ
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