Earlier today I posted an entry about pitfalls to avoid when GMing. I noted the common ones known to everyone (fudging dice rolls, railroading, etc.), but I asked others to chime in with their own entries on 3 other common pitfalls to avoid when GMing. So, here is my take on 3 pitfalls to avoid when running a RPG.
1. You didn't make the style of the game clear to the players
You've spent time organizing an adventure, getting the players together, and selecting a nice place to meet up. Only you forgot to mention the theme/style of the game, or even ask the players' input at all. Frequent character death may be a common meme in old school games, but it's not common to everyone who plays RPGs. If your games run a high risk of character death, you need to make this clear up front. Players get annoyed enough when characters die, especially due to bad dice rolls, but it's even more annoying when a player spends several hours working up this amazingly awesome backstory, and fleshing their character out, only to have him/her die against the first batch of giant spiders you throw at the party. Again, frequent character death is almost unheard of in new school RPGs, and if you want to run an old school style game, you need to make it abundantly clear from the beginning. This doesn't just go for frequent character death either. That's just one example. If your game focuses on a mystery the PCs must solve, a combat light horror scenario, or a deathtrap dungeon, you need to at least make some of this known to your players before the game.
2. You plan on using a pet NPC
Avoid this like the plague. There will be moments where you'll think, "hey this is set in that same world I ran my 15th level half-dragon assassin character! Wouldn't it be cool if I introduced him as a NPC in this game?" The simple answer is, no, it wouldn't. Chances are, you'll end up wasting precious time reminiscing about how your uber character knocked off that lich in one round (hyperbole), or managed to con that dragon out of his horde that one time, and frankly, your players don't give a shit. They also don't care to see your pet NPC essentially take over the session doing awesome shit, because you want to show how much of a badass he is. Pet NPCs=bad idea 100% of the time. Don't use them...ever.
3. God, that one character is really annoying. Maybe I should kill him
Let's face it, you're gonna run into that one player whose character is just annoying. You know, the guy whose character has a 3 INT and must always do the absolute dumbest thing in EVERY situation? Or the guy who has acquired that one magical item that he uses as a crutch for perceived invincibility? There's nothing wrong with humbling these characters in games, to be certain, but resist the temptation to simply develop an encounter with the sole purpose of killing the character. It's hard to resist the temptation to simply have the character killed off so the sessions are less annoying, yes, but remember you're the referee and judge, and as such you should always remain fair and impartial. These types of characters will eventually be weeded out by other players if not by simply their own incompetence. I recall years ago, one of our friends was running an extended campaign, and one of our players ran a super annoying red-haired female thief named Mitra. She was always doing things which got us in a jam as a party, and really never showed any true benefit to the group. She was always conspiring behind the party's back, etc. So, what did we do as a group? We sold her character into slavery the first chance we got. The DM didn't have to worry about taking the character out. We did it for him as players. Yes, it resulted in some tense moments between the players, but shit happens. The point is, you as the DM should remain fair, even when one of the player's character is an annoying pissant.
So, these are 3 pitfalls I think are important to avoid in GMing. What are some of your own? Write up your own entries, and comment with the link to your blog here, and I'll compile them in one big post. Again, I'm interested in hearing your own takes on common pitfalls to avoid.
Monday, August 22, 2011
Avoiding Pitfalls in GMing
Hill Cantons' recent challenge has turned out a fantastic array of solid GM advice from the far corners of the gaming blogosphere, and while I chimed in with my own entry, this challenge made me think of something else; what NOT to do as the GM. Now, we can all agree on the normal things to avoid as a GM such as fudging dice rolls, railroading players into a storyline which places them as mere puppets in your table-top fantasy novel, etc. These things are pretty much common-place obstacles to avoid when sitting behind the screen, but aside from these, I'd like to hear from other gamers and GMs on which 3 pitfalls they think are most important to avoid as GMs.
I plan on having my own take up here this afternoon. For those who respond, I'll create another entry collecting them with links, so post away links to your entries here in the comments, if you are so inclined. I'm interested to hear and learn from you, and really, isn't tha what this whole blogging thing is all about anyway? So, let's hear it.
Friday, August 19, 2011
On Building a Better GM
I happened to notice several other bloggers taking up ckutalik's challenge on building a better GM, which was inspired by a post by one of my favorite bloggers, Beedo.
Ckutalik asks us to elaborate on 3 essential elements as follows:
It's hard to narrow it down to just 3 "best practices" really. In surveying my own thoughts on the issue, dozens of best practices come to mind, however I'll try to stick to what I believe are the 3 most important.
1. The game is not about you, it's about your players
It's a hard truth to accept for many GMs. We all have our own philosophies on how the game should be played, but ultimately, the only ones you really need to worry about impressing are your players. That is not to say that you fudge dice rolls, or give into unreasonable player demands at the table. Rather it means keeping your focus on what the players want to do in the game as opposed to what you would like to see them do.
This especially rings true in preparation. There have been countless times when a GM has sat down with his players, having prepared a nice little adventure for them, only to have them do something completely off the wall which derails all that preparation. We hear about these things happening at the table all the time, and true enough, they happen at my own. It's part of the game. You have to learn to roll with it, because it's never going to change as long as you believe in not restricting player control over their characters.
This is where the sandbox style really shines, however, because you are providing a world with which the players interact, and the choices they make should always matter. Resist the urge to railroad players into certain situations. Present the adventure hooks for them, and let them take it in the direction they choose. This is going to require improvisation on your part as a GM, but if you're remotely considering sandbox style play, you must accept the fact that you will likely be improvising...a lot.
Make the world around your players a living and breathing thing. There are NPC motivations outside of what your players are involved in at a given time. Their characters can't be everywhere all the time. Maybe they have a few options in the beginning, but they won't know the results of their actions until things are played out. For example, they have option 1, which is to raid a nearby set of ruins overrun with undead, or option 2, which after some investigation by the players, results in their foil of an assassination attempt. If they pick option 1, don't forget about option 2, and let the consequences of their choices take place. Let that major NPC get assassinated because the players didn't take that hook.
Know your world, and write down notes on events surrounding it. These don't have to be detailed pages and tomes of useless information that may never come up in play. Just a series of simple bullet style notes, preferably keeping it in line with your campaign world calendar. Those particular events in which your players actively chose not to participate in, should happen. The ones in which your players took the bait of a hook should be saved and the results determined by their actions in the game. Doing this, they will quickly realize that their actions have consequences, and will respond accordingly.
Ultimately you want your players to have fun, and have a strong desire to return to the gaming table and continue. That's what it's all about. If your players prefer detailed railroady storyline games over an open-ended sandbox style, then give them what they want, or find a group of players whose play style fits more in line with your own. Don't force players down a path they don't want to take in play style, because the results will often be complacency at best, or downright apathy at worst.
2. Stay Organized
I am the most unorganized person you'll ever meet really. My organization skills in general entail trying to remember if I laid that notebook under the bag of Doritos I've been working over, or with a bunch of other notebooks piled on top of my printer. Still yet, I try my best to keep things organized when it comes to the RPGs I run.
I can't stress enough how important it is to have a campaign notebook. For me, this typically means a traditional 3 ring binder with dividers, document protectors, and various useful in-game documents. That said, your campaign notebook can entail a number of different options. Find whatever is best for you, and run with it. If you can keep things organized on a laptop, or on a site like Obsidian Portal, use those methods, but try your best to stay organized.
So, how do I do it? As I said, I have a 3 ring binder I use, tabbed with document protectors. I have a section for maps, random tables and charts specific to the area the players are in, and a section of notes for the game.
I have stated above how important improvisation is in sandbox gameplay. I tend to use a lot of tables and charts which I can quickly refer to in a jam. These include NPC name generator tables, inn and tavern name tables, random trap and trick generators, etc. These are particularly handy because they allow you to focus your creative energies into important stuff, like the game, rather than having to spend mental energy to find a clever name off the top of your head for a NPC or location, which may end up sounding stupid (we've all been guilty.)
In my maps section, I usually keep a handful of maps I have either made, or found online. There's usually a mixture of both. Some of these mini-dungeon areas are keyed, while others aren't, but the idea is to whip one out in a jam when the PCs go off the beaten path. This way I'm not completely caught off guard. I know, for example, in general where my players are on my hex map before each session. I will then prepare a few maps and encounters for various locales in and around those hexes. Nothing too fancy, just enough to give me something should they wander off from what I perceive to be their goal at the time. Best of all, I can always use those maps in other areas later if need be.
The notes section is probably the most important section of the notebook. I have a campaign log which I keep, an item spreadsheet which lists who has what item, where they got it, if it's been identified and the items known and unknown properties. I also keep a small chart to document xp to help me calculate everything at the end of a session.
My campaign notebook is like my GM bible for the game. A good, well kept campaign notebook, will bail you out of sticky situations, and just make life easier for you as a GM, which in turn, will make things better and more enjoyable for the players.
3. Don't over-prepare
Don't spend too much time in preparation, and stick to things that will directly involve your PCs. Do you really need to write up 3 or 4 paragraphs of notes on a temple or inn your players may never visit? Improvise many of these things. Stick to what's important for the upcoming sessions. Yes, this can be, more or less, a fly by the seat of your pants method, but that's the fun of the sandbox. You're discovering your world along with the players.
When I start a new campaign, I like to take a hex map, key out several locations of interest, without detailing them too much, a brief set of notes on major NPCs in the area, and their motivations, various secret groups and organizations, a very brief overview of the political climate of the area, etc. These don't have to entail hours upon hours of needless preparation. Just a few notes, allowing you to focus on really preparing the important stuff, like areas your players might explore. Throwing up a few one page dungeons to get things going is a good idea.
It's very easy to find yourself spending hours preparing for scenarios your players may never encounter. I've done it myself, and in many ways, it's simply unavoidable, but try to limit the time and energy you spend on your campaign into what directly involves your players in the current session. Trust me, some of the best moments at your table will come through improvisation and just winging it. Just ensure you take good notes (or keep a campaign log as I mentioned in point 2), so you can keep things organized.
Some of these methods may work for you, some may not, and many of you are probably already implementing these methods in some form in your own games anyway. There simply is no absolute best way to GM. It would be a pretty boring world if that were the case. Still yet, we all have techniques and experiences to draw upon, which can make the job of GMing easier if we actually take the time to read and learn from others.
Ckutalik asks us to elaborate on 3 essential elements as follows:
1. Name three “best practices” you possess as a GM. What techniques do you think you excel at?
2. What makes those techniques work? Why do they “pop”?
3. How do you do it? What are the tricks you use? What replicable, nuts-and-bolts tips can you share?
It's hard to narrow it down to just 3 "best practices" really. In surveying my own thoughts on the issue, dozens of best practices come to mind, however I'll try to stick to what I believe are the 3 most important.
1. The game is not about you, it's about your players
It's a hard truth to accept for many GMs. We all have our own philosophies on how the game should be played, but ultimately, the only ones you really need to worry about impressing are your players. That is not to say that you fudge dice rolls, or give into unreasonable player demands at the table. Rather it means keeping your focus on what the players want to do in the game as opposed to what you would like to see them do.
This especially rings true in preparation. There have been countless times when a GM has sat down with his players, having prepared a nice little adventure for them, only to have them do something completely off the wall which derails all that preparation. We hear about these things happening at the table all the time, and true enough, they happen at my own. It's part of the game. You have to learn to roll with it, because it's never going to change as long as you believe in not restricting player control over their characters.
This is where the sandbox style really shines, however, because you are providing a world with which the players interact, and the choices they make should always matter. Resist the urge to railroad players into certain situations. Present the adventure hooks for them, and let them take it in the direction they choose. This is going to require improvisation on your part as a GM, but if you're remotely considering sandbox style play, you must accept the fact that you will likely be improvising...a lot.
Make the world around your players a living and breathing thing. There are NPC motivations outside of what your players are involved in at a given time. Their characters can't be everywhere all the time. Maybe they have a few options in the beginning, but they won't know the results of their actions until things are played out. For example, they have option 1, which is to raid a nearby set of ruins overrun with undead, or option 2, which after some investigation by the players, results in their foil of an assassination attempt. If they pick option 1, don't forget about option 2, and let the consequences of their choices take place. Let that major NPC get assassinated because the players didn't take that hook.
Know your world, and write down notes on events surrounding it. These don't have to be detailed pages and tomes of useless information that may never come up in play. Just a series of simple bullet style notes, preferably keeping it in line with your campaign world calendar. Those particular events in which your players actively chose not to participate in, should happen. The ones in which your players took the bait of a hook should be saved and the results determined by their actions in the game. Doing this, they will quickly realize that their actions have consequences, and will respond accordingly.
Ultimately you want your players to have fun, and have a strong desire to return to the gaming table and continue. That's what it's all about. If your players prefer detailed railroady storyline games over an open-ended sandbox style, then give them what they want, or find a group of players whose play style fits more in line with your own. Don't force players down a path they don't want to take in play style, because the results will often be complacency at best, or downright apathy at worst.
2. Stay Organized
I am the most unorganized person you'll ever meet really. My organization skills in general entail trying to remember if I laid that notebook under the bag of Doritos I've been working over, or with a bunch of other notebooks piled on top of my printer. Still yet, I try my best to keep things organized when it comes to the RPGs I run.
I can't stress enough how important it is to have a campaign notebook. For me, this typically means a traditional 3 ring binder with dividers, document protectors, and various useful in-game documents. That said, your campaign notebook can entail a number of different options. Find whatever is best for you, and run with it. If you can keep things organized on a laptop, or on a site like Obsidian Portal, use those methods, but try your best to stay organized.
So, how do I do it? As I said, I have a 3 ring binder I use, tabbed with document protectors. I have a section for maps, random tables and charts specific to the area the players are in, and a section of notes for the game.
I have stated above how important improvisation is in sandbox gameplay. I tend to use a lot of tables and charts which I can quickly refer to in a jam. These include NPC name generator tables, inn and tavern name tables, random trap and trick generators, etc. These are particularly handy because they allow you to focus your creative energies into important stuff, like the game, rather than having to spend mental energy to find a clever name off the top of your head for a NPC or location, which may end up sounding stupid (we've all been guilty.)
In my maps section, I usually keep a handful of maps I have either made, or found online. There's usually a mixture of both. Some of these mini-dungeon areas are keyed, while others aren't, but the idea is to whip one out in a jam when the PCs go off the beaten path. This way I'm not completely caught off guard. I know, for example, in general where my players are on my hex map before each session. I will then prepare a few maps and encounters for various locales in and around those hexes. Nothing too fancy, just enough to give me something should they wander off from what I perceive to be their goal at the time. Best of all, I can always use those maps in other areas later if need be.
The notes section is probably the most important section of the notebook. I have a campaign log which I keep, an item spreadsheet which lists who has what item, where they got it, if it's been identified and the items known and unknown properties. I also keep a small chart to document xp to help me calculate everything at the end of a session.
My campaign notebook is like my GM bible for the game. A good, well kept campaign notebook, will bail you out of sticky situations, and just make life easier for you as a GM, which in turn, will make things better and more enjoyable for the players.
3. Don't over-prepare
Don't spend too much time in preparation, and stick to things that will directly involve your PCs. Do you really need to write up 3 or 4 paragraphs of notes on a temple or inn your players may never visit? Improvise many of these things. Stick to what's important for the upcoming sessions. Yes, this can be, more or less, a fly by the seat of your pants method, but that's the fun of the sandbox. You're discovering your world along with the players.
When I start a new campaign, I like to take a hex map, key out several locations of interest, without detailing them too much, a brief set of notes on major NPCs in the area, and their motivations, various secret groups and organizations, a very brief overview of the political climate of the area, etc. These don't have to entail hours upon hours of needless preparation. Just a few notes, allowing you to focus on really preparing the important stuff, like areas your players might explore. Throwing up a few one page dungeons to get things going is a good idea.
It's very easy to find yourself spending hours preparing for scenarios your players may never encounter. I've done it myself, and in many ways, it's simply unavoidable, but try to limit the time and energy you spend on your campaign into what directly involves your players in the current session. Trust me, some of the best moments at your table will come through improvisation and just winging it. Just ensure you take good notes (or keep a campaign log as I mentioned in point 2), so you can keep things organized.
Some of these methods may work for you, some may not, and many of you are probably already implementing these methods in some form in your own games anyway. There simply is no absolute best way to GM. It would be a pretty boring world if that were the case. Still yet, we all have techniques and experiences to draw upon, which can make the job of GMing easier if we actually take the time to read and learn from others.
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Grognardia or How I Discovered I Wasn't Alone in the Universe
This is a story which I really haven't shared yet here on BHD, but in honor of the fact that James over at Grognardia just surpassed 1,000 followers, and others are paying homage to him, I felt it was time I told this story.
Back in the late 1990's, life began to change drastically for me. After spending most of my young adolescent days in that decade playing D&D, starting with 1e then moving on to 2e, towards the end of the decade, I began college, started working to pay my way through, and gaming fell on the back-burner. Eventually I got married and joined the Air Force in 1999, and by that time, gaming for me had completely fallen off the map. It was, I believe, the following year when Wizards of the Coast took over TSR and revealed 3rd edition. I recall being in a book store somewhere, picking it up and having a read through, and putting it down on the shelf. It was strange really. I had moved on away from the game of D&D, and after seeing the new version I felt the game had moved away from me as well. The glory days of 2e were behind me, and the whole d20 thing just wasn't my cup of tea at all.
Here and there throughout the 2000's I played on occasion, when I got out of the military and returned home, but always we played 2e. Eventually even that began to subside. There just wasn't much material out there, and there didn't seem to be much of a niche for older editions online. I suppose most of the old 2e players either moved on to 3e, or simply gave up on the game completely. I discovered the Knights and Knaves forum some years ago, back when it was a ProBoards message board, but their utter hatred for 2e turned me away. So, in many ways I felt alone in my love for the older incarnations of the game. While most of my playing experience came from 2e, I got my introduction to the game through playing 1e, and always held a fondness for that version.
It was late last year, I believe, I was surfing through my feeds and noticed that one of the large sci-fi blogs, io9.com, linked an article James had written on Grognardia about Robert E. Howard. Being a big Conan fan, I followed the link over, and from there it opened a whole new world up for me. There was this thing they were calling an "old school renaissance?" 1e had been restored through OSRIC to allow for new material, and best of all, there was not only James, but hundreds of others who were just like me; fans of the older versions and styles of play. This discovery ignited a fire within me again, and soon I started blogging myself about the games we all love.
So, congratulations on reaching 1,000 followers, James, although we know your reach in the community goes far beyond that. Had it not been for your blog, I never would have discovered the OSR, and all the great people I've had the pleasure to meet over the past few months.
Tuesday, August 16, 2011
Monster: Lurghor
Lurghor
Frequency: Very Rare
No. Encountered: 1
Size: M
Move: 12 (3 in Gaseous Form)
Armor Class: 2
Hit Dice: 8+3
Attacks: 1
Damage: 2-12
Special Attacks: See below
Special Defenses: See below
Alignment: Chaotic Evil
Magic Resistance: Sleep, Charm, Hold spells
Lair Probability: 50%
Intelligence: Very
Level/XP Value: 8/2,200 +12 per hit point
Lurghors are creatures who dwell in both the prime and negative material planes. They are often mentioned in stories and legends told by low firelight by nurse-maids and nannies as a means to scare little children into proper behavior. The Lurghor in its natural form, is a creature of solid black with green glowing slits for eyes. Its body is generally twisted into a form of horrific display (its head will be twisted around while it walks on its hands and feet, for example.)
The arrival of a Lurghor to a village is seen as the sign of a curse, and they may be attracted for a variety of reasons, however the most common is the betrayal of a lover which has resulted in a death. Lurghors are drawn to the negative energy surrounding such an event, and will quickly take hold in an area wreaking havoc in the night.
They generally dwell in small caves in a wooded or forest area near the village they are menacing. The home of a Lurghor is easily identified, as the ground itself within a 500 yard radius of a Lurghor lair will turn to a dark grayish color, and the grass and trees will be brittle, twisted and dead no matter the season.
Lurghors are able to take a Gaseous Form once per day, making them invulnerable to all attacks save magical fire or electricity. They usually take this form turning into a greenish/black mist to sneak into the homes of villagers, where they feed off the dreams of small children. Such a victim of a Lurghor is easy to identify. Although they remain alive physically, their eyes will turn to a milky white color, and they will not respond, talk, or acknowledge the presence of anyone. The only way such a victim can be restored to its prior conscious state is through the death of the Lurghor.
In combat, the Lurghor will attempt to take a gaseous form if possible to evade enemies it determines may be a challenge. In physical form, the sight of the Lurghor requires each of its opponent to make a saving throw vs. petrification, or be affected per the Fear spell. In combat, it will attack with its claw like hands which will drain one experience level each time a hit is scored in addition to its normal damage.
The Lurghor is immune to Sleep, Hold, or Charm related spells. It can only be harmed by silver, magical attacks, or +1 magical weapons. Although it partially exists in the negative plane, it is not undead, and thus cannot be turned.
Frequency: Very Rare
No. Encountered: 1
Size: M
Move: 12 (3 in Gaseous Form)
Armor Class: 2
Hit Dice: 8+3
Attacks: 1
Damage: 2-12
Special Attacks: See below
Special Defenses: See below
Alignment: Chaotic Evil
Magic Resistance: Sleep, Charm, Hold spells
Lair Probability: 50%
Intelligence: Very
Level/XP Value: 8/2,200 +12 per hit point
Lurghors are creatures who dwell in both the prime and negative material planes. They are often mentioned in stories and legends told by low firelight by nurse-maids and nannies as a means to scare little children into proper behavior. The Lurghor in its natural form, is a creature of solid black with green glowing slits for eyes. Its body is generally twisted into a form of horrific display (its head will be twisted around while it walks on its hands and feet, for example.)
The arrival of a Lurghor to a village is seen as the sign of a curse, and they may be attracted for a variety of reasons, however the most common is the betrayal of a lover which has resulted in a death. Lurghors are drawn to the negative energy surrounding such an event, and will quickly take hold in an area wreaking havoc in the night.
They generally dwell in small caves in a wooded or forest area near the village they are menacing. The home of a Lurghor is easily identified, as the ground itself within a 500 yard radius of a Lurghor lair will turn to a dark grayish color, and the grass and trees will be brittle, twisted and dead no matter the season.
Lurghors are able to take a Gaseous Form once per day, making them invulnerable to all attacks save magical fire or electricity. They usually take this form turning into a greenish/black mist to sneak into the homes of villagers, where they feed off the dreams of small children. Such a victim of a Lurghor is easy to identify. Although they remain alive physically, their eyes will turn to a milky white color, and they will not respond, talk, or acknowledge the presence of anyone. The only way such a victim can be restored to its prior conscious state is through the death of the Lurghor.
In combat, the Lurghor will attempt to take a gaseous form if possible to evade enemies it determines may be a challenge. In physical form, the sight of the Lurghor requires each of its opponent to make a saving throw vs. petrification, or be affected per the Fear spell. In combat, it will attack with its claw like hands which will drain one experience level each time a hit is scored in addition to its normal damage.
The Lurghor is immune to Sleep, Hold, or Charm related spells. It can only be harmed by silver, magical attacks, or +1 magical weapons. Although it partially exists in the negative plane, it is not undead, and thus cannot be turned.
Friday, August 12, 2011
Much Ado About Neverwinter
In the wake of a recent press release from Wizards about the new Neverwinter "Campaign Setting," for 4th edition D&D, it seems many in the old school blog world are outraged. After all, Wizards blatantly proclaims it as "the first-ever RPG book focused solely on one city." I can see how many of my fellow grognards could be outraged over this gaffe. Despite the fact that not only is Neverwinter not the first city focused RPG supplement, it's not even the second, third, or probably even the 100th RPG book focused on urban sprawls. This was obviously some sort of ad-copy oversight, and many are dismissing it, but should they?
I think at the heart of the matter, folks like Rob Conley, and others who have expressed outrage, understand that this was simply a bad marketing press release, but the bigger issue I think is one that has been brewing for a long time. That is, the continuing and growing sentiment from old school gamers that Wizards is completely abandoning the roots of the hobby for the sake of making a few bucks, all the while dismissing the foundation of the hobby's history. Is that an overreaction to what is obviously some sort of marketing stumble? Perhaps, but there is a bigger picture, and this is simply a small stroke on a much larger painting.
That said, I can't say I share the same sentiment as many of my fellow old schoolers. I have said multiple times that I'm not an edition wars guy. I don't care for anything beyond 2e, and to me, these later incarnations do not seem like D&D to me, but some other game, with different mechanics and a different rule base. D&D in name only. But if that's what people enjoy playing, I certainly would never begrudge them that. Point being, I personally am not outraged over the marketing mistake, but I can understand why many in our niche hobby would be. D&D, it seems, only exists in its current version, and everything before it doesn't matter. That's the sentiment many feel, and even the smallest of mistakes in a press release only seeks to reinforce this idea throughout our small community.
Thursday, August 11, 2011
Dread Rock Playtest Session 2 Recap
Cast of Characters
Sharaka - Fighter, 1st level, half-orc
Garik Bloodshield - Cleric, 1st level, Dwarf
Dolan the Red - Fighter, 1st level, human
Denthor - Mage, 1st level, human
We picked up right where we left off in session 1, using Skype and Gametable as our online virtual table top app. Gametable really helps expedite gameplay as you can save maps and easily go back in, load the map, and you're ready to play in a few moments. The group got a great deal of exploration out of the way in this session. Garik's player really took the lead and did a great job. I have mentioned him before in my Cormyr Campaign session recaps. He is the player who tends to wander off on his own at times, however this is usually whenever we play anywhere other than a dungeon. In the dungeon environment, he thrives as a player.
Sharaka took the lead with his telescopic 10 foot pole, plugging along slowly pushing at flagstones on the floor and testing for traps. If you've looked on the map for Dreadrock level 1-1, you may recall there is a scythe blade trap leading into the makeshift orc tavern. Sharaka discovered this loose flagstone on the ground with his pole, and Garik investigated. Being a dwarf, in 1e rules, he has a 50% check to detect traps in stonework. I made the roll for him, which he passed. He could tell by the narrow slits in either wall, coupled with the loose stone, that this was some sort of trap. He inquired about how high the slits were from the floor, to which I replied, about waist level to a normal human. He layed down flat on top of the stone, engaging the trap while the others stood back. The scythes sweeped in from either side of the wall, flying back and forth as a pendulum over Garik's body as he lay on the stone, eventually coming to a stop and hanging in the middle of the hall. I thought this was a fairly clever way to disarm the trap.
They pressed on, taking out the orcs in the makeshift tavern thanks to the aid of a few Molotov cocktail/oil flasks. They continued along through the area, taking out a few more rooms with orcs, until they found a place to hold up for a few hours so Denthor could rest and re-memorize a spell. They secured the room and prepared a watch for about 4 hours. After rolling on the random encounter charts, the first I rolled was a human slave. As the PCs were in a room, secured and locked, I simply had the slave come to the door and pull on its handle. Garik replied back in orc, changing his voice. He heard the pitter-pat of feet run away, and that was that. The main mission the party was hired to take on in Dread Rock was the rescue of a human female who had taken up to adventuring and ran away from her wealthy father. The wealthy father hired the group to track her down and bring evidence of her death, or either return her to Dread Rock Bluff alive. They did not realize it, of course, but had they opened the door, they would have discovered this was indeed the girl, in rags, now a slave to the orcs. Since Garik replied in orcish, she never spoke and simply ran from the door. They didn't investigate any further on the matter.
One more roll on the random encounter table brought another pull on a door handle from outside the room. This time, they decided to listen, to which they heard the sound of creatures speaking in kobold. Garik and Sharaka carefully opened the door, and to their surprise, stood a group of 7 kobolds, in rags and chains, and unarmed. The leader quickly appealed to the party to let them in, promising they were merely slaves trying to escape, and meant no ill-will to the group. Garik decided to let them in so he could secure the door quickly. The kobolds explained they were slaves to the orcs, who had them digging a tunnel to the surface in order to raid Dread Rock Bluff, and the road coming in. They offered to aid the party in clearing out the orcs, if they would arm them, and set their remaining kin free. Garik inquired about the slaves, to which the kobolds informed him there were also humans. The party agreed to arm the kobolds with some spears from the orcs they had previously dispatched in this same room. Garik mimicked a chant, and told the kobolds he had cast a spell which would result in their instant deaths were they to betray the party. The kobolds, not knowing any better, believed him (or at least appeared to anyway.)
Once the party was ready to proceed, they decided to investigate this tunnel the kobold slaves were digging. They had the kobolds go ahead to lead the way, and departed the room after resting. After a few moments, the party, walking in the rear behind the kobolds, heard a click and saw the first 2 kobolds drop. Sharaka moved ahead to look, and noticed a snapped fish line on the floor, and 2 darts coated with a liquid lying on the ground. The two kobolds had been pierced by two more darts and died as a result. Sharaka instructed the kobolds to be more careful and to use their spears to poke ahead on the floor.
The party moved on and discovered another door in the corridor. The kobolds warned the party that the room was an orc barracks chamber, and the party decided to take the orcs out. They opened the door, which wasn't locked, and managed to surprise the orcs. Denthor stood in the doorway and cast a sleep spell on 3 of the orcs, then quickly ducked out of the way. The party stood at the doorway as the remaining orcs pushed forward. The party managed to funnel orcs out one at a time, using the threshold as a point of advantage. After taking out 5 of them, the bodies were piled to high for any orcs to proceed. The remaining orcs in the room turned to flee. The party then had to spend a round moving bodies out of the way to pursue. By the time they entered the chamber, the remaining orcs had fled, in an unknown direction. The party decided to secure the barracks room, and rest for a full 8 hours.
We called the session at this point. This was the first time any of the orcs had managed to escape the party. Now knowing of their presence, the orcs have called for reinforcements and are staged with shortbows and nets outside either entrance into the room. The party will have a rude awakening when we pick back up on Sunday.
Post-Session Thoughts:
I thought the session went rather well. So far, the party has only managed to find rooms containing orcs, and have yet to discover a few of the more interesting rooms on the level. Now, the orcs know of their presence, and things are going to get more difficult for them to proceed. They really liked the kobold slave twist, and I get the sense they are starting to feel the dungeon environment coming alive. Looking at the method I used to stock it, I can see I really didn't put in nearly enough orcs. These are veteran players, and know how to use tactics to their advantage for combat, but with only 4 party members, thus far they have had little problem getting through the combats and traps. Of course, now that the orcs know they are there in the dungeon, the party has lost the element of surprise. No more hopping from room to room and surprising orcs. In fact, it's highly possible the orcs bring out the heavy on this one (that being the ogre prisoner they have for just such an occasion.) All said, they had fun and I had fun running the session. We're planning on playing again Sunday night with hopefully another session report soon thereafter here on the blog.
Labels:
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megadungeon,
Old School gaming,
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Wednesday, August 10, 2011
There's a Munchkin at my Table
I've been playing D&D off and on with the same group of people for about 20 years now. Very rarely do we all get together at once to play, but more or less, we all know each others' playing styles. We've had new people drop in and out of campaigns here and there over the years, but the core of the group has remained the same. When I first brought up the idea of this new campaign, one of my friends wanted to invite a mutual friend of ours who was relatively new to D&D to the campaign. I know this guy, and he's a good person and not a weirdo, so I agreed without really knowing his play style. In the first session, he was fairly quiet. Mostly observing, but putting in his thoughts here and there on things that came up. The second session was a bit different, and it wasn't long before I realized, yes, despite my best efforts, my campaign has been invaded by a munchkin.
My first warning sign should have been the fact that his character's stats were ridiculous. Our mutual friend assured me that he rolled these stats legitimately using the 4d6 drop the lowest method (which is the standard method we use in the game.) This mutual friend is not a munchkin player, and in fact has a lot of GM time under his own belt, although he tends to run very story based campaigns where the PCs are chess pieces in his D&D "novel," but I digress. My gut told me I should have simply made him roll a new character in front of me, but in an effort to speed things up so we could all start the campaign, I simply let it go. Of course, being the DM I am, I really didn't care about stats, and I still don't truly. High stats may help in certain situations in my campaign, but outsmarting the bad guy is what ensures survivability. After spending two sessions now with this player, and talking to him on the side about the game, it has become quite obvious that he is simply consumed with powering up his character and to hell with the consequences. So, now I face a dilemma I haven't dealt with in many years, but in the immortal words of Ivan Drago, I will break him.
His first near death experience came without him even realizing it, which is disappointing to me as a DM dealing with this type of player. If you've read the session two summary, you probably already know that the party had to gain access to a tunnel system outside of the city which connects to the sewers. This tunnel system was blocked by a portcullis and guarded by a blind man. Life-sized stone statues stood in the antechamber leading into this hall as well. There was enough for them, as players, to put two and two together and realize that if this meek looking blind man can somehow control the entry point to a major black market trade route, he must have some power behind him. The munchkin didn't realize this. Fortunately for him, the others quickly reigned him in. He was distraut over the required payment of 200 gold pieces, especially considering they had just looted a bandit camp and managed to pick up about 240 gold. His immediate reaction at the table was "kill the blind man and open the portcullis." After all, his character has an 18 exceptional STR. He could smite this blind dude with his hammer in one round and raise the portcullis with a little help probably. What he didn't realize is the entry point is protected by a medusa who uses her blind slave to take money to enter, and the portcullis is enchanted with lightning which means any character touching it will sustain 3d6 damage. Had the others not intervened, we would have experienced a very quick and sudden character death. For their own sake, however, they decided to just pay the blind guardian, and get the hell into the tunnels.
Throughout the session there were several facepalm and eye roll moments from my other players in regards to this munchkin's actions, which left me smirking at times. They know the deal, and a wrong move, or a foolish mistake can result in a death quickly. I have made this point clear to them at the start of the campaign, so they tread even more carefully...except our munchkin of course. So, now that it has become painfully obvious how this player intends to run his character, I've got a few tricks up my sleeve for him. First of all, he is running a cleric/fighter Dwarf, and he is foregoing any attempt at roleplaying the priestly aspect of his class. For him, priest spells are useful for healing and casting Bless for the party when he's not smashing things with his maul. In fact, after capturing a bandit to interrogate, he stood by and essentially allowed the bandit to be tortured and even joined in himself. I warned him, this continued behavior could result in an alignment change, but I did not warn him of the fact that such behavior from a cleric, without seeking penance, will result in him calling for a priest spell when needed the most, and not receiving the spell from his god. No, I think it better for him to discover this on his own through his gameplay.
I am still toying with the idea of a new mini-dungeon for the next session, only rather than a labyrinth crawling with monsters and undead, it will be a tomb of horrors style puzzle/trap maze where a wrong move can easily result in character death. My only concern with such a dungeon is the fact that I have to expose the other good players to this exercise simply in order to teach a lesson to a munchkin. If they're smart, they'll simply let him take the lead, as he will assuredly do, and let Darwin take over. I could easily invoke some method to kill him as a DM and be done with it, but it goes against my code as a DM to simply use my "DM hand of God" to kill a character. I want to present the challenge, and allow the character to make a choice, and let the consequences of the choice take over. That's how it should be done in fairness, and I'm a fair DM.
Now that I know what I'm dealing with in regards to this player, I doubt it will take long before he realizes munchkinism does not work at my table. That is my hope anyway.
Tuesday, August 9, 2011
Cormyr Campaign: Session 2
Cast of Characters:
Sir Bryndan Lowman of White Forks - Human, Fighter, 1st level. A hedge knight from the nation of Cormyr. His family squandered away all of his lands and holdings so all he has left is his title.
Kylar - Elf, Ranger, 1st level
Clangar - Dwarf, Fighter/Cleric, 1st level
Sylana - Human, female, Bard, 1st level
Cory - Elf, Cleric/Mage, 1st level
This session picked up right where the first left off. The party just managed to dispatch a group of goblins in the stonelands who attempted to ambush them on a small trail. It was late afternoon on Mirtul 8th, and the party decided to set camp there at the ambush point. Myst and Maverick decided to head back to Tilverton to do some information gathering (there players were not present due to real life stuff.) At this point, the party consisted of Sir Bryndan, Kylar, Clangar, and Sylana.
During the night, Clangar was on watch and heard the sound of a screaming girl off in the distance. He woke the party up, and Kylar set out to investigate while the others prepared their gear. About 200 yards away from the camp, Kylar caught glimpse of 4 human bandits on horseback pursuing a girl in tattered rags. He engaged the riders and within a few rounds was soon met with the rest of the party. The non-humans used the pitch black darkness to their advantage against the human bandits taking them out from a distance, while Sylana moved up to aid the girl. After dispatching the riders, the girl revealed that she had been a slave taken captive by the Red Hand bandits, but had managed to escape. The bandits managed to track her down finally and were about to capture her to return her to their camp when the party came along. She mentioned that there were several other slaves at the bandit camp including her 8 year old brother. After some questioning, specifically if she knew of the tunnel location into the Tilverton sewer network from the Stonelands, they agreed to aid her.
Kylar set out that night to locate and scout the bandit camp while the rest of the party remained behind to question one of the bandits they'd taken captive during the encounter. Kylar found the camp, which sat in a circular depression about 10 feet deep. After taking out a couple of the camp guards, and nearly losing his life in the process, the bandits were alerted to his presence. Kylar used his infravision as a tactic against the human's inability to see in the dark, jumping from boulder to boulder hiding (these large mishapen boulders are scattered throughout the Stonelands) and attempting to make a tactical retreat. Eventually he heard the party coming behind him and pointed them in the direction of the camp.
Bryndan charged in with his horse, while Kylar moved back to the lip of the depression. He was able to identify one of the bandits who seemed to be ordering the others around during the chaos. He took a shot at the leader from his vantage point, taking him out with a massive arrow strike. The bandits were thrown into chaos. Sylana moved along the edge of the camp, with the slave girl in tow. Clangar moved into the camp on foot behind Bryndan.
As the party moved in to attack, the noticed a large ogre cresting the far side of the depression. He charged in on Bryndan and Clangar came to aid. The two fought the ogre for most of the battle, while the bandits surrounded them attacking as well. Kylar dispatched several bandits and identified a mage within the camp standing behind a tent. He moved along the outer edge of the depression until he got line of sight with the mage, who was unaware of his presence. Finally the mage saw Kylar coming along, and cast a grease spell in the area. Oddly enough the ogre disappeared in thin air. Kylar took a shot and managed to kill the mage. Sylana moved in behind near the mage and was attacked by a bandit, who dispatched her. After the battle she was revived by Clangar.
The remaining bandits were easily taken out, while Clangar decided to keep one alive for questioning. After defeating the bandits, the party released the captives and the slave girl was reunited with her brother. Among the captives was an elf who identified himself as Cory. The party measured him up figuring him to be a magic user of some sort, and after a bit, asked if he'd be willing to join them to which he agreed. The party spent the rest of the night looting the bandits and seeing that the slaves were given food and comfort.
Clangar searched the bandit leader's tent and discovered the journal of a now deceased cleric of Lathander from Tilverton. In the last journal entry, the cleric had fallen victim to a mortal wound from a gnoll's spear. In the entry he identified that he and his adventuring party had been in the Stonelands on a mission of great urgency. They were seeking out a horn, being carried under the guise of a merchant caravan with the standard of a red sun emblazoned on the side of the crates. The cleric mentioned that the horn was bound for Tilverton to be delivered to a death cult devoted to the dead god, Myrkul. The horn would give the cult the power to raise the dead, which the cult intended to use to raze the city.
The party put things together realizing that the man who hired them was the merchant in question, which explained his urgent desire to retrieve his wares (since they contained this horn.) The party knew from the previous session, that the last known location of the crate was Tilverton, and in fact were searching for a way into the sewers from the Stonelands to intercept it on its way out. They questioned one of the bandits and decided it best to take him with them at first light, as he knew the location of the sewer tunnel entrance from the Stonelands. He warned them they'd need gold to get in because "Lady Alundra controlled the entry point."
The next morning at first light, the party prepared a cart for the now freed slaves, and gave them supplies including the bandit weapons. Bryndan instructed them to head for Griffon's Hill where they could gain aid from a knight he knew there. The party set off from the camp, with the captured bandit in tow, on horseback headed to the tunnel. After a few hours of travel, they found the tunnel entrance. Upon entering they noticed a large chamber with two life-sized stone statues, one of a paladin in full livery with his sword coming down to strike, and the other depicting a mage in the midst of casting a spell of some sort. They approached carefully, and entered a more narrow tunnel where they saw a closed portculis sealing the tunnel, and a door in the wall to the tunnel. They knocked on the door and were greeted by a blind man. After some rather poor haggling, the blind man agreed to let them pass in exchange for 200 gold pieces. Clangar advocated smashing the man's head in and prying the portcilus loose, but the party managed to calm him. They paid the blind man the coin, and he raised the portculis to allow the party to pass.
Thus the session ended.
Reflections on the Second Session:
One of my players decided to make a new character entirely. His other character had been captured by the Rogues of Tilverton in the first session, and although we managed to play out his escape, we thought it best to start him with another character. There were several reasons for this, not the least of which being mounting frustration at the table from the other players with this particular player's style, which is to often split from the party and do his own thing. In an effort to keep everyone's minds on the game and adventure itself, I thought it best if he just create a new character. So Solaris has gone on to be NPC material while Cory the elven cleric/mage enters the picture. After having to sit out most of the first session and most of this one even, due to being captured, I think the player got the message that his actions can have consequences as a player, and he might not get to enjoy the fun by splitting off on his own.
I introduced the players to the d30 rule, that being once per session they can opt to roll the d30 for any game activity not counting character creation/leveling. Kylar's player cleverly looked for the bandit camp leader, and hit him with an arrow, to which he picked up the d30 to roll for damage, knocking him for 24 points. That's 3 times as much as a normal arrow will produce. It was quite epic. The mage used an Improved Phantasmal Force to produce an ogre to distract the party while the bandits attacked. None of the party members managed to realize this, even after Clangar rolled a d30 for damage against the ogre, which would have effectively killed the real thing, they never thought to disbelieve the illusion. The mage spent most of the battle behind cover to maintain concentration on the illusion.
Overall, I thought the session went very well. The players were engaged throughout, and anxious to keep playing. They never broke their focus on the game at all, which was quite surprising for this group. There were some close calls, but I was particularly impressed with the way they handled the bandit camp. Kylar's player did exceptionally well, and was rewarded as such with some additional xp. Now, the party is entering the long winding tunnel system leading into the sewers of Tilverton, and who knows what nasties they'll find in there...but they'll know soon enough.
Friday, August 5, 2011
Dreadrock Level 1-2 is Coming...Soon
I've been pretty busy the past couple of weeks, but I have not forgotten about Dreadrock. I have sections 1-2 and 1-3 mapped out already. I am currently working on keying 1-2, which is taking a bit because of the density of the rooms. There must be 50 rooms in this one, many of which are simply empty, but the map is big, so it's taking me a little longer to get it done.
This quadrant will be a bit more gonzo than 1-1, and will feature a scavenger hunt of sorts including finding a dead dwarven adventurer, a demonic looking stone golem, and a hobgoblin king. Oh yeah, there are Carrion Crawlers too...or whatever the OSRIC term for them is...carcass creepers I believe. But it is coming, and very soon. Probably within the next week. I'm currently prepping for my monthly table top Cormyr AD&D 2e campaign, which I'm running tomorrow night. But for those curious, no I haven't forgotten Dreadrock, it's just taking a little longer than I'd hoped. Soon though...very soon.
This quadrant will be a bit more gonzo than 1-1, and will feature a scavenger hunt of sorts including finding a dead dwarven adventurer, a demonic looking stone golem, and a hobgoblin king. Oh yeah, there are Carrion Crawlers too...or whatever the OSRIC term for them is...carcass creepers I believe. But it is coming, and very soon. Probably within the next week. I'm currently prepping for my monthly table top Cormyr AD&D 2e campaign, which I'm running tomorrow night. But for those curious, no I haven't forgotten Dreadrock, it's just taking a little longer than I'd hoped. Soon though...very soon.
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