Wednesday, December 30, 2009

There's a reason our game is set in an original wacky fantasy land, and not in any attempt to recreate an actual historical era.

Members of the public who find themselves curious about those chat games I'm always rambling on about shall note that Trollsmyth has written up a second State of the Campaign covering both in honor of the end of the year.

The public shall further note that Grognardia has just published a missive that can only be described as a vile and untrustworthy slander on the style of play that Trollsmyth and I and the other good folk of the Doom & Tea Parties game have heretofore enjoyed. What other motive than base treachery could he have for the following?

Granted, this isn't a fault with Oriental Adventures itself, but it's very much a product of a gaming culture that conflated immersion with roleplaying and thus promoted the accumulation of reams of social and cultural details as necessities for "properly" roleplaying. It's not an approach I've favored in some time and I don't miss it at all.


It's almost as if he means to imply that there's something wrong with spending several hours discussing, in character, the courtship rituals of the various creatures and cultures that populate the milieu.

In all seriousness--it's good to be reminded, every so often, of the weaknesses of one's chosen style of play, and the ways it can go wrong if handled poorly. Just as, say, more pure dungeoneering is often slandered as inevitably devolving into nonsensical powergaming, the kind of game that I currently find so engrossing can easily take a turn towards navel-gazing alpha-nerd one-up-manship. (Though apparently I have not escaped an infestation of en dashes. Curses and lamentations!) Perhaps more importantly, someone who likes a more freewheeling, whimsical style of play would get just as bored with Doom & Tea Parties as I would with a game where the main difference between various gods was the name I wrote on my character sheet and the particular peculiarities I imparted upon my cleric.

But mostly what I worry about is the alpha-nerd thing. Thus the quote from Trollsmyth: "There's a reason our game is set in an original wacky fantasy land, and not in any attempt to recreate an actual historical era."

Monday, December 28, 2009

Someone, Somewhere, Has Already Done This, and For That I Salute Them

So what with Wave being the hot new thing, and smart phones being the other hot new thing, the thought occurs to me. With a game of D&D or what have you run on Wave (or, honestly, any PBP platform, but I'm currently enamored with Wave as a PBP platform for reasons of ease of set-up, interface, and flexibility; we'll see what I think once the 7th Sea game is in full swing but early tests look good) and a mobile device with internet access, one could conceivably play anywhere, all the time.

Screw animated miniatures and digital dice rollers. That's the technological revolution I want a piece of. No matter how bad of an idea it will inevitably turn out to be.

Sunday, December 27, 2009

2009 New Year's Resolutions in Review

I posted my original list of New Year's gaming resolutions towards the end of last year. Now, we get to see how I did, both for my own edification and as a part of this month's RPG Blog Carnival.

8. Pick up a copy (or two) of Fight On!
Success! I've got 1-4 now, in fact. I don't have plans to pick up the rest that are out yet, but that's mainly because I don't have any old school D&D campaigns currently in the works. Next time I run a dungeon or similar, I'll see about picking up the next batch.

7. Post a little more regularly
Failure! No matter how you measure it, I posted less this year than I did last year. Which, honestly, I'm fine with. The blog does what I want it to.

6. Train a new GM
Success! At least by the specific wording of the original resolution: I got boytoy to run a couple sessions of Swords & Wizardry. He hasn't run much since the bat incident, but we keep talking about trying Mutant Future sometime.

5. Read a few Conan stories
Failure! In the specific wording of the resolution, anyhow. I read no Conan stories this year. I did, however, read a bunch of Solomon Kane stories, and the first two original Pern series. Which is really what I wanted, just to read some more fantasy.

4. Write up a megadungeon through 3 levels
Failure! But, again, only by the specific wording. See, what happened was, I filled out level one and got a start on the maps for level two and I said to myself, I said, "Gee, I bet I could run this thing now for the gang." Which I did, with excellent success: a few solo sessions for the boyfriend, another for part of the Traveller group, and then again a couple times over the summer. I never did get around to finishing up all three levels, but I accomplished the spirit of what I set out to do.

3. Finish my Traveller Subsector
Failure! Unless by "finish my Traveller Subsector" you mean "run a Traveller campaign," in which case, again, my performance was perfectly adequate. The dang thing still isn't finished, per se, and probably won't ever be. But I scratched the Traveller itch.

2. Play in a campaign
Success! In a way I absolutely could not have imagined back when I wrote these down. Less than a week after the original post went up, Trollsmyth started recruiting for his Labyrinth Lord game, talked me into playing in it, and, well, now I play in two pretty fantastic weekly games of Labyrinth Lord, and I've just finished a character for a soon-to-start game of 7th Sea on Wave. It's awesome.

1. Run a campaign
Success! I knocked this one out with two campaigns and a couple extra one-shot sessions here and there. I ended up being less than pleased with the results of those campaigns, but I learned a fair amount, and I've got a much better idea now of what kinds of games I want to run and how to run them well.

All in all, not a bad year. Four definite successes and another three satisfactory failures sounds pretty good, from where I'm standing. Enough so, in fact, that I've been putting some thought to what I'd write on a list for this year. Stay tuned.

Friday, December 25, 2009

Experience Systems: The Foundation of the Game

The issue of experience, and reward systems in general, has been rattling around in my head for a while now. So I figure I should strike while it's the hot new thing, what with Jeff Rients XP-for-Exploration idea making the rounds, and Lamentations of the Flame Princess having sounded off about it (declaring that XP-for-gold is the only true way, naturally), so you know it's a big deal.

My basic opinion is, "whatever works for your game." XP-for-gold is what I use in my games, for most of the reasons that Raggi has already enumerated. I'm more open to the XP-for-Exploration idea than he claims to be, but I agree with his opinions on pretty much all the other systems he discusses, and I actually think he's missed a point against XP-for-roleplaying, in that it can create messes, socially, for me as the DM to be grading my players like that. (Or I should say, has created messes, socially, for me.) All the systems he's discussed, and really all XP systems, are to some degree arbitrary; at the very least, the DM creates the environment that the experience is being awarded in. But I like having the illusion of impartiality, and having something other than "Well . . . because I said so," when I get asked why Player X got more experience than Player Y.

Anyway. The thing about XP-for-gold is that it tends to break down if the players decide they want to ditch the dungeon for a soap opera, or otherwise find a way to take the game in a new direction. And while I'm moving into hypotheticals here, based on my experience, observation, and general sense of how the game ought to be run, in a long-running old school kind of game, the players are going to eventually figure out a way to take the game in some kind of new direction, away from "pure" dungeon-crawling. They're going to find something that they like better than gathering treasure. Sometimes, maybe even most of the time, this is going to be something that's still largely compatible with XP-for-gold. Sometimes, though, it won't be. (Of course, as Raggi points out, this can be a great thing; having the players choose between level advancement and some other goals can be interesting, at least on an occasional basis.)

If you won't to know what to do at that point, talk to Trollsmyth. I still don't think he's told me yet what he's doing with the XP in our now heavily soap-opera-ified solo game. My character hasn't gotten any treasure in about twenty sessions. She doesn't care, and neither do I, but not every player is as nonchalant as I am about leveling, even if they are having crazy amounts of fun gossiping about boys with rakshasa and clerics or what have you.

I can, however, comment that the process itself is a very excellent thing to happen in a campaign, even if it does cause a few problems if things go too far afield: the campaign becomes uniquely yours. This is certainly achievable by talking things out with your players ahead of time and designing such a personalized campaign from the get-go, but that requires that you and your players both know what you want before the campaign starts. The beauty of a letting a game evolve like this is that you don't have to know. You just have to be paying attention.

If you've been following Grognardia's Dwimmermount posts you'll have an excellent idea of what I'm talking about--and at least an inkling of what all this has to do with XP-for-gold. His campaign hasn't suffered as extreme a drift as the Labyrinth Lord solo, which makes it a better example; I suspect its evolution is more typical for such games. But the basic pattern remains the same: it started out as a a game exclusively about Dwimmermount, guided by the rhythms of dungeon exploration. In the past few months, the characters have started to deal with potentially treacherous NPCs, uncover the schemes of ancient cults, lead their cities in response to undead hordes, and even delve a bit into some fantasy theology. It's still largely compatible with the dungeon delve, and by extension, XP-for-gold, but it's become a distinctly different game from the one the one Maliszewski started about a year ago.

And XP-for-gold was one reason why it, along with the solo game, was able to shift in such a way. XP-for-gold supports a player-driven game. It's not the only system to do so, and it's not required to run a player-driven game, but it does help: it helps the players answer that eternal question, "What do you do?" This is especially true early in the game before they've figured out their characters, established their own motives, and gotten involved in the larger schemes of the milieu. It's provides a way to run a foundation for a player-driven game before the players, and the DM, know what really interests them.

Allowing the players to drive at least the direction of the action is crucial to this kind of evolution, particularly if you want to start out simple and get more sophisticated like this. The players need to have the freedom to say, "Ooh, that looks fun, let's go do more of that." But giving players freedom can be a great way to get some very confused players, so sometimes, just to help them get their feet on the ground, you want a big blinking neon sign that says "Adventure Here!" XP-for-gold puts that neon sign right on top of any place that has a little treasure in it.

I keep using XP-for-gold as my example here, but it's not the only system that provides that effect. Pretty anything that makes it obvious to the players what they need to do in-game to get that XP will do--which means that XP-for-roleplaying and XP-for-quests won't. Whatever their other charms, such systems either don't significantly guide in-game decisions (which in other contexts may in fact be one of the main advantages for XP-for-roleplaying and similar systems, but here it defeats the entire point), or they make it very difficult to define the rewards involved ahead of time without pre-framing the decisions the players can make. Sure, a good XP-for-quest-type system will allow the player to negotiate with the DM to define what they want the quests to be, but that doesn't give them much help in answering that question. Which is great once the campaign has gotten up and running and they have some ideas already, but it doesn't do a great job as a neon sign for the early game.

There are, however, other systems that do have the right set of features, XP-for-monsters and XP-for-exploration being the most well-known at the moment. They're not quite as flexible as XP-for-gold, suggesting a more specific range of activities, so they tend to be supplemental rather than comprehensive systems, but that's perfectly fine. In fact, I consider the D&D XP system's ability to accommodate expansions of various kinds one of its strengths.

(As an aside--while I tend to agree with Raggi that monsters really ought to be obstacles to XP-collection rather than an avenue for it, in a world where most monsters are unique (or if you could only get XP for a kind of monster the first time you killed it) XP-for-monsters could form the foundation of a really interesting game that revolved around researching, tracking down, and defeating various beasts.)

Eventually, killing those monsters or exploring those locations will lead to the PCs stumbling across some larger mystery, or they'll cross paths with the wrong people during their pursuit of gold, or they'll just run into some other activity that catches their interest. And that's all to the good, because the point of this kind of experience system isn't to define the game but to provide a foundation for it. It gives the PCs something to do and a reason to get involved in the world while you're figuring out what you want to do with a campaign.

Monday, December 21, 2009

Better Character Backgrounds

Yikes. The posting's been light lately, I know, but that's mainly because I've been busy -- and busy gaming. Two nights a week of Labyrinth Lord plus a new 7th Sea game just starting up has made this a very good semester.

I think I'm getting better at building characters and writing backstories, too. Time was, I'd just have my character's whole family killed off by some mysterious, unnamed menace and call it "giving her motivation." I resisted that temptation for my first character for Trollsmyth and have so far been very happy with the results; her brother has popped up in game directly (working, quite naturally, for a group that is not as bad as some of the other "bad guys" in the campaign, but still pretty bad on their own) and, more importantly, her relationship with her family has shaped the way she's reacted to most of the various exciting disasters that have befallen the party.

So in making the two characters I've built since then, I put a fair amount of thought into their families, and their relationship with their families. If nothing else, it gives me a reliable foundation for figuring out what makes that character tick. "Family" hasn't been as big of a deal for the cleric I made for the second Labyrinth Lord game, but it promises to be a major part of the 7th Sea game, seeing as how Trollsmyth is playing my character's half-sister.

But my old style of building characters did have one thing going for it--uninteresting as they were in themselves, those backgrounds did make it fairly easy for the GM to tie my character into their own schemes. In actual practice, what tends to happen with a really wide-open background like that is that it gets ignored in favor of the characters with a few interesting details filled in. You know, the ones that give the GM less work to do.

Taken to less extremes, however, throwing a few mysterious open-spaces into my backgrounds has turned out to be a handy technique. That brother I mentioned, I'd originally described as having disappeared a few years back, my cleric has a few mysterious NPCs of mysterious motive in her past, and my pirate has what I think is my best twist on this idea so far: a fight that he apparently started, but doesn't have any memory of, that went on to get him into a lot of trouble and eventually was what got him involved in the starting events the campaign. There's a couple people who he thinks might have been responsible for said trouble, including the guy who he got into the fight with (who now has an important family MacGuffin, so my character is going to go after him either way), but he's really not sure what happened.

This may or may not turn out to be a big deal in-game; likewise, the cleric's background hasn't come up yet in a significant way, but that's okay. There's already more than enough excitement going on in the game the cleric is in, and the point isn't so much to get the game to revolve around my character as to give the GM a few more options and ideas. Although it's certainly nice when a background does get used in a major way, it's not essential.

While it's too early to tell exactly how well this latest character will function in-game, he's the main reason I say I'm "getting better" at this character building business: I had more fun making this character than any I've made before, and put a lot more detail into it. Partly this is because I interlocked his background with Trollsmyth's character, and Trollsmyth writes ridiculously detailed character backgrounds, but mostly, I'm just getting better at the whole business of coming up with and picking out appropriate details, and, I think, connecting "things that have happened to my character" with "how my character acts," without tying myself down to boring or obnoxious behavior. Like most else in the hobby, it's a skill, and one I'm glad to finally be getting so much practice at.

Thursday, November 19, 2009

On Systems and Skills

So lately I've been jotting down notes for a new setting and discussing dice rollers for a Wave game with potential players and generally doing the things one does when one has a mind to run a game. I won't be able to really get it rolling for a few weeks at least -- no time until after finals -- but I've been thinking about it regularly and it's starting to sound like a viable idea.

The thing that I'm currently hung up on, besides matters of time, is system. I did something unusual, for me, and started sketching out a setting system-less, (Took a page out of Trollmyth's notes and started with themes, in fact.) and while I'm pleased with the results so far it means I still need to figure out the mechanical side.

While I haven't gotten quite down to the level of what the player characters look like and do, I know I'm going to need at least some kind of jedi-knight analogue, a mutation system, and some way to handle magical tattoos. I'm also considering a cyberpunk-ish or otherwise somewhat post-modern tech level. So Swords & Wizardry and Labyrinth Lord, which otherwise are my go-to systems right now, aren't a completely natural fit. I can crib Mutant Future's mutation system, but I'd also kind of like something that's more forgiving of acquiring them in play, in addition to your existing class/race. And I might be able to make clerics work as the jedi-guys, but depending on where I go with those I might need to make a full new class (which is something I've wanted to do for a while, so that wouldn't be too bad) and then I'd need to figure out what else to do with clerics, and healing in general.

But LL and S&W are my go-to systems for a reason. Right now, they do everything I want out of a system and nothing I don't: fast, deadly combat, magic with for interpretation and additions, a save system, and a couple of other odds and ends. None of the other systems I've used before or have the books for quite fit that bill; I was considering new World of Darkness for a while, but discarded it before I really got serious about the setting. I don't have any use for most of its skill system as implemented (in particular the social stuff; while I can understand the arguments for mechanical supports for certain kinds of characters, with the way I've been playing lately those skills would just get in the way) and I'm similarly suspicious about how the morality system would interface with the kinds of gaming I've recently gotten used to. While I still want to try Vampire, Mage, and all their ilk at some point, that game will have to wait.

One system that has caught my eye, however, has been BRP. I've been looking for an excuse to pick up that book and take it for a spin ever since sirlarkins started posting about BRP, and it has a reputed flexibility that appeals to me: I suspect it would be fairly easy to tweak its character power subsystems to support the character types I have in mind. It does have a lot of dependence on skills, but I'd feel more comfortable ignoring or downplaying certain parts of that system if it didn't mean tampering with some platonic grid of ability scores, and it might do me some good to have a skill system to mess with again. I've gotten perhaps too suspicious of them lately.

Saturday, October 31, 2009

Early Thoughts on Wave and Gaming

NaNoWriMo starts tomorrow, so predictably, I've been thinking a lot about gaming lately. If all goes well, things are going to continue to be quiet around here through the end of the month. Last year I quit NaNo early, partly because I got massively distracted by a sandbox I was working on, but mostly because the novel was terrible. So I'm hoping that doesn't happen this year.

Anyhow. The main thing that's had my attention lately, gaming and otherwise, has been Wave. Trollsmyth and I have been using it to chat about gaming and setting stuff, and it's been great for that. It's a more convenient format to re-read than e-mail, there's a lot of tools for organizing conversations, and most importantly, conversations have a lot more structure to them. Everyone talks about the real-time, simultaneous editing, and it does conversations run a lot faster, but being able to break a conversation into multiple streams, or head off in another direction if I think of another question a few days later, is the main advantage Wave has over my other forms of communication.

The improvement in my between-session activities is good enough to make it a permanent tool in my gaming arsenal, but naturally I've also been pondering the use of Wave as a gaming platform directly. There's a different ways here to adjust (and perhaps improve) traditional play-by-post gaming; in particular, Wave's editability suggests a lot of possibilities, and the ability to easily manage a number of Waves with different combinations of participants should come in handy as well.

Trouble is, one of the main things I like about the online chat gaming I've been digging so hard lately is the ease of immersion. The 15-minutes-a-day format of PbP doesn't really encourage that. It's got other advantages -- and I don't really have another spot for a 4-hour block of gaming in my life right now -- but that's still a serious drawback. So I'm starting to think about what would take the best advantage of the PbP format, if I was to run a game like that. There's no point running a game that I'd be happier with if it was in chat. If I'm going to use the medium, I want to do something with it that only it does well.

Unfortunately, right now when I ask my brain that question ("What would PbP do well?") it keeps spitting back "Vampires!" So I think I'm going to give it a few more weeks.

Saturday, October 24, 2009

Gaming Stories

There are a handful of stories that all gamers have, and that we pass around, ritually, when meeting each other or inducting new gamers into the tribe. Dice superstitions, "how roleplaying changed my life," and "the worst game master/player ever" are all well known anywhere gamers are, and we all have our collections of memorable anecdotes and thrilling incidents, either from our own experience or borrowed from the collective pool.

This is so much true that I tend to think of these topics as clichés. Sure, I can write about how writing helped me get through high school and made me a better person, or the bizarre behavior of some Dungeon Master, or the funny things I do with my dice when I'm bored, but why? It's good to revisit those topics every so often, trade the details of each particular incident back and forth, but there's little of real consequence to be said on the subject.

So what's really interesting to me is how fascinating these stories can be to non-gamers. Every so often I'll go back to gaming when I'm writing something for a fiction or a non-fiction or a poetry class, since I have to generate a fair amount of material for those classes and gaming is a reliable subject for me, since I'm interested in it. Then we'll workshop the essay or the poem or whatever it is, and a bunch of non-gamers, people who have barely heard of D&D, will read it, and while not all of them care, there are always a few who are fascinated. They want to know more. Even if it's something simple; that old reliable story of the guys who "train" their dice, say. It's a window into the customs of our peculiar tribe.

Which, I suppose, explains why those stories keep getting passed around. Even though we've all heard them, or stories like them, a thousand times, it's a way to reaffirm our membership in that peculiar tribe. (And to reassure ourselves that, while we spend our Saturdays pretending to be elves, we're nowhere near as crazy as "that guy.") They're tokens of our various customs: why we game, the trials we've all survived in common, our shared talismans and paraphernalia.

Monday, September 28, 2009

My Biggest Game Master Mistake

It's kind of ironic, for me, that Johnn Four picked Game Master Mistakes as the topic of this month's RPG Blog Carnival. Roleplaying Tips and Campaign Mastery are both great resources, and his GMing advice is, in general, solid. But Roleplaying Tips was also a major part of my most important game mastering mistake.

See, I've got this perfectionist streak. It's under control now, but it used to be a pretty vicious one. There was a period in high school when I would fail entire classes from simply not doing the work, and while that can't all be laid on that tendency, a big part of it was just that my idea of what would be "good enough" was so overwhelming that I didn't want to start at all. Naturally, that was about the same time I started game mastering.

So I went through this stage where I was obsessed with game mastering advice. I pored over the 3e DMG, read the "running the game" section in every roleplaying book I could get my hands on, and combed the net for articles on technique and style. That's where Roleplaying Tips comes in: at the time, it was the major source of game mastering advice on the web, at least that I could find.

And despite all that, the games I ran were terrible. The advice had nothing to do with it; though the quality varied depending on the source, on the whole it was fairly good. But I put more effort into "doing it right" than into just running a fun game. It took me a long time to figure out that it didn't matter how nicely my notes were organized if there was nothing for the players to do.

Friday, September 25, 2009

My Next Campaign Is A Long Way Off

I've been thinking a little more lately about running a game again. I don't have time right now (and that's not entirely bad, because the main reason I don't is the amount of gaming I'm already doing) but I've started thinking about it regularly again, sketching out ideas here and there, and figuring out when I might next have the opportunity. I'm determined to get back into it slowly: it'll be next semester at the earliest, and I very well might put it off until next summer or even later. But I'm considering it.

Part of the reason I'm taking it slow, beyond just the time constraints, is that I'm still not sure why the last few games I've run didn't work. I had fun, and the players had fun, but neither the Traveller game nor Is This Foul? ever clicked for me. They were both chores to prep for, and I didn't always look forward to game night. I'm starting to get a better idea about why that was, but I don't want to put the effort into running a regular game again until I've got, at the least, a new tack to take.

I'm also thinking I might actually prep for the game a bit before start up this time around. Normally, there's a pretty short time between idea and execution when it comes to my campaigns; it's normal for me to run a game within just a week or two of coming up with the concept. The trick there is that the two times that technique's been really successful, I was running a pre-existing world; in one case a published campaign setting (in this case, the Diamond Throne), in the other, the setting from a (terrible) novel I'd written several years prior. I'm thinking about giving that world-building thing a try again, so that suggests spending a bit more time on the game than usual.

I'm hesitant to make any dramatic statements about what exactly I'm going to run, because it's so far off that I'm almost guaranteed to change my mind twelve times before it hits the table. But at least for now, I'm thinking it's going to be a fantasy, location-based, sandbox-y thing, because I've been wanting to run something like that since I came to college and it keeps getting pushed back in favor of other ideas. That, in turn, means I want to use either Swords & Wizardry or Labyrinth Lord, with plenty of house rules and bits and pieces from other things.

I'd also like it to be a chat game. I've been having a lot of fun playing in the two Trollsmyth's got going right now, and I want to try my hand at setting one up myself. I also like the idea of pulling in players from my entire player base, which is currently pretty scattered geographically. It'd be fun to play some new combinations of people off each other, and starting with a larger pool gives me a better shot at getting a group all willing to put up with romantic shenanigans.

So that's where I'm at as far as running a continuing campaign goes. I might run some one-shots before I get that started (Vampire, Mage, and Promethean will probably get that treatment, since I can't see running a full campaign for any of them soon, but the reason I got them in the first place was to use them) but for now, it's going to be planning, and playing.

Sunday, September 13, 2009

Dungeon Soap Operas are the Best Kind of Soap Operas

It's been three sessions since I rolled any dice in the solo game, and before that it'd been at least five or six sessions since they came up at all. (At least on my side of the screen.) It's not quite free form -- a few spells have been cast, and ability scores referenced -- but, as Trollsmyth mentioned about the time that the new style started, it's definitely shifted more towards relationships and social maneuvering, with the occasional desperate rescue attempt thrown in for good measure.

That's the key word, though: "shifted." The game started out solidly D&D. Lots of mucking about in dungeons, figuring out traps, and getting chased around by spiders. A lot of times my character ended up talking to the various dungeon residents rather than fighting them, and there was a brief detour to the plane of Fairey, but it was still mostly a game about treasure, the nasty things between me and the treasure, and the odd world-threatening artifact. A good game, but nothing too unusual.

Now, yes, it's very different. It's mostly talking, often about other people, and reacting to all the weird social situations my character's gotten herself into. Treasure's no longer an issue, and even saving the world has receded in importance. Now, I spend more time thinking about relationships, between my character and various NPCs, and between those NPCs themselves. An unusual amount of time, for me; while friendship, romance, loyalty, enmity, and other such bonds have always played a part in my games, we've been spending much more time than I'm used to dealing with them, sometimes to the point of simply playing them out. While I liked the game before, I'm greatly enjoying the change.

But it all grew out of that dungeoneering. Mucking about in dungeons gave my character something to do that didn't require complex relationships with several NPCs, or fifty e-mail's worth of setting knowledge. It was fun to do on it's own (particularly the kind of dungeons Trollsmyth runs, where you learn all kinds of things about elven history when you're not busy running for your life), but it also lent itself to developing the kinds of relationships that now support the game. The dungeon, after all, is how my character met those people in the first place, and the danger was part of why she started to care so much. It provided a backdrop, and a backbone, for the development of the friendships we're now exploring.

To take the most obvious example: The big turning point in the campaign, the moment when it became clear even to me that something different was going on, was when my character and one of the clerics she'd hired back at the beginning of the game got themselves involved in an awkward budding romance, and we spent most of several sessions just playing it out. But things had been developing in that direction for a while, all in the context of their adventures. He delayed an expedition half a day looking for her when she disappeared into Fairey; she opened the potentially deadly door into the Tower of the Stars partly so he wouldn't. When they finally acknowledged, and acted on, those feelings, it was with that history. Dungeoneering created situations where those moments could happen.

Friday, September 11, 2009

Magic Item: Wayedge

Taichara and Trollsmyth have both posted versions of a magic item called "Wayedge." I don't think I've ever posted a magic item to this blog, but I thought now would be a good time to start. (Dave, at the Tower of the Archmage, was similarly inspired.) Without further introduction:

This slightly curved, elegant steel blade is called Wayedge. Its grip is a striking black, and feels almost like wet, polished stone to the touch. Those who have heard of it claim that it is never found, only won: though the details of the stories vary from teller to teller, and none seem to agree on just who the past weilders of the blade have been, all who speak of Wayedge claim that it always comes as a reward for a test of wisdom. Sometimes, this is an obvious thing—perhaps unravelling a puzzle presented by the sword's current possessor. (In the stories, those who own the blade are often curiously ready to give it away, despite its reputation as an object that makes all tasks easier and all places closer.) Other times, the test is more subtle—it might simply be that the blade is secreted in a place quite difficult to reach, and thus requies some cleverness to gain.

Wayedge is a sword +1 that grants it's weilder a +1 bonus to all saves, and can undo any knot without harming the rope or fiber that forms it. The blade also eases any journey its possessor undertakes in a number of mundane ways: weather turns fairer, most met on the road are friendlier, and often the weilder picks up an uncanny knack for shortcuts. However, whether because of the history of the blade, or on account of some peculiar power, at some point on most longer journeys (and many shorter ones), its weilder will be greeted by someone who seems to recognize the blade but offers only mysterious riddles for conversation. Sometimes this is simply a fellow traveller, who may perhaps offer advice or warning once his riddles have been answered, but more often than most who possess the blade would like these riddles are posed by someone who could present a significant obstacle to the journey.

Saturday, September 05, 2009

Fantastic Characters vs. Common Characters

Robertson Games recently posted an interesting contribution to the on-going discussion of how to define "old school," Differences & Directions in Dungeons & Dragons, which lists a bunch of differences he sees between Basic D&D and the latest edition. It hits most of the major features that I think of as differentiating the styles behind the two games, and both makes it clear that neither style is inherently superior to the other and demonstrates why different people might naturally prefer one style to the other.

In fact, it creates a pretty thorough checklist of things that I think are awesome in the Labyrinth Lord game. But not a completely thorough one, and that's another advantage of the list. It presents old school as a handful of features that, while they work well together, can also be taken and considered individually or in groups.

In my case, besides some quibbles about the power level part of the list (I love having just one spell slot to wrangle at first level, but I can't legitimately describe a game where a gang of 1st and 2nd level characters end up on the plane of Fire, however badly they do there, as "low power.") the main area where I don't clearly lean towards the Basic side is in the "Fantastic Characters vs. Common Characters" category. I really can't be -- I'm having too much fun playing a nixie, which isn't as far out there as you can be in terms of monsters with weird powers, but it's still a lot more exotic than the standard options.

But I'm not completely in the 4e camp, either. The character who's now a nixie started out as a dwarf, and a fairly non-descript one at that. No unusual powers, fairly standard backstory. Likewise, I tried to make my cleric a reasonably typical human with a reasonably typical backstory. I've been having all kinds of fun with her, because "reasonably typical" means she's actually fairly odd in some respects, by my standards -- she's argued with the party half-ogre in favor of slavery, and her religious ideas are, obviously, pretty far out from my own.

For the most part, I like making characters who are fairly normal, particularly when the setting itself is interesting. It's easier to explore a distinct milieu when my character's not an odd-ball herself. But I don't mind at all when a character doesn't stay normal. I'm much happier with my dwarf-turned-nixie than I would have been if she'd stayed a dwarf; though then again, that's partly because of all the interesting social issues it brings up for her and the rest of the group. And those wouldn't have been as interesting if I hadn't already been playing a relatively normal dwarf to begin with.

(Not entirely normal, mind. One of the things that made her being a nixie interesting to begin with was that there were a number of features of dwarven society that she really wasn't too thrilled with, but I didn't make her knowing that, and she only really found that out herself after hanging out with humans for a while.)

Friday, September 04, 2009

Writing as a Player

So. Posting. It's been light lately. Trollsmyth's already covered a big part of why pretty well, pointing out that the solo game we're doing has recently veered into social, setting-heavy territory that makes it even more difficult to discuss intelligently than most campaigns. I've also just moved back to college, and I'm still adjusting to the changes in my schedule and social life associated with that. But I'm also still figuring out how to write about being a player, and how to think about it in a way that I can write about.

It's pretty easy for me to write about DMing, because when I DM, I'm thinking a lot about what I'm doing and the technique I'm using and so on. I'm naturally in an analytical mode, because I want to improve what I'm doing. As a player, I'm mostly thinking about what my character's doing and how she's going to react. It's much less about technique and much more about the game itself, which runs me right into the problem that Trollsmyth discussed.

When I do think about technique during a game that I'm playing in, it's usually in reference to something that the DM seems to be doing. Lately, for instance, I've been thinking a lot about player failure, since my character in the solo game has been doing a lot of pretty serious failing, and I've been having all kinds of fun doing it. Part of the reason for that is that even when things go spectacularly wrong in the game, they often end up working out in her favor in some way. Things don't always work out exactly well, and there's usually some fairly significant fallout along the way, but she's also gotten a number of rewards -- and a few allies -- by taking advantage of the consequences of failed die rolls.

The trouble with writing about that from a technique standpoint is that I don't really know what the DM is doing, since I'm not the one doing it. It's even possible that this pattern I've noticed is completely unintentional. I've gotten some ideas from it for how I'm going to run things in the future, but that doesn't help much because to focus strictly on what I "would" do makes the discussion a little too hypothetical to be of much interest to me.

On the other hand, I've gotten some interesting ideas out of looking at my reaction as a player to various DMing techniques, so despite the problems with that format it can be worthwhile. But I haven't been playing exclusively all that long, so I'm still figuring it out.

Monday, August 24, 2009

I Didn't Think I Hated People Quite That Much


Your BrainHex Class is Seeker.

Your BrainHex Sub-Class is Seeker-Mastermind.

You like finding strange and wonderful things or finding familiar things as well as solving puzzles and devising strategies.

Each BrainHex Class also has an Exception, which describes what you dislike about playing games. Your Exceptions are:

» No Mercy: You rarely if ever care about hurting other players' feelings - mercy is for the weak!
Learn more about your classes and exceptions at BrainHex.com.

Your scores for each of the classes in this test were as follows:

Seeker: 20
Mastermind: 16
Survivor: 14
Daredevil: 7
Achiever: 5
Conqueror: 2
Socialiser: 0

Go to BrainHex.com to learn more about this player model, and the neurobiological research behind it.

(Via Jeff's Gameblog.)

Saturday, August 22, 2009

An Unusual Situation

Last week I played a little 4e for the first time. I've DM'd it before, but never sat down and ran my own character. It was pretty fun, especially considering that it was Maggie's first shot behind the table for us. So the pacing was a little rough, and we didn't have time get to the "real" part of the adventure, but what we did do was fun; I was particularly impressed by her combat descriptions, and renewed my resolve to work on my own skills in that area.

As I was getting ready for the game (using the Character Builder to make a half-elf bard, "Fiona Trollkin," and a longtooth shifter warden as a back-up in case we needed a defender) I thought to myself, as I often do in such situations, "Man, it'll be nice to get a chance to finally play." It took me a moment to realize that no, wait, I play all the time now. This summer there've been a couple times where I played four sessions in a single week. Sessions that often last up to eight hours. I'm not even running a game of my own right now. It's all play.

What's really weird is that I don't even have much desire to start running a game again. I'm pretty happy just playing. That's never happened to me before, and I don't know how long it'll last, but for now I'm enjoying it. Being able to game, and be really happy with the game, without the work? It's nice. (Not that I'm not doing a bit ofwork for the game, but not nearly as much as I would be were I DM. My main contribution is thinking up setting questions that Trollsmyth then answers.) Partly this is because the games I'm in right now are really good, and fit me in a way most of the games I've played in before didn't quite. But I suspect it's also partly because I've gotten really frustrated, in various ways, with most of the game mastering I've done in the past year or two. Not really sure why that is yet, but luckily I don't have a huge need to figure it out immediately. I've got time to let the answer come to me, and in the mean time, I can play.

And while I'm on the subject -- not running a game of my own is part of why the blog's been so quiet lately. I've been thinking about game stuff a lot, but mainly stuff that has no business being on the blog, or that Trollsmyth's already covered. I've also been trying to take care of my hands, since they've been acting up a little and there's other stuff I need to do on the computer that's more important, but the main of it is that I haven't had a whole lot I wanted to write about. I'm still keeping up with the blogosphere, but things may continue to be quiet around here for the time being, particularly since I'm going back to school soon.

And the Movie Was Pretty Good Otherwise

So there's a bit in Funny People that got my attention. One of the subplots is a pretty standard loser-comedy romance: Boy meets girl, boy turns out to be way too shy and awkward to actually interact with girl, roommate sleeps with girl. Pretty standard stuff. All you need is a discussion on how girls only sleep with jerks and shun guys who actually care about them, and you're set. And Funny People does hang around in that territory for a while.

But then . . . the guy in question realizes that he's done something weird by getting mad at this girl he hardly knows for sleeping with his roommate, apologizes, and then ends up going on a date with her, wherein making out and perhaps other things happen. The moral of the story is: "Of course women won't sleep with you if you never ask. Having actual conversations with them helps, too."

It was very weird. Not only did the movie demonstrate why the Nice Guy routine doesn't work, it did so in-character and made something of a big deal out of it. Which I wasn't expecting. I don't know exactly what I was expecting, but it wasn't that. Really quite refreshing.

Friday, August 07, 2009

Kung Fu Cowboys . . . with Lasers



I am seriously tempted to make this the basis for my next campaign.

What's Old School Good For?

I had a point that I'm not sure I communicated very well in yesterday's post, partly because, when I wrote it, I was still figuring out exactly what that was myself. Reduced to it's essence, the point is this:

The OSR is getting new people into the hobby. It's positioned very well to continue doing it, and expand those efforts, because many of its major participants are focused on figuring out why the games work the way they do, and sharing their love of those games with anyone who will listen. The games themselves are simple, fun, and appeal to a lot of people who have experience with newer games but don't find they quite fit.

"Old school," obviously, is about the past. But it's just as much about the future. Introducing new people to the old ways, and going new places you can't go with more mainstream games. That's what it's about for me, and I don't think I'm alone.

Thursday, August 06, 2009

Old School is New to Me

Here's a secret:

About four, maybe five years ago, one of my friends showed up to our Friday night session with a big stack of rule books and a bunch of boxes full of miniatures. His neighbor had given him a couple boxes full of old 1st and 2nd Edition AD&D gear, and he was talking about starting up a game with some guys he knew from school. (We were engaged in another campaign at the time.)

I flipped through the books and started making fun of them. Class-as-race? Ridiculous. Individual XP charts for each class? Laughable. That weird system of saves? Archaic. The organization was impenetrable, the prose awful, the art hideous-to-non-existent. 3e, I knew from reading forums on the internet, was a great improvement.

That was back when I didn't know any better. Heck, even my friend didn't know any better. Based on, if I remember correctly, some vague knowledge of the Outdoor Survival Map, he explained to us how OD&D had been "a board game," where you moved your pieces around on hexes. What we didn't know about the games we filled in with crazy rumors and misinformation from other new-edition-playing twerps like us.

Then I started getting into RPG blogging. I started reading Jeff's Gameblog, and from there found Trollsmyth, Grognardia, and a bunch of other guys who knew what the heck they were talking about when it came to the older stuff. Not that any of them were, or are, gurus, but they knew that the older editions were fun, that 3e wasn't intrisincally superior to any of them, and they were interested in figuring out exactly what it was that made those old games tick. Luckily, that mix of enthusiasm and curiosity was enough to get through my idiot ideas on the subject, and I ended up coming along for the ride.

Now, I collect those old hardbacks, play in two Labyrinth Lord games, built my own Swords & Wizardry megadungeon, and have pretty much sworn off running 3e, at least for the next few years. I've taught people to play Swords & Wizardry who have never played an edition of D&D before in their lives. It's some of the best gaming I've done in my life.

A few final words, from Trent Foster:

Yeah, there are some "old guys" in our midst who actually were around back in 197x playing D&D in this style, watched the game/hobby move away from them, and are refreshed to see a new crowd pick up on what they liked about the game in the first place. But more of us are people who started playing the game later, after this style of play was already in decline, or had even disappeared altogether from the mainstream/commercial rpg scene, and are so interested in this style and approach to play now in large part because we didn't get to experience it then.