Showing posts with label dming. Show all posts
Showing posts with label dming. Show all posts

Friday, March 11, 2011

The New Game

Right. So. It's Ye Olde 3.5 Edition D&D. Eberron. The players are Snakeheart, who was in the Traveller game and the LotFP game as well as a few other random things I've run over the past couple of years, Munchkin, for whom the LotFP game was her first introduction to D&D, and Dangerfox, who'd played a session of Vampire: the Masquerade before this but is otherwise new to RPGs. (The names are not internet handles or blog names. This is honestly what I call these people. Their real names are boring, so I improved them.)

Munchkin is running Mirithia, a halfling druid ("You insulted my dinosaur!"), Snakeheart is running Waywocket, a gnome bard ("Break his legs!") and Dangerfox is running a warforged fighter whom the other two currently refer to as "Mr. Huggable," although they've gone through a handful of other options already and are pretty sure that won't be the one they settle on ("I'm going to start developing a personality now.").

We've had two sessions and they've both gone pretty well. I'm not sure yet whether I'm going to achieve my aims in this exercise. I'm not, honestly, even sure there's going to be another session. We've missed the last couple of weekends due to spring break and musicals and just life in general, but we're at a good place to pick it up next weekend and I'm hoping we'll get at least a few more sessions in before the end of the semester.

My reasons for deciding to go back and run this system that I've sworn off for so long -- I've threatened to sell my books on more than one occasion, as I possess a number entirely unreasonable -- are fairly simple. For whatever reason, the games I've been trying to run over the past few years haven't worked. They have been, in places, fun, but they've too often been too intensely frustrating for me to justify my continued participation in the activity. I didn't want to just quit, so I thought -- I'll go back and run the game the way I remember doing when it was fun. The old school method, if you will.

Frustration with roleplaying is, incidentally, a big part of why this blog's been unusually quiet lately. There have been a couple of times in the past six months or so when I have very nearly sworn off the hobby entirely. I haven't been having fun with running games, and I've been getting involved with other activities -- board games, anime, actually being a player for once, and just lately even a bit of Magic: The Gathering. Add in that I've finally discovered how to have a social life that doesn't entirely revolve around D&D, the job finding and school finishing business of senior year, and a few life-related odds and ends, and yeah, quiet.

Still. At one point I really enjoyed running games, and if at all possible I'd like to enjoy it again. And if I am going to end up quitting, I'd like to be dang sure that the whole thing really doesn't work for me any more, and not just that what I've been doing lately hasn't been quite right.

I have a few hypotheses for why the old ways worked for me and the new ones (which are in fact the old ones) haven't, some relevant to this game, some not. I'm pretty sure that part of it was simply that 3.5e, in high school, was the game that everyone knew, intimately, past the point of needing translation. That's obviously not the case now, with a batch full of new players, but this campaign is beginning to bear out the usefulness of other, more translatable points of style. Among other things, I like having a handful of race class combos to hang characters on, it's handy every so often to be able to drop a combat encounter on the gang to give me some time to think, and the skill system is a decent safety net when I'm not quite sure how to respond to what the players want to try.

A lot of it, though, is simply the nostalgia of the thing. I miss these books. The 3.5e tomes, the silly looking, wannabe-spell books whose covers clearly aren't nearly as cool as something with actual art on them, are D&D to me. I'd missed that, and while it's not the same as it was, I'm glad to have something like it back for a bit.

Tuesday, December 28, 2010

Where Did All My NPCs Go?

I had this frankly rather bizarre revelation the other night. I think I've mentioned on here before that the last couple of games I've run just haven't been fun. I couldn't figure out why, and it was bugging me, because I used to love running games and lately it's just been an exercise in frustration. I still haven't, really, but I have a pretty damn good suspicion, once I realized --

I'd stopped building my games around interesting NPCs and what they were up to.

The Traveller game? NPCs were all stock figures. Made up on the spot, didn't have much in the way of motivation. I thought that was how "sandbox" worked, for some reason. The players moved around too much for them to get interesting, anyway. The LotFP game was all dungeon crawl. There were a handful of NPCs but they were a side note, not driving the action. That wasn't where my design was coming from. Is This Foul? was all about PC interaction and scheming, which was great, but it meant there was almost nothing happening on my side of the screen.

This is weird. Back in the day, my games pretty much all started out with, "Okay, here's this dude and he's trying to..." and then somehow the players would get tangled up in whatever it was. Or not, but there was always something going on in the background like that. Basically what I did between games -- what kept my interest -- was explore various character issues and figuring out how they were going to change their plans in response to whatever dumb thing the players had done this time. A lot of the work I did between games never came up in game, and didn't need to. Figuring out how the long-lost prince felt about his brother who was probably never going to get involved with the game didn't make a difference one way or another to the PCs quest to get that prince to the ancient sacred volcano (long story), but it gave me something to do in between sessions, and it kept me tuned in to what was going on in the campaign.

One of the things I've come up against lately is that I do not think in dungeons. If I don't specifically sit down and think, "What this game needs is a good location-based adventure," I won't build them. Trollsmyth builds them naturally out of his campaign's situations. Somehow, sooner or later, a social or political problem will lead to a dungeon crawl because that's what he reaches for to solve particular kinds of problems. I don't. They're not in my blood. That's not how I was raised, as a gamer.

What I do think in is relationships. There's a lot of stuff that I struggle with coming up with, either on the fly or in prep. I can do it, and do it well, but it's exhausting. New monsters, interesting treasure, weird things for the critters to be doing, just events in general -- it takes time, it takes mental effort. Even personalities, histories, secrets, motivations can be difficult. But relationships -- ah, that's another thing entirely.

You put me on the spot, and I can tell you:
This wizard guild is run by a guy who loves evocations. He's straightforward, not particularly principled but he doesn't lie or manipulate. At least, not for business reasons -- He's got two lovers in the guild and they each know about each other but pretend not to, because both of them have other lovers as well -- one is in the guild, the other is a member of the town guard so she's really in the closet about it because all the other wizards would make fun of her for dating someone so mundane. He's in charge because most of the guild likes him; the guild hasn't exactly prospered under his leadership, but he's affable, and leads with a fairly light touch and lets them get on with their work.

There's a significant minority who don't respect him, feel he isn't as skilled and subtle a magician as their leader should be, and that he hasn't done enough to advance their power in the world. They're led by a somewhat humorless man who's well-respected for his power within the guild by disliked and distrusted outside of it; the boyfriend of the leader's first lover is also a significant player in that faction, and he's probably more dangerous. He's not likely to lead any coup given his own precarious personal situation, but he's also much friendlier and personable than the leader of the faction, and not much worse of a wizard; he's likely to end up the de facto leader of the guild if it's significantly destabilized for some reason.

Five minutes, easy, and I've got myself a whole adventure.

What I'm coming around to that this means that there are certain kinds of games that I basically can't run. Episodic? Out. Mission-based? Out. Picaresque? Sadly, out. Likewise, I can't run anything that's entirely player driven, even when I've got great players and they'd love that kind of thing. I probably can't run a megadungeon for any great length of time, at least not without doing some unusual things inside it and around it. I almost certainly can't run a true West Marches style game, and I might not be able to run that general sort of large, irregular player base game.

If I'm right, anyway. And I hope I'm right. I'd much rather think that there are certain kinds of games that I'm always going to have trouble with than that there's just some mysterious something that's keeping me from being able to enjoy running games anymore. I can run a pretty kick-ass game with a few good NPC schemes to play with. Or at least, I used to be able to.

Monday, October 04, 2010

Ending Another Game

After some thought I've come to the conclusion that the main reason I had as much trouble with the game on Friday as I did was that I didn't really want to be running that campaign in the first place. I was just doing it because I felt like I should. That's a lousy reason to be running a game, and it leads to lousy, short-shrift DMing. So I'm taking another break.

Not 100% sure when that's going to end. Or if it will. The last three games I've run have been frustrating, painful, and ended before they were intended to. I'm pretty happy with the gaming I'm already doing, and as long as that continues, I'm not sure running my own would be worth the potential for more frustration.

Now, that hasn't stopped me from starting to fiddle with a setting for a new campaign -- or rather, another campaign, since the planning for this one significantly predates the game I was running this semester. But I'm not entirely sure that this one will ever get run, and if it does, it will at least be very, very different from the kinds of games I've been trying to run. The "next game," if there is one, will almost certainly be online, via text chat, and it's only slightly less likely to be a solo game. It's probably going to be a system of my own invention, and it won't have many, if any, dungeons in it.

For now, though, I'm content to scribble. I'm also planning on doing more of a number of things that, lately, I've been thinking I'd much rather spend my time on than running the tabletop game. I've got a couple of fantasy novels to read, some drawing to do, and Settlers of Catan and Texas Hold 'Em to play, never mind the "regular" socializing that I'm finally starting to get the hang of. I'm going to do my best not to obsessively analyze and try to figure out "why" the games haven't been working. If an interesting setting comes out of my scribblings, I'll run another game. If not, I'll keep playing in the two games I'm already in, and find some other ways to occupy my time.

Saturday, October 02, 2010

Frozen

Have you ever just completely frozen as a DM? Sat down to play, with notes that a week ago you were sure would be more than enough to run a session, and just stared at them, thinking, "I have no idea what to do with this. This makes no sense. I can't do this," for a full five minutes, while your players make awkward conversation?

Wednesday, May 05, 2010

Other Options for the Language Problem

"Over the next day or two." Yes. Right then.

I've got a number of ideas about ways to deal with the language problem, most of which aren't exclusive; in fact, I think a lot of these would work better if you used them together in some kind of combination. Most of them have to do with campaign design and group interaction, rather than in-game and setting issues, so they're going to be of limited utility in a lot of cases. (I tend to do most of my real campaign building while the players are making their characters, because I'm lazy and procrastinate.) I'm not entirely sure what'll happen with most of these if they're actually tried at the table, so I'd love to hear about it if you do try one, or come up with something along similar lines.
  • Everyone speaks elvish? Great! We'll start in the Elven Homelands. Basically, just take the language that the PCs all speak and find a place in the setting where that language is, effectively, "common." This does require that you to be familiar with a fair amount of your setting at the start of the game; it'd be a particularly good option if you're running a published setting, especially if you're not sure where in the setting that you want to set the game, since the players basically pick for you. It also doesn't help much if the characters end up wandering far afield from their starting location, but for some campaign concepts that won't be an issue.
  • We only buy things from Gnomes. If the "common language" that all the PCs speak is a trade language of some kind, you can solve a lot of the problem just by running the kind of game where the characters mostly talk to merchants; put most of the action in the dungeon, say, and only require them to deal with aboveground NPCs when they need to sell loot or buy equipment. Then, as long as you have the right kind of players, it doesn't matter what the main local language is, as long as there's a gnome caravan (or whatever) around.
  • The Foreign Quarter. If the language that everyone shares is one that's only spoken widely in places that would be sort of weird to set a campaign in (goblin, for instance), then you might set up the campaign so that the dominant language is something else, but the PCs for the most part don't deal with the dominant culture. Instead, they interact mainly with some subcommunity that shares their language; the foreign quarter, or the goblin underclass that runs the city's utilities (and criminal underworld). Ideally, I think, you'd pair this option with rules that made learning new languages possible, if not exactly easy; when the PCs did start to have to deal with the area's upper class on a regular basis, they could then pick up the necessary languages.
  • Blue-booking. If the campaign is set up in such a way that most of the vital, everyday interactions use the language everyone shares, but it's still possible to talk to NPCs who not everyone understands, you can handle those interactions outside of the regular game time with the players who are interested.
  • Online play. Online play of various kinds can make blue-booking easier; in some kinds of PBP games, it's practically not even a separate activity from the main game. Chat games also have the advantage that players can "get up from the table" without distracting the rest of the group. If the group decides to have a short chat with someone who one or two people can't talk to, the people who aren't involved in that conversation can do something else for a bit. If this started to happen a lot in a given game, I'd look for another solution, but depending on the players, as long as it stays an occasional, temporary event, in chat this isn't much of an issue.
  • Babelfish. In the Doom & Tea Parties game, my character interacts with a number of characters on a regular basis who don't all speak the same language as her, but we're getting around it with some semi-permanent magic and a bit of DM handwave. Giving the PCs access to some kind of universal translation magic or technology isn't always the most interesting way to deal with this issue, but it's very simple and effective, and a good way to go if your main problem with a common language is that it wouldn't make any sense for world-building purposes.
  • Flavors of Speak Language. On the other hand, universal translation nullifies the possibilities of language as a logistical issue. That's not something that you're never going to want to deal with on a regular basis, but the right group might find it fun to have to solve "the language problem" when they travel to a new place. One option there is to make speak language, or something like it, either permanent or long-term but also very specific. You do have to keep track of who speaks what language, but that information is mainly necessary so you can find the right spell.

Overall, I think "common" is definitely the best way to go if you're just not all that interested in language, which is going to be true of a lot of groups. On the other hand, if you do think language is fun to play with at the table, some of these options might help you make it gameably interesting and avoid the usual frustrations.

Monday, March 15, 2010

Vampire Doppelganger Monk Follow-Up

So I talked a bit about one of the games I ran in high school yesterday, in the pre-amble to the recently re-discovered write-up of my vampire doppelganger monk. (Which I still think was a pretty rad character.) Kept it short in that post, since the point was to share the madness that was me at sixteen, but today I've got a few notes on the subject that I want to run through real quick:
  • This was a game I ran every day at lunch for . . . maybe three months? From March until about June. We met outside of school at various people's houses at least a few times, and I ran it for at least a few sessions over the summer, but the main bulk of the game happened at school, fifty minutes at a time.
  • The vast majority of that consisted of a dungeon made out of a flowchart with monsters and treasure written on it, the "tower" that the vampire doppelganger monk notes refer to a couple of times. So a typical lunch-time session would go "kick in the door, fight a monster, pick a door to kick in next time." Sometimes it would get more complicated than that--I got into the habit of putting little sigils on the door, so they'd have something interesting to base the decision on--but the group was mostly fourteen-year-old guys, and that kept them pretty happy.
  • The yak folk sorcerer started out as a regular ol' evil sorcerer. Everything about him being a yak folk, and why he was out in the desert in a tower full of monsters, came later. Like I said, simple.
  • I say "simple," but there was also some reasonably complicated stuff going on in the background--different monsters were in the process of moving in or out of "the deep desert" with the seasons, things like that. The werewolves had some internal politics that also intersected with I think it was ogres? as well as the "sand monkeys" I was slowly building up as a plague upon civilized folks.
  • The game actually started out with an entirely different setting and set up. Halfway through the first session, I got bored with it, attacked the party with ghouls and an airship, and zapped them to a different part of the campaign world entirely. I jotted down a few notes on the new setting over the next few days and ran from there.
  • I really regret not seeing where this campaign could have gone. Looking back on it, it was clearly in the process of becoming one of those games really spiffy campaigns that start from a dungeon and a sketched wilderness and grow into an epic fantasy adventure with a detailed setting, but it got cut short due to social problems. I didn't even intend to go anywhere really complicated with it. I just wanted to run some D&D, and I noted things down as ideas struck me.

Sunday, March 14, 2010

Vampire Doppelganger Monk

So basically what I learned today is yes, I was an idiot at sixteen, but gloriously so. I was going through some old files on the desktop I used in high school, and chanced upon some old plans I'd devised for a villain in a campaign I ran during that period. I never made much use of the plans, since the campaign itself ended (due to social fireworks) shortly after I wrote them up, so while I clearly remembered the villain himself, I'd forgotten the bizarre back-story I'd cooked up to explain all the bizarre incidents I'd made up as I went along and only later sat down to justify.

Anyway. I could ramble on for a while about why this is what it is, what came of it, and what didn't, but for now I'm just going to inflict it on the world and be done:

Vampire Doppleganger Monk

This villain is driven by wanderlust. He wants to be able to go where he wants, when he wants, and has a somewhat skewed way of going about with that. He was created to provoke confusion and fear in the players.

This villain is (obviously) a doppelganger, and as such has a certain amount of natural aversion to being stuck in one place for too long. Adding to that, the vampire who originally spawned him imprisoned him for a long time, letting him out of his fortress only occasionally when he had some task he wanted done. This may have lasted a hundred years or so until he was able to kill his progenitor, and the experience probably damaged his psyche permanently.

Not intended as a primary villain, but a pretty major one. Probably threatens most of the desert (eventually) and maybe the area to the north, too, because the only way to really guarantee that he can go anywhere is to control everything.

His eventual plan is to take control of as much of the surrounding area as possible. His immediate goal is to get the windheart, a stone with a variety of magical powers primarily related to movement and useful to him as a monk.

There are a number of obstacles standing between him and the windheart. The first is just finding the thing. It’s hidden, and has been for millennia. The second is defeating the guardians that defend it; the texts he’s working from aren’t terribly specific on this point, but they at least make it clear that there will be some very serious opposition to anyone who tries to take it.

The villain is a manipulator. He is perfectly capable in combat, but his main talents lie in deception and subterfuge. He can take just about any (humanoid) form he wants, and perhaps more importantly, he knows how to use his dominate power to good effect, hiding his involvement behind even more layers of obfuscation than the usual doppelganger.

His resources include the following:
  • Abilities of a 6th level monk
  • Doppelganger shape change ability
  • Any vampires he might spawn
  • Insane sneakiness
  • Supernatural and skill-based manipulation abilities, including disguise, bluff, detect thoughts, and dominate
  • Current minions, mostly the sorcerer (and his minions)
  • Tentative/possible alliance with the yak folk

He’s already completed part of his plan. Years and years ago, he struck a deal with the yak folk sorcerer currently in control of “His Doomificience.” (This particular yak folk had been exiled from his own city, and desperately wanted to reclaim the kind of power and luxury enjoyed by most of his kind. He also doesn’t realize what that the villain is a vampire or a doppelganger, just thinks he’s a helpful sneaky sort of person who wants in on the action.) The found the Tomb of Glass Lore, the place the “sorcerer” (before he was possessed) was sent by the air weird to find, and figured out what it meant—that it led to something that would give them power, and that they should really keep other people from finding out about it. So they built the tower, and the doppelganger convinced various people to come to the town they built, and they sealed off the air weird to keep others from finding out what they had.

What they found was instructions for making the Storm Hand. This is a powerful magical device that allows its creator to control and create powerful dust storms, but it has a second, more hidden purpose. It’s intended as a sort of guidepost to the windheart, and shows the location of that artifact once activated. (The sorcerer doesn’t know this, incidentally. The villain discovered this on his own, while the sorcerer was busy with other things. The sorcerer just thinks they’re going to wreak havoc with it, conquering stuff.) They’ve almost got the Storm Hand; the werewolves should be returning with the final piece any day now. (Which they will do very dramatically, since everyone thinks the sorcerer is running this show, and the sorcerer likes things done dramatically.)

Once they have the Storm Hand, stage two will commence, with the finding and looting of wherever it is that the windheart is kept.

Tuesday, February 23, 2010

Ever Used Disease In Your Game?

I've used a disease in my game exactly once. Some kind of plague carried by space rats. This was d20 Modern, and I'm pretty sure the PCs made all their Fort rolls, so it never came up. It was never intended to be a continuing scenario in itself, anyway. Just a hazard of the encounter.

Mostly this is because up until a year or two ago I only ran d20 games regularly, and d20's disease system isn't particularly inspiring. Add in cure disease, and, well, there didn't seem to be all that much point to the adventure. (I'd love, by the way, to be proven wrong about this. Anyone got some awesome 3e/3.5/d20 system disease stories?)

As an aside, this is one thing that I really like about 4e. The disease track is just a whole lot more compelling. More tension, and more opportunity for interesting effects.

Still. You'd think that at some point I'd have jumped on another way to make my players' characters' lives miserable. Or that some enterprising DM would do the same to me. Hasn't happened yet. I've never even had a game where something like this happened to an NPC. I can understand that there might be logistical issues getting in the way of giving PCs certain diseases (some kinds of games would handle it really well, I think, but a really pulp/action/adventure game might seize up a bit) but there are plenty of things I've avoided doing to PCs for the hassle of it (I tend not to have villains capture just part of the party, for one) that I'll happily inflict on an NPC they like.

Boy, do I ever love abusing NPCs. There's all kinds of things you can do to them that would be a huge headache for the PCs, but are pretty much excellent with them. I try not to abuse them as a plot hook too much, but there's a certain kind of player who will get really attached to NPCs and then get really excited when they get a chance to save them from some hideous fate. And I always like to make my players happy.

Anyway, what makes this really weird is that I tend to love weird afflictions of various kinds in other media. Illness and injury come up with a decent amount of frequency in the fiction I write. In a way, even things like werewolves and the Hulk are just really dramatic examples of "disease," and that kind of dramatic, supernatural affliction is category I really dig. But even that has never really come up in one of my games.

The way I'm putting together the setting I'm working on right now, there's a good chance that this'll come up in a big way in the next game I run, so that should be interesting. But considering the issue has gotten me curious. Any of you folks ever used disease in a game? Was it a one-off thing, or is it part of your regular threat routine? How'd you handle it mechanically? Did it work out well, or are you never touching it again?

Monday, May 12, 2008

Gnome Stew

Gnome Stew is up and running!

I don't read as many GMing help-sites as I used to, but Treasure Tables was one of my favorites back in the day, and if Gnome Stew ends up half as good (and so far, it does look very good) it's worth checking out.

I'm not a huge fan of the layout right now, with all the text way over to the left--looks fine above the fold, but once I scroll down it gets a little disorienting. But that's a massively minor nitpick.

The community features intrigue me. If they end up getting used, it could end up as a pretty powerful game blog hub. I'm not aware that we really have one right now. There are some sort of hub-esque things, blogs big enough that most people know about them, but nothing like When Fangirls Attack that keeps everyone talking to each other.

The take home message: Gnome Stew. It's cool. Go there! Do it now!

Sunday, March 09, 2008

"You All Meet . . . at a Funeral"

I'm planning to start out my next D&D game with a funeral. Sketch out an NPC dead guy, and have everyone make characters with some kind of connection to said dead guy. Then, at the funeral, they discover something untoward about the circumstances of his death, or something odd he was up to before it. Being PCs, they investigate, and it's off to adventure.