Showing posts with label 30 Day GM Challenge. Show all posts
Showing posts with label 30 Day GM Challenge. Show all posts

Tuesday, January 28, 2014

Growing the Hobby

It’s taken me a while to get here, but this is the final post of the 30 days of GMing Challenge, and fitting that this question falls on/around the 40th anniversary of D&D (and the hobby). At least it does for me because of the length of time it’s taken me to get to this last question!

Growing the hobby is something that comes up in every niche activity that I’m aware of, and it’s important!

But only a little.

The thing is, I don’t think that “the hobby” is in any danger. I am seeing new people join in on G+ regularly, I see old blogs die off, and new ones start up, I see posts about families playing together, I see new adventures, new rules sets, new everything in such volume that I can’t keep up.

And that's just in our little corner of the hobby, and ours is a little corner! The OSR (and by this I mean anyone playing OD&D through 2nd Edition or a game derived/based on those rule sets) is a vocal minority when compared to the numbers playing Pathfinder and even 4e. I can’t even guess how it compares to the non-D&D side of the hobby.

Given that Pathfinder is still publishing, that there is no slowdown of DCC products, that the new edition of D&D comes out this year, I think the hobby is doing just fine.

If you really are interested in growing the hobby, there’s two things you need to do:

1. Enjoy the hobby (aka PLAY!)

2. Talk about the hobby - find new players, then go back to #1.



A big thank you to Kat over at Triple Crit for putting together this set of questions.

Friday, January 24, 2014

Selling players on a game

Teaching the rules: how do you sell players on the system while running a demo or con game?

Until recently I’ve never tried to sell anyone on a system.

Actually, that’s a lie. I used to do it all the time when I worked at the comic store, especially since that was right at the very start of D&D 3.0 release. But that was a very different thing from trying to get my players to play a new game. When I was talking to my players, I never tried to sell them on a system, I sold them on the game and the setting. In general I’ve found that most players don’t care about the rules all that much, at least not until they’re up to their elbows in it. I’ve found that one of the advantages of having a steady group is that if you want to try something, they’re generally willing to trust you not to bring something stupid (rules-wise) to the table.

When selling an RPG system at the store, I would talk a lot about the changes made from the old system, or about what made it different from other games out there. Generally in these cases I was selling the game to GMs, who tend to care about rules more, but even then a fancy new mechanic isn’t all that important unless it does something at the table that either is new or fixes something that didn’t work well.

More recently (as I talked about at length) I ran a Labyrinth Lord adventure at Charm City Gameday. No one who sat down at my table was familiar with LL, though most were familiar with the newer versions of D&D. I went over the mechanics very very briefly, and we jumped into the game. I didn’t worry at all about trying to sell the game to them. As with my old standing groups, I sold them on the adventure, rather than the rules.

Thinking about the various con games I’ve played in, it’s been the same thing. I’ve tried out lots of different rules sets that I would have passed over otherwise because someone asked me if I wanted to be a god, or if playing an Alien style sci-fi game sounded fun.



This is post #29 in the 30 Days of Gamemastering Challenge

Tuesday, January 7, 2014

Transcending the material plane: DMing online

Playing D&D and other games online isn't nearly as difficult or intimidating as I expected it to be before I gave it a try. It turns out that it's actually really easy to do. Technically, anyway, and there are a lot of free services out there to facilitate it.


I've spent most of my time using Google Plus hangouts, though I've also used Skype, and for the most part the audio and video quality has been good on both.

DMing online isn't really all that different from DMing at a table, except that there is a big screen between you, as opposed to a little DM screen. Without using an extra service, there isn't a good way to roll in the open, which means that you have to trust your players to honestly report their rolls. Or you can use one of the many online dice roller programs. You also lose out on a certain level of goofing off/pregame chatting, though I've noticed that the longer a core group plays together, the more this picks back up. One thing that doesn't is the physicality of sitting around a table. There are times as a DM when I'll use physical action to help me show something that's happening in the game. That's a lot harder to do when you're confined to the view of a webcam. It also takes some practice to learn not to talk over each other. This is an instance where having a "caller" might actually be pretty useful.


I've played mostly old school games, rather than newer more tactical games, and since they require more imagination than gameboard and minis, describing the rooms or monsters as I would do with a group around a table works pretty much exactly the same. Sometimes, for a really complicated situation I'll sketch something on a piece of paper and hold it up to the camera for the PCs to look at. PC map makers tend to do the same thing, for me to make sure they didn't go completely off the rails.

While it does lack a certain something, gaming on G+ is really what got me rolling dice again, more than I have since high school and college. Plus it's let me play with people literally across the world, crazy, inventive, imaginative players and DMs who I never would have gotten to roll with otherwise.

If you haven't had a chance to play online, and you're itching to get back to gaming, give it a try. And if you're looking for a place to start, check out the Hangout RPG community on G+.



This is post #28 in the 30 Days of Gamemastering Challenge.

Saturday, January 4, 2014

Co-GMing?

Have you ever co-GMed? Would you consider it? What are the pros and cons?

I've never had the opportunity to Co-GM a game before, nor have I ever seen it done in person, so I'm not really sure how well it would work for me. I tend to like having creative control, and going in 50/50 with another DM... would be difficult for me. That isn't to say I wouldn't love an assistant more of the time, someone to help me keep my notes organized, someone to bounce ideas off of (that wasn't a player), someone to help run large combats, etc. Sadly I have yet to find such a henchman.

The closest I've ever come to co-DMing is when I've had a steady game that runs every other week, with another game that I don't run playing the off weeks. That works pretty week, especially if you've got the same set of players, and can cover for each other if you need an extra week.



This is post #27 in the 30 Days of Gamemastering Challenge.

Thursday, December 26, 2013

GMs are the worst players!

If there is one thing a DM needs to be good at, it's being in charge of the game. It's your table, your rules, and while it's not an absolute dictatorship, at the end of the day you, the DM, are in charge.

So when we end up on the other side of the screen, it's sometimes hard to give that up. It's understandable given the amount of time and effort we've invested to be good DMs, how we've trained ourselves to run games, and provided the framework for a good time. Setting that  aside isn't easy.

I know that I've spent a lot of time on the player's side of the screen thinking about what my DM is doing, and criticizing (sometimes harshly) the decisions they're making. It's hard not to, since I'm always on the lookout for new ideas, new techniques that I can bring to the table, but it can take away from my enjoyment of the game.

We're our own worst enemies! 

I know this isn't unique to me, as I've played and run games that are made up of players who are also experienced and regular DMs. While they all relish their time as players (just as I do) there's also the occasional suggestions that are voiced at the table. It isn't too bad most of the time, but it can cause a bit of a kerfuffle if everyone decides to weigh in.

On the other hand, experienced DMs provide the best post-game critique and followup!  

My suggestion to my fellow DMs is when you find yourself pleasantly on the other side of the screen, put away your natural tendency to try to run the game, and just immerse yourself in playing it. For once, don't take charge of the game, take charge of your character, and try to make it as fun for yourself as you do for your DM.



This is both #26 in the 30 Days of Gamemastering Challenge, and my entry for December's RPG Blog Carnival "Taking Charge" hosted this month at Casting Shadows.

Tuesday, December 24, 2013

Canon vs. Alternate Universes vs. Original Settings

The characters in RPGs need someplace to do the things that they do, aka the setting. It doesn't really matter if it's based in the real world, some steampunk metropolis, a fantasy wilderness, or a deep space sci-fi. What setting you decide on, and how you run it can have a major impact on the game.

There are 3 main options: The Canon Universe, and Alternate Universe, or an Original Universe.

Using a setting as written is using the canon setting. The major advantage to using a canon setting is its familiarity. It's a rare gamer that hasn't seen Star Wars, Star Trek, or Ghostbusters, or any of the other games set in a licensed universe. What constitutes canon can vary a lot though. Take for example the Star Wars Universe. In some games, only what is from the original trilogy counts as canon. Others use any of the movies and tv shows. Others use the books, and some even use the comics. 

The same problem arises with game settings like the Forgotten Realms, or Ravenloft, or Greyhawk that have all been around for a while, existed over multiple editions, and have a wide variety of both expansions and novels published for them. Figuring out what will "count" as canon for your game can be a pain. On the other hand, having everything all set means the only work you need to really put into it is to make sure you know your stuff.

Depending on how much stuff is out there, this can be a significantly difficult task, and even when you know the setting pretty well, it can be a major pain when one (or more) of your players knows it better and tell you that you're "doing it wrong". I dislike using canon settings for exactly that reason. Unless it's one that I know really well, better than anyone else, I prefer the Alternate Universe option over the Canon setting.

Alternate Universe (AU) settings are based on a canon setting, but with some things changed. They might be major changes, like the skywalker twins died at birth, or the Enterprise failed to stop the Borg, or a spaceship crashed into Waterdeep collapsing large chunks of Undermountain.

Using an AU setting alleviates the major downsides of a canon setting in that player knowledge of the official setting helps, but the changes keep them from telling you you're doing it wrong, or screwing up a major significant point. AU settings allow you to keep the stuff you like, and dump the rest. Most canon games end up as AU games, as the players influence things, at least eventually, unless they swerve into the realm of the Expanded Universe, where the canon things happen, but not where the PCs are. It's something of a compromise between canon and AU.

The downsides to AU are that your players might be upset at your changes, especially if they really love the canon setting. You also need to keep track of the things you've changed, and try not to add things in that shouldn't be there because of the changes that have been made. If the Skywalker kids never were, there wasn't any reason for Alderan to get blown up. Unless there was. That's up to you.

Original settings are ones you've made up on your own. The major advantage is that they're exactly what you want them to be, and need them to be. The major downsides are that your players will have little familiarity with it, unless they've played in it before, and that it's up to you to know and keep track of what's going on. Depending on the level of complexity you've designed, that can be daunting. The personal rewards of having a successful original setting are much greater than having picked one off the shelf.



This is #24 in the 30 Days of Gamemastering Challenge.

Friday, December 20, 2013

Problem Players & Drama Llamas

There is a stereotype that nerds (in general), and D&D players (specifically) are basement dwelling troglodytes (who know what that word actually means) that wouldn’t know what to say to a woman in the unlikely event one dared enter their subterranean shrine to eternal virginity full of comics and action figures.

The vast majority of the time this isn’t anywhere close to the truth. However… there have been times I’ve had players who just completely lacked any understanding of social behavior. For whatever reason these players tended to be the worst muchkins, and they didn’t much appreciate my stomping on that, and tended to drift away pretty quickly. Most of these I encountered when I was running games at the comic shop I used to work at. It was always a delicate balance between discouraging their participation, yet trying to keep them as customers. Maybe not the choice I'd have made it it had been my store, but that's what the boss wanted.

It's hard to come up with a single memorable encounter, as it's been more of a amalgam of experiences. I've yet to have a table flipping moment, though there have been one or two times when people have left the table upset over a turn of events. These don't stick out as drama llama type reactions though.

What sort of crazy over-the-top problem players and drama llamas have you seen?



This is #25 in the 30 Days of Gamemastering Challenge.

Thursday, December 19, 2013

Game Mechanics and Story

It’s said that when you have a hammer, all your problems look like nails. I’ve noted the same sort of thing happen in my 4e game. My players, as much as I push them, tend to default to whatever their character sheet says they can do. That’s honestly one of the things I like most about old school games. There is very little to tell you what to do, or how to do it.

It isn’t that the games are unfinished, but rather are left for the DM and the players to work things out for themselves, and the rules are there as a framework to support whatever they opt to do. It’s not a bug, but a feature, that there’s so little that’s been filled in for you.

There’s some discussion that the mechanics limit or direct the focus of the game, in that the combat rules tend to make up a bulk of the rules in any edition of D&D. I don’t think that’s necessarily the truth given how little advancement comes from combat, at least in the pre-3.0 days. Rather I think that the potential complexity of combat lends itself to mechanical codification as a way to distinguish it from the more freeform conflict resolution of cops and robbers or cowboys and indians. Of course it really comes from D&D’s wargaming roots, but from that grew a much stranger game, one where combat wasn’t necessarily a good idea.



This is #23 in the 30 Days of Gamemastering Challenge.

Friday, December 13, 2013

A Novel Solution

A novel solution: what’s the best advice you’ve borrowed from a totally different field?

“Yes, and…”

Role Playing games are a collaborative effort, and it’s important for that to work that everyone is in the same chapter, even if they’re not on the same page. In that spirit, it’s helpful to remember the improv rule to say “yes and” or “yes but” whenever possible, rather than defaulting to “no”.

“The cavern is split by a deep ravine.”

“Can I use my 10’ pole to vault across?”

“Yes... but the pole might break and you could fall”


or

“The cavern is split by a deep ravine.”

“Is there a bridge or other obvious way to cross it?”

“Sure, but it looks old and may be rotten.”


This isn't something that comes naturally to me. For far too long I looked at Rule 0 as a way of enforcing my vision of the game, rather than allowing what happened at the table to build the shared vision.

Of course, as a DM, especially in a D&D type game, you are the final arbiter, and there are going to be limits on your players' influence. For instance, maybe there is a bridge, but it was cut down and is now at the bottom of the ravine, or maybe the ceiling is only 8' tall. Generally, if there's a good reason the players idea shouldn't work, be honest. If there isn't a good reason, strongly consider going with it.



This is #22 in the 30 Days of Gamemastering Challenge.

Saturday, December 7, 2013

Best DMing Book?

Ok, well my doing the 30 Days of Gamemastering Challenge rather slipped through the cracks. I was doing pretty good with the first 20, then… not so much.

So back to it!

Part III - META

Best DMing Book?

I know in the OSR the word of Gygax is held in high regard, and while there are a lot of gems to be found in the original AD&D Dungeon Master’s guide, it’s only recently that I’ve come to read it. And it is good, don’t misunderstand, it’s just that it isn’t my “go to” book.

On the other hand, I honestly don’t have a go to book.

The sum of game mastering knowledge is not contained in books at this point. While I have a decent RPG library, and I’ve read way more than I own, but between the blogs I follow and the DMs on Google+, I have an embarrassing abundance of experience and examples from which to draw.

I’m not saying ‘skip the DMs guides’ or anything like that, but definitely don’t be limited to just one, or even just to books. Chances are good that whatever you’re struggling with isn’t new, and someone else has not only experienced it, but also has come up with ways to handle it. You just need to find that someone else.

Charles Akins over at Dyvers has compiled a comprehensive list of OSR blogs. It's a good place to start, but again, don't limit yourself. There might be a 4e or Pathfinder DM who has the answer you're looking for. Or you might find it from someone who plays Star Wars, or Ghostbusters, or Vampire, or Fate, or Fudge, or... who knows? And if you've come up with something, don't be afraid to share. Not all the answers have been found, and someone maybe looking for the answer you have.

Wednesday, November 13, 2013

The Best and Worst Sessions...

Games don't always go as expected. Sometimes things click in ways you'd never expect, and other times with all the right ingredients, things fail spectacularly.

The best session I've ever had is almost always the next one coming up. I can think back to the many many games I've played, and think of lots of good times I've had. Times my players were tapped right into the game, with everyone feeling it, but like some sort of junkie, I'm always looking to that next hit, the next time I can throw some dice and share what's in my imagination.

The worst session I ever had was the one that didn't happen. Doesn't matter which one that didn't happen. Even the worst sessions I've played in have been an experience, and hopefully I've gotten to learn something from them, even when that lesson takes a while to sink in. The sessions that don't happen aren't experiences at all, and it's hard to take something away from nothing.

Even when you can't play the game you want to play, even when no one is in the mood, don't cancel. Play something, and if you can't play something, still get together. Watch a movie, go for a walk, do something together. It beats sitting at home bummed that your game didn't happen.



This post is numbers 19 & 20 in the 30 Days of Gamemastering Challenge.

Tuesday, November 12, 2013

Rewards

Rewards come in many forms. For the characters, it comes in the form of treasure and power, gold and magic items. The awarding of such treasures is always a balancing act for a dungeon master. Too little, and the characters will suffer and struggle. D&D, and most other RPGs are based around character advancement. If you don't give the PCs what they need to advance... then the game doesn't work the way it's supposed to. Too much and you end up with a Monty Haul game.

Unfortunately there aren't many hard and fast rules about what's too much or too little treasure.

Finding that balance, which is different not only for every game, but also for every campaign, takes practice. Games like 4e are pretty clear about what it expects the balance to be, and it's built around that pretty clearly. Even so, there is still room for individual preference. I know that some groups gain a level every time they play, even if based on what actually happened it should be 3 or 4 sessions between gaining levels.

Classic D&D is a lot more flexible, and as such requires a little more finesse from the DM. My strategy is to be a little on the generous side with rewards, but also to make the players either earn it, or work to keep it. And that's one of the best techniques a DM can use when they've given out too much. Gold can be stolen while the characters are out adventuring. 2nd level characters with holy avengers are going to be hunted down by those who think they're more worthy to have it. They might not kill the PCs, but they'll do their best to take it from them once word gets out. I don't recommend this be used often. It will piss of the player unless you really do it right. It can't be pure DM fiat, it has to work in the context of the game. Pull it off, and it'll be something your players will remember for a long long time.



This post is number 18 in the 30 Days of Gamemastering Challenge.

Saturday, November 9, 2013

Investigations and Time Structure

Investigation and mysteries: how do you use foreshadowing, red herrings, and keep the tension rising?

I’ve never played or run a game that was investigative in focus. Most of the mysteries that I’ve run have been small ones, that usually get figured out in the course of a different goal. Where’s the key to the lock, or what demon killed the village priest, or how do we get into the tomb to retrieve the mcguffin?

I just listened to a podcast, Unabashed Gaming’s first episode, and the hosts talked a lot about running Call of Cthulhu, and how it combines the investigative game with horror. They had some good tips for running an investigation, and I’d recommend checking it out.



Structure and time: how do you use flashbacks, cut scenes, and parallel narratives in your games?

Generally I don’t. I found it really weird in the d6 Star Wars adventures when they included cut scene scripts, and I could never bring myself to ever use something like that in game. That goes back to my issue with taking my games too seriously. It's something I still struggle with...

The problem I worry about with cut scenes is that it takes the focus away from the players, and that's generally not the best strategy for keeping their attention. No one wants to watch the DM talk to himself.

Flashbacks can work, but they take a lot of effort. The few I've seen usually have a predetermined ending. I think it would be more interesting if the players played through the flashback, and depending on how it goes, it changes the adventure in the PCs timeline, and depending on how you run it, it could turn into a parallel narrative.

I've run a parallel narrative once, but not on purpose. I had a large group of players (12-16) when 3e came out (no one else wanted to DM at that point) and because a group that size really is pretty unmanageable, it split along pretty natural personality lines into two groups that ran in parallel for a while. There had been a bit of infighting prior to the split, which only seemed to grow into a significant and active dislike between the two groups. For a while they were both scheming to take the other group out, keeping tabs on each other, but one group opted to hop into a dimensional portal, ending up in Diablo, while the other went to Ravenloft for a while, and the characters lost track of each other, even when the groups continued to snipe at/about each other.

This post is numbers 16 & 17 in the 30 Days of Gamemastering Challenge.

Tuesday, November 5, 2013

Memorable villains

A good villain can make a game! Whether it’s a mustache twirling, cape flapping stage villain, or a dry as dust lich whose plans extend over decades and centuries, you want a BBEG (Big Bad Evil Guy/Gal/Group) that the PCs will come to hate.

Presuming you’re going campaign mode, and not just a whole bunch of picaresque adventures, you want to introduce the villain early, even (or especially) if only by rumor. Any good villain will make extensive use of lieutenants and minions to achieve their goals. Really effective villains will manage it so that the lieutenants and minions won’t even realize who they're working for. The best villains will make use of those who think they’re actively working against them. Bonus points if you can get the PCs to do the villain's dirty work for him!

The best examples of how I try to run my D&D villains don’t generally come from books or movies. That isn’t to say I won’t steal a good villain from a book or movie, but if I want a long term BBEG I look to TV. More specifically, to Buffy The Vampire Slayer.

Buffy did an excellent job of showing how to run villains over it’s first 4 or 5 seasons. Starting with season 1 they jumped right in with The Master, an ancient evil vampire who mostly controlled the vampiric happenings around the Hellmouth, but was himself trapped. It wasn’t until various minions and lieutenants had been defeated, and more information gained that Buffy was able to finally confront The Master.


While the Master was a pretty solid and classic villain, he was a little one dimensional. Evil, evil, kill the slayer, open the Hellmouth, end of the world, feed on humanity forever, etc. There isn’t any subtlety or surprise. I’ve always appreciated a little more nuance from my villains.


Season 3’s primary villain was The Mayor, and as a character he was much more interesting. He was talked about in season 2, but not shown until season 3 (rumors!) and when you finally do see him he’s… He’s happy. And nice. And polite. A little bit of a germophobe. He reminds you more of a 50’s sitcom dad than an evil mastermind. I found myself liking him, even rooting for him a little bit.

The Mayor made himself generally inaccessible to Buffy by being the mayor. It also helped that he was invincible, at least until he turned all demon snake. At the same time he didn't just go and try to kill Buffy and the gang. He's got bigger plans, and they can be useful. He even turns Faith to his team!

My advice: if you want to run a memorable villain, find some that were memorable to you, and figure out what make them work, then steal that and go!

Saturday, November 2, 2013

Facilitating Combat

I was supposed to be starting a new game last night with some friends, but because of a medical thing it didn't happen. I'm hoping to reschedule soon, but it really sucks when a first session doesn't get off the ground.



How do you facilitate combat? Any tips, tools, or cheats?

I actually don't do a whole lot to "facilitate" combat in any of my games. Early on for my 4e games I kept a cheat sheet of standard combat modifiers available for me and my players but that's about it, at least on the players side of the screen. I've got enough to deal with on my end of things without having to worry too much about them.

As a DM for my 4e games, I use these encounter sheets to keep things moving. With space for each of the monsters, a spot for initiative and a bit to keep notes about what happened (so I can blog about it later) it's just about perfect. The monster tracker includes not just a place to keep track of wounds, but also for the various conditions they'll suffer.



In my old school games I tend to just make notes on whatever adventure I'm running directly. There's a lot less to keep track of, so a lot less space is needed to keep track of things. Mostly just hit points.

Aside from that I try to keep things moving quickly. If my players are taking too long figuring out what they're going to do this round I start counting down, and if I get to zero, they miss their turn. I don't think I've ever gotten to zero.

Wednesday, October 30, 2013

Encounter Balance

Rise to the challenge: how do you balance encounters in your system?

Encounter Balance is a much more important feature in my 4e game than it is in my old school games. In 4e there’s the expectation that the PC’s are “Heroes!” able to overcome nearly any challenge. “Heroes!” don’t run from dangerous monsters, they face them, usually head on!

This takes some work, but because my players are so good at character building, I usually have to make things harder than they are as written in the adventures that I've been running them through.

In my old school games… there are things that are best run away from. Many of them. They can be overcome, but not usually by running in like a hero. Careful planning and preparation is the way to go if you want your characters to survive.

That isn’t to say that I’m just going to drop an ancient red dragon on my players without any warning. I mean, it isn’t like an ancient red dragon is going to sneak up on anyone… They tend to make an impression on the local area. The same holds true with lesser monsters too. Ogres, orcs, goblins, and just about every other monster out there will mark their territory in some way. The PCs just need to pay attention to the signs, and then interpret them correctly.

It’s up to the PCs to balance their greed with their ability… If they want to take on a dragon, that’s up to them!

The flip side to this is that even a lowly goblin with a rusty knife, when the blood moon rises, and the constellation of the lady of luck is in the shadow of the dark cloud, and the DM's dice are hot, and the players are not... Encounter balance doesn't mean a thing.

This post is #13 of the 30 Days of Gamemastering Challenge



A reminder, if you're interested in winning a free signed copy of King of Thorns (and you want to win) click here and leave a comment!

Tuesday, October 29, 2013

Table Rules - Keeping Focused

"Look at the fangs!"

"Never tell me the odds!"

"Why is the Rum Gone?"

"I cast magic missile at the darkness!"

Keeping everyone at the table focused isn't always easy. Sometimes the mood of the room, especially with long running groups, can make it all too easy to derail things, and send the session into a purgatory of in-jokes and goofing off.

Sometimes (but not often) that's okay. There are times when it's a better idea to can the game, toss in a movie, and do something else.

Other times, you want to keep everyone on track. There are a couple of tricks you can use.

1. Silence - Stop paying attention to the table. Reread your notes, make sure you're set to jump back into the game, but don't say anything until they're ready to get back to it. Alternately, "take 5" and walk away from the table.

2. Roll some dice. Give the table a moment to laugh at the joke, then pick up a couple of d6s or d20s, and make a show of rolling. Smile. Grin even.

3. Random encounter! Have someone kick down the door, and gain free attacks since the PCs are clearly too occupied to have been ready for an attack.

4. XP Penalty - have them lose 10 or 100xp/minute. Count every minute. I don't actually encourage this one... It works, but makes the players rather unhappy.

The other thing to keep in mind is that the players may be getting distracted because they're just not that into the game. If keeping them focused is an ongoing problem, talk to them, and see what's bothering them.

Friday, October 25, 2013

House Rules

I have never, ever played in a game with the rules as written. Not once. Every game, even board games, tend to be tweaked to fit the participant's wants and needs.

For example, I just played Risk GodStorm last weekend. If you've never played it, it involves conquering the ancient western world (including Atlantis) and gods, temples, and the underworld play a big part. There are 4 gods that every civilization can call on: War, Death, Air, and Magic, and they all have the same rules across the different civilizations. Every god of war is the same. After playing, even a bit during the game, we spent some time talking about tweaking the rules to give everyone slightly different rules so that the choice of civilization actually has an impact on the game.



In my old school D&D games, I use the following house rules.

"Order of the d30"**
Once per game session, a player may choose to roll a d30 instead of any normal dice roll. This cannot be used for any purpose during character creation or for hit point rolls.

"Chop When they Drop"
Fighters dedicate their entire lives to mastering their skill at arms. Because of this single-minded dedication, fighters (not including dwarves or elves) are able to dispatch multiple foes at a rate that astonishes other classes. Anytime a fighter kills an opponent, he immediately gains a free attack on any other enemy within reach. Should he slay the opponent as well, he gains another free attack on a nearby enemy. This series of events continues until the fighter either misses, fails to kill and opponent, or runs out of enemies within the reach of his weapon.

"Shields Shall Be Splintered"
Shields Shall Be Splintered: Anytime you are about to take damage and have a shield equipped, you may choose to attempt to sacrifice the shield in order to avoid incurring the wound. Make a saving throw vs. death and, if the save is successful, the shield is sundered by the blow and destroyed, but you take no damage. In the case of spells that allow a saving throw for half damage, you may invoke this rule if you fail your save against the spell. Doing so successfully reduces the damage by half. In the case of magical shields, invoking this rule successfully means that you take no damage from blows (or half from spells) but the shield loses one "plus" from its enchantment. Thus, a +1 shield would become a normal shield, a +2 shield becomes a +1 shield, etc.

"Dutch Courage"
Dutch Courage: Any character may heal themselves by spending twenty minutes binding their wounds, catching their breath, and consuming a pint of wine. Doing so heals the character of 1d6 points of damage. This method of first aid may only be used once per day.

"Mortal Wounds"
When a character reaches zero hit points, he or she is falls unconscious. Players then roll on the Mortal Wounds chart from ACKS. This rule replaces the previous "unconsciousness and death" rule.

"Zap"
Magic users may use the Zap spells as outline in this blog post.

**This rule is also in effect for my 4e game.

Thursday, October 24, 2013

Player Homework & Low Prep /No Prep Games

One of the things I've discovered is that almost no one wants to do homework between games. Playing games is fun, and homework isn't. If it was, it would be called homefun (or maybe a 'game').

I used to try to assign my players homework, and it never went over well. It didn't matter if it involved reading world background, or writing up something for the world or the game. I rarely had anyone willing to do any outside reading or writing aside from maybe a brief character background.

Now I offer my players 150xp per character level to write up a summary of what happened in the game. I usually get one back, at least for my old school games.

As a DM, I've found that I also don't really want to do homework either, and the biggest pile of DMing homework is prep. There are a couple of ways to cut down on prep, aside from the “just wing it” school of gaming. While that's great for someone with fantastic improv skills, the rest of us we need a little more.

One strategy is to have a nice selection of random charts that you can roll on before hand or at the table. Depending on what type of game you're running will determine what type of charts you'll want. For a hex crawl, you'll want random encounter tables and a random hex table, and maybe a random weather generator. If you're running a random megadungeon crawl, you'll need some sort of dungeon generator, and again, encounter tables.

Another option is to grab a module that you've got kicking around, and running it cold, or nearly so. This works really well if it's one you've run before, but even if it's not, you can still do it. Just give it a read through, and then get to the table. If you mess something up, go with it. Let it be weird and fun and a little crazy.

The big thing though is to keep moving. Don't pause a lot, don't say "Oh I messed that up, there wasn't a trap there" after rolling damage. Guess what? There WAS a trap there, and it caused whatever damage you just rolled! Know why? Because you already said so, and you're the Dungeon Master! Keep the game moving. If your players are dithering, give them a random encounter roll.

Heck, just start rolling dice, and look like you're consulting the charts you brought with you.

Have someone kick in the door and start shooting. Have a peasant charge them with a pitchfork. Have the sheriff come to arrest them. Have a flying saucer crash! It may not make much sense. It might change whatever you were doing before. It will probably be one of the most memorable sessions you and your players will have together.

This post is both #9 and #10 of the 30 Days of Gamemastering Challenge

Wednesday, October 23, 2013

Preping for a Game

How do I prep for each session? I’ve actually written about my prep habits multiple times in the past, and the basic answer is - it depends.

Sometimes it depends on the game I’m running. 4e takes me a fair amount of prep time, but nothing compared to running 3.x at similar levels took. OSR games tend to take less time, but that’s balanced out by the fact that I tend to do everything myself.

For 4e I’m running the WOTC adventures, so the prep time isn't necessarily difficult, but it can b time consuming. Mostly I just need to adjust the stats to deal with the fact that the game balance wasn’t quite right initially and my players are excellent character builders. I’ve also done a bit of tweaking of maps and a bit of monster/trap swapping to make things feel more cinematic.

In my 3.x days I had a lot of work to do, since I was running multiple groups at the same time. While I was using modules (mostly) I was also heavily modifying things as the games went on. Prep time for 3.x games was one of the reasons I latched so quickly onto the OSR once I discovered it. Being able to make adversaries for my players took forever, and most of it ended up not being used. Who cares what 1st levels spells the 20th level lich has? Is it going to show up in game? Probably not. Lessons learned.

As far as my old school games go, lots of the prep has been spent building my megadungeon. The times I’ve run Stonehell, there’s been very little prep. I just read the area I think (or know) the players are going to head into, and then I roll some dice. If they venture into a different area, I take 5, read, and back to the game.

Aside from direct prep, I also like to prep the area I’ll be gaming in. For my old 3.x games and my 4e, it means setting up the table, having the minis handy, making sure that distracting things are out of the way/out of sight, and that I’ve got my game music queued up and ready. Snacks and drinks were usually someone elses job when I DMed.

Online games are similar, I want to make sure I have my needed books, maps, etc. handy, along with a notebook, and again, something to drink. I don’t usually eat during my online games.

DMing is a thirsty business. Usually I go for water, since I mostly just need to keep my throat hydrated, but sometimes I’ll have a beer, then switch to water.

Post 8 in the 30 Day DMing Challenge.