Showing posts with label GM Advice. Show all posts
Showing posts with label GM Advice. Show all posts

Monday, October 15, 2018

RPG Game Play: Rules Lawyers

Last year, I discussed perhaps the important meta-rule in RPGs: Rule Zero.

This week, I wanted to talk about an issue that was driving factor in the creation of Rule Zero: Rules Lawyers.




"Rules Lawyer" is typically a pejorative term used to describe someone who attempts to use the letter of the rules of the game without reference to the spirit, usually in order to gain an advantage for themselves.  As this can be a literal form of "Gaming the system," with the attendant negative consequences, Rule Zero arose.  As I mentioned last year:

"For games where meta decision making is distributed along traditional lines, Rule Zero serves as a manual override to the rules set: in other words, it exists in case someone needs to override the rules when they result a nonsensical result.  Furthermore, it serves the underlying philosophy that the rules should take a back seat if they interfere with having fun."

As  "judge" and "referee," Rule Zero allows GMs to keep a game from slowing down too much or going off the rails for various reasons, Rules Lawyering included.

However, as you might expect, Rules Lawyering can be a problem for some New School games that reject traditional GM authority in favor of greater Player Narrative Fiat, such as GM-less games.

A softer and more proactive way to address Rules Lawyering is with the group's Social Contract.


In addition, in some cases Rules Lawyering and System Mastery (high knowledge of the rules) are just two sides of the same coin, even though the latter is generally viewed positively and encouraged.




Furthermore, a clever GM can sometimes recruit Rules Lawyers to assist in running games, such as serving as a rules reference, managing less focused or experienced players, etc.

Monday, August 27, 2018

RPG Events: NEON Retrofuturism Festival 2018

Last week, I attended the inaugural NEON Retrofuturism Festival!



NEON is, in the organizers' own words, "a celebration of Retrofuturism from the late 20th century."  As a love letter to that period's technology and pop culture, this celebration featured synthwave artists, obsolete tech, hard video games, and tons of So Bad, It's Good movies from yesteryear!  For example, Ninja III: The Domination!


A notable part of this convention was a huge arcade consisting of original restored cabinet games, including Pac-Man, Tapper, Dig Dug and Spy Hunter, only this time they were all free to play, so no need to keep begging Mom for more quarters!

The fun also included a massive selection of 80s and 90s game consoles, including relatively obscure platforms like the Vectrex:




I was amused that I still remembered a bunch of the secret treasure locations for Castlevania!




And, I had the opportunity to run the rules set I'm working on, Sorcery & Steel, for a bunch of strangers!  Specifically, I ran Ravenloft of Cthulhu, a reimagining of the classic AD&D gothic horror module with a bunch of Lovecraftian twists (e.g., Strahd is an eldritch horror rather than a vampire).

I changed a number of things so that even someone who had played and DM'd I6 many times before said he could see where certain things came from but the end results were quite different.  For example, I emphasized Lovecraftian horror rather than gothic horror, so there were no romance elements and Strahd was much more inhuman and unsympathetic.

Much fun was had, and I was happy that the session went smoothly and the game's mechanics were easily understandable by newcomers.  As a bonus, I also found a number of places to further refine the rules set.




A reboot of TempleCon, NEON still has a way to go to fill the shoes of its predecessor.  However, this year was definitely a good start.  If you're a fan of the 80s or a fan of things that love the 80s (e.g., Stranger Things), you should check it out!


Monday, July 9, 2018

RPG Game Play: Investigations

Over the years, as my tastes as a tabletop RPG GM have moved away from High Fantasy and toward Swords & Sorcery, my games have tended to become deadlier and more Old School for PCs.  Consequently, my games have also moved away from emphasizing combat and toward problem solving.  A type of problem solving that often comes up is Investigations.

So, this week, I wanted to take a look at Investigations in RPGs.



In terms of preparing an Investigation adventure, whether PCs are uncovering a conspiracy, solving a murder or finding a MacGuffin, the first thing to do as a GM is to have a firm grasp on the background and the details.  While preparation is always important for a GM, when running an Investigation adventure, it is even more so since there's a good chance that the Players will be coming up with ideas and approaches that you hadn't considered (despite that preparation) and you really need to keep the details in your head while thinking on your toes.

Whew!

Next, for a successful Investigation adventure, it really helps to have a gripping plot/scenario to grab and to hold the Players' interest.  Feel free to shamelessly rip off ideas from your favorite books, movies, TV shows... BUT do try to mix things up enough so that your Players don't realize what you are doing.  So, you want to be "Episode IV: A New Hope" (1977) (which took a LOT of ideas from "Hidden Fortress" (1958), the epic jidaigeki adventure film directed by the legendary Kurosawa Akira) and not this:



After you've worked out the plot/scenario for your Investigation, next you need to set up clues.  Lots and lots of clues.  Never underestimate the likelihood that the PCs will reach a dead end.  Thus, Justin Alexander's Three Clue Rule is a good general rule of thumb.  Furthermore, if the PCs are really stuck, consider dropping hints and even clues until they can get moving again.

Additionally, I like to also add interesting the NPCs and challenges that the PCs will face during the Investigation.  This isn't strictly necessary, but, for example, a great and engaging villain, such as Strahd von Zarovich can elevate a good adventure to a great one.




In terms of challenging the Players' minds, Investigations can be a great option if properly planned and executed.  And, as I mentioned above, they can fit in with a variety of genres.  So, if your band of murderhobos is tired of murdering their umpteenth tribe of green skins, consider throwing an Investigation at them.



Monday, June 25, 2018

RPG Events: Roll20Con 2018

Like last year, I again attended this year's Roll20Con!




FYI, Roll20 is a website that hosts a bunch of tabletop role-playing games that are played online (a ka virtual tabletop).  Roll20 is notable because it provides a set of tools (e.g., online dice roller, text chat, dynamic character sheets, automated  shared maps with character and enemy tokens, triggered sound effects, etc.)

The Roll20 interface also includes integrated voice chat and video chat, but, frankly, their implementation is pretty pants, and in every game I've played on Roll20 (including Roll20Con 2017 and 2018), we used Discord instead for voice chat.




Compared to last year, Roll20Con 2018 was poorly managed (after an initial notification a few months ago, Roll20Con didn't follow up with potential GMs until a few weeks ago.  Consequently, there were far fewer games.  Nevertheless, I did manage to get into some interesting games, most notably "Forget Me Not".

"Forget Me Not" is a one-shot modern scenario for Call of Cthulhu 7th Edition from the 'The Things We Leave Behind' anthology published by Stygian Press.  This book is labelled "mature content" and boy is that an understatement!




Without getting into any spoilers, let's just say that "Forget Me Not" is really dark, even by Call of Cthulhu standards.  It was interesting to play but it's also helpful to remember that, with scenarios like these, gameplay is more about the journey than the destination.


Monday, June 18, 2018

RPG Game Play: Social Contracts (Part II)

A couple years ago, I discussed the importance of setting up a Social Contract with your gaming group.

This week, I wanted to go into greater detail as to some topics that you might want to include in your Social Contract.



While the specifics of a Social Contract will vary from role-playing group to role-playing group based on preferences and personalities, here are some basic issues that are applicable to most groups.

  • Playstyle

A major issue to settle before starting is the play style of the group.  If a player wants to be a fantasy swashbuckler and their character gets quickly killed because the GM is running a realistic and historically accurate campaign, there's a disconnect that should have been cleared up by the Social Contract.

Nowadays, I run a beer & pretzels Old School game and our group uses a lot of light-hearted humor and plays casually (e.g., talking In Character is not emphasized).  We play cooperatively (no PvP) and, as GM, I'm willing to change a decision if someone makes a compelling argument that doesn't break the story.

  • Attendance
Obviously, it's impossible to game if people don't show up.  Furthermore, it's rude to keep others waiting.  So, it's helpful to cover what happens if someone can't or doesn't show up, including what happens to their PC (e.g., does someone else get to play the PC?).

Life happens and being late or missing a session is inevitable and alright but I tell my players that they need at least to inform me in advance when they will be late/miss a session.


  • Mature content

Obviously, not everyone is looking for a game that features mature content and/or mature themes.  For the sake of harmony, this should be sorted out in advance.

I run a PG-13 campaign, so stupid jokes are welcome but explicit language is frowned upon.  So, dropping an F-Bomb is an easy way to be permabanned.




  • Character Death

As I mentioned earlier, Character Death can be a touchy subject that people don't want to think about.  So, it's wise to get ahead of the curve before it comes up in actual play.




  • Environment

People's definition of what constitutes an acceptable environment can be different, so it may be necessary to set rules on smoking, alcohol, using other people's dice, bringing and consuming food and drink, etc.





If problems do arise with a group, the best thing to do is to address them head on and the worst thing to do is to be passive aggressive.  It's important to be respectful of other people's opinions and feelings, but sometimes the GM does need to make a tough decision and to be decisive for the benefit of the rest of the group.

Monday, June 4, 2018

RPG Game Play: Campaign Basics (Part II)

Two weeks ago, I discussed some of the basics applicable to running all RPG campaigns.  This week, I want to touch on the types of RPG campaigns.





By "types of RPG campaign," I mean the genre, background and feel of a RPG campaign, rather than the mechanics.  Of course some GMs, for a variety of reasons, just focus on running a campaign and purchase a commercial product, of which there are many.

So, how does one choose the type of an RPG campaign to run?  This decision is usually driven of the preferences of the GM (and, for some New School games, the Players).  There do seem however to be three common and effective types of RPG campaigns:
  • Sandboxes
  • Adventure Paths
  • Relationship-Maps

The three types are of course not mutually exclusive and all of them can work (for different kinds of storytelling and approaches to RPG play).  Furthermore, many campaigns combine elements of some or all three types, but many times one of them is dominant, because of the preferences of the GM and/or Players.

  • Sandboxes

Last year, I touched on Sandboxes as a style of Game Play, and now I'd like to look at them again in terms of campaigns.

In a sandbox campaign, the GM creates an area and populates it with NPCs, events, monsters, etc. and the players choose where they want to go and with whom they want to interact.  It is a form of emergent storytelling, where the narrative develops as play happens.

As Old School as it gets, Sandboxes go back to the beginning of the RPG hobby (e.g., Blackmoor), and some of the best known examples are the classic modules B2 The Keep on the Borderlands and X1 The Isle of Dread.



Sandboxes can be a good starting point for novice GMs because they only need to create the area in which the players will adventure, and the campaign can be expanded as necessary


  • Adventure Paths

What is nowadays called an "Adventure Path" (i.e., a series of interlinked adventures featuring pre-scripted events) has been a popular mode of campaign play since DL1 Dragons of Despair (1984) kicked off the Dragonlance Saga (which many Old School gamers consider to be the beginning of the end for TSR, as it was a decisive step away from Sandbox play).  In an Adventure Path, the plot is directed by the GM.  For example, DL1 states:

"Events
As opposed to encounters, which take place in specific areas, events take place at specific times. They may happen anywhere unless stated otherwise. The first event begins your adventure, then each follows at its stated time in the sequence below."

Adventure Paths can also be a good starting point for novice GMs because they limit the number of things with which the Players can interact.  However, they can also devolve into a railroad, stripping Players of agency.

Adventure Paths continue to be produced today, such as many Pathfinder products (e.g., Rise of the Runelords).

  • Relationship-Maps

These campaigns are typically Player-driven affairs, most often seen in indie games, such as Fate, Smallville, Apocalypse World, etc.




In a Relationship-Maps campaign, many or all of the background details of the campaign are determined by the Players, usually in the course of Character Creation.  This is a type of Player Narrative Fiat.

Since the Players come up with most or all of the campaign background, Relationship-Maps campaigns can be low or no-prep for the GM, who primarily focuses on knowing the rules set well and managing the group's Social Contract.

Monday, May 21, 2018

RPG Game Play: Campaign Basics (Part I)

Ever since Dave Arneson created Blackmoor (aka the First Fantasy Campaign), wherein he pioneered, among other things, the concept of Character Advancement, GMs (and now some players) have been creating their own game worlds and settings.  So, this week, I wanted to talk about some of the basics of running RPG Campaigns.




By "Campaign," I mean an ongoing set of adventures or a continuing storyline, typically set in the same game world and nowadays often involving the same PCs (unless there has been Character Death).  As a result, running a campaign is usually more challenging and demanding for a GM than a one-shot adventure, since the GM needs to know more and in greater detail about the background, the locations, the NPCs, etc.

While it's true that some New School games encourage cooperative world building and shared narrative fiat between GMs and players, the majority of games and campaigns still follow the traditional GM-led model  (i.e., the GM is primarily responsible for developing and running the campaign).  So, this post will focus on the latter, (i.e., the role of the GM in running the campaign).

So, in terms of general advice for running a campaign, probably the first thing for a GM to keep in mind is that, regardless of how much you prepare, something is not going to go as expected, whether it's because you made a mistake, your players killed the NPC that you intended to keep as a recurring foe, your players left the location/plot you oh so carefully prepared, or whatever.  Thus, being a good GM requires at least a little improv ability (i.e., being able to handle curve balls and to think on your feet).




For novice GMs, a good way to reduce the likelihood and scope of the unexpected is to run dungeon crawls.  In fact, one of the reasons that Messr Arneson put his first adventures underground was to expressly limit what the players could do.

Additionally, GMs shouldn't be overly attached to any particular plot, NPC or whatever or concerned that the PCs didn't interact in the GM's desired way.  It's always possible to recycle material into a later game session or future campaign.


Secondly, the GM should take some time to know the applicable rules set.  Constantly looking things up will disrupt the flow of a game session.  Also, it can be disheartening to find out that you misquoted a rule.


Thirdly, the GM should prepare enough to feel comfortable.  Some GMs spend hours getting ready for a game session, while others do literally no prep.  For myself, over time, I've prepared less and less, partly because I usually use rules with which I'm quite familiar and because my improv skills have improved.


Fourly, the GM should be on the same page as the players regarding expectations.  Here, the group's social contract is key.  Also, remember to keep in mind that the goal of playing RPGs is to have fun.


Of course, there are many other things that can play a part in running a campaign, if you can get down the above, you should be starting from a good position!

Monday, April 9, 2018

RPG Game Play: Really Bad Stats

Last year, I discussed the issue of Stat Inflation (the incentive for players to play characters with higher statistics) in role-playing games which use Random Roll for character creation

This week, I wanted to talk about the opposite side of the coincharacters with Really Bad Stats.




If you use Random Roll for character creation, eventually Random Number Generation (RNG) will catch up and give you a character with Really Bad Stats.  And by "Really Bad Stats," I'm not talking merely below average but rather, bottom of the barrel (in D&D terms, I'm talking 3s, 4s or 5s) and I'm talking having more than one Really Bad Stat (even in a well designed game, it's usually possible to play around one Really Bad Stat).

So, this begs the question: Does having a character with Really Bad Stats materially affect fun?

Well, it depends.

Firstly, some players simply don't care about their character having Really Bad Stats.




Secondly, in some games, this is a moot question since some or all stats have no or little mechanical effect.  For example, in OD&D, a PC's Strength, Intelligence and Wisdom no mechanical effect other than possibly an XP bonus.  OD&D's other stats, except for Charisma, don't significantly effect gameplay either.

Thirdly, the circumstances can matter a great deal: it's different playing a character in a one shot or that doesn't otherwise require much mental investment in the character by the player. For example, it's easy enough to play up Really Bad Stats for comedic effect.


However, what about a character where the GM is looking for significant mental investment by the player in the character and wants to play a long-term campaign?  In other words, a player cannot simply wait until next session to play a different character.

Two common reasons that people play tabletop role-playing games are for escapist fantasy and for wish fulfillment.  Really Bad Stats can put a damper on both of those.

There's also the issue of fairness.  It's not really fair to having one character be significantly mechanically worse than the others.  Really Bad Stats can mitigated by the GM if he is able to provide the character with Really Bad Stats alternate ways to be effective and is able to still give the character their time in the spotlight.  However, this does require a level of trust in the GM and really should be expressly stated in the group's social contract.


Monday, February 26, 2018

RPG Events: TotalCon 2018

Like last year, I again attended this year's TotalCon!



And again, for the most part, much fun was had, although there were a couple notable hiccups this time:

Firstly, there was an enormous line to receive my con documents, since a bunch of people showed up during lunchtime and there was only one person processing attendees (there are a second person at the door to the registration room who basically wasn't doing anything very productive and apparently wasn't able to also process attendees), so it took an inordinate amount of time and I nearly missed a game.

Secondly, I did unfortunately have a game during the con that featured my two biggest RPG pet peeves: 1) railroading, and 2) player v. player, better known as PvP (which led to a TPK)!  Some people may enjoy those, but not me.

Particularly, the PvP was in the form of a plant among the players who had his own agenda.  This, IMHO, is especially unfair in a convention setting because, even if one suspects something is going on, does one act?  What if you are wrong and you kill the PC?  Will that ruin the game for someone who paid attendance?



Another thing that was somewhat negative was that, during my Astonishing Swordsmen & Sorcerers of Hyperborea game, once again  I called out the "twist" that the hidden enemy were Snake Men.  But, at least the scenario wasn't a poorly done rip off of RE Howard's classic Conan yarn "Shadows in Zamboula"!


Nevertheless, overall, I thought TotalCon 2018 was quite a good time.


I did have the chance to play the Legend of the Five Rings RPG for the first time, which was interesting.




Legend of the Five Rings (usually abbreviated L5R) began as a card game.  The RPG uses a "roll and keep" dice pool mechanic (like Exalted, only d10s) where the player seeks to roll over a target number (unlike Exalted, in which the player counts successes).  There's an interesting "raise" mechanic, where the player can voluntarily increase the target number in exchange for greater success.

L5R is set in the fictional empire of Rokugan, which is a faux feudal Japan with a smattering of other influences.  The background is quite detailed and really adds a lot to the experience by providing deeper character immersion.


I also got a chance to get in a bunch of Old School play with my old AD&D DM, who linked the ends of the classic modules B4: The Lost City and X1: The Isle of Dread!

B4: The Lost City by Tom Moldvay is a dungeon crawl cum mini-setting.  Clearly inspired by RE Howard's classic Conan yarns "Xuthal of the Dusk" and "Red Nails," B4 also has a lost, stagnant, drug-addled and dying culture, and the PCs are able to play off/against various native factions.

X1: The Isle of Dread by David "Zeb" Cook and Tom Moldvay is among the most widely played of all Dungeons & Dragons modules, since it was included with the D&D Expert Set.  Inspired by Sir Arthur Conan Doyle's "Lost World," "King Kong," and other elements, X1 is an excellent wilderness hex crawl.

Monday, January 1, 2018

RPG Game Play: Starting out as GM

Happy New Year!

Recently, it came up in a conversation about how to start out as a Game Master (or GM, for short) in  tabletop role-playing.  Being a GM is the most challenging and demanding position in any gaming group, so this week, I wanted to focus on some of the key issues that new GMs should consider.




First of all, before the game session even starts, beginning GMs should make sure that that their group's Social Contract is in place, to match up everyone's expectations and to prevent easily avoidable problems.

Secondly, it is worthy to note that, with New School games, there are non-traditional ways to distribute the GM's role, including GM-less games such as Fiasco and Microscope and games using  Player-Facing Mechanics, such as Dungeon World.  This post is not aimed at those games.

Anyway, in traditional tabletop role-playing games, being a GM entails wearing many "hats" (e.g., Author, Director, Referee, Manager, etc.)  For example, as Referee, a GM must make judgement calls and decide when to apply Rule Zero.  Consequently, as one can imagine, there are many things to track and manage during a game session, but for beginning GMs, there three areas to focus on where one to get the most mileage:
  • Prepare, Prepare, Prepare!
  • Be Flexible
  • Keep Learning



  • Prepare, Prepare, Prepare!
Preparation, as with many things in life, can make all the difference when running a game session.  As you become more experienced as a GM, you'll see more and more situations and learn how to juggle more and more things on the fly.  However, when you're starting out, preparation goes a long way toward preventing problems and keeping things running smoothly.  It will boost your confidence and speed up gameplay since you'll be less likely to struggle to fix things or figure things out.

A key part of preparation is knowing your rules set and the adventure that you have planned to the best of your ability.  The more you've prepared, the faster you'll be able to identify and address potential issues, such as fielding your players' questions.  It will also make it easier to address the next bullet point, Being Flexible.

  • Be Flexible
In the words of the great German military strategist Helmuth von Moltke the Elder: “No battle plan survives contact with the enemy.”  Similarly, your players may (*cough*probably will*cough*) do something unexpected that will fly in the face of all your hard work and preparation.

Don't panic.  If you're caught off guard and need some time to figure out what to do, don't be afraid to call a bathroom break or even end the game session early.

And remember to keep an open mind.  Particularly, don't worry about wasting a plot, a character, a setting or anything else you've spent hours to develop.  In fact, you'll probably have a chance to reskin and recycle it later, with your players none the wiser.




  • Keep Learning
Lastly, keep learning!  Curiosity is a natural trait of the best GMs.  You will get better with experience but there's always something that you can work on to become a better GM.

IMHO, one of the best things about being a GM is the opportunity to stretch your creative muscles, but muscles only get stronger with training and use.  Talk to your players and other people- don't be afraid to solicit feedback and don't overreact to criticism.


Obviously, there are many, many, many other things to help start out as a GM and to become a better one, but if you begin with the above three areas, you'll have a head start!

Monday, October 9, 2017

RPG Game Play: Rule Zero

This week, I wanted to talk about an issue that's potentially confusing but hugely important to traditional tabletop role-playing games: Rule Zero of RPGs.

The Game Master is Always Right

By the above, I mean that Rule Zero states that the GM always has the final say, even over the rules as written.  For games where meta decision making is distributed along traditional lines, Rule Zero serves as a manual override to the rules set: in other words, it exists in case someone needs to override the rules when they result a nonsensical result.  Furthermore, it serves the underlying philosophy that the rules should take a back seat if they interfere with having fun.

Rule Zero came about because in role-playing games, player creativity can produce almost unlimited options.  For example, in the board game "Clue" players only have a limited number of things that they can do in their turn.  However, if "Clue" was a role-playing game, Colonel Mustard would be able to set the kitchen on fire.  Also, some rule sets simply have gaps.  Consequently, sometimes someone needs to make a ruling about the "legality" of an action.

Rule Zero also serves as a check upon Rules Lawyers, Munchkins and/or if the players are just being rowdy in general.



Unsurprisingly, Rule Zero is the foundation of GM authority in tabletop role-playing games.  Giving the final decision making to the GM is what allows the GM to override even the rules as written.  It also gave rise to the proliferation of house rules and other aspects of the DIY nature of Old School games.

Of course, Rule Zero assumes that GMs will be reasonable.  However, if abused, Rule Zero  can lead to railroading, turning the players into an unwilling audience for the GMs fan fiction, or even the GM becoming a petty tyrant!




By contrast, some New School games, operate differently since more or all (for those games without GMs) decision making is distributed to the players.  Other New School games, such as the *World games, try to constrain the GM within the rules set (though actual effectiveness of such constrains is questionable).

Rule Zero is, for the most part, an unspoken rule or referred to only obliquely.  However, not only does it remain important to this day (especially in Old School games), but it also is part of the history of  tabletop role-playing games and the reason why old terms for GM included "judge" and "referee".

Monday, July 31, 2017

RPG Game Play: Encounters

This week, I wanted to discuss an issue that is both the centerpiece and the bread and butter for most tabletop role-playing gamesEncounters.




"When a party descends into a dungeon for the first time, they must be ready to deal with the strange creatures they will meet: some foul, some fair, some intelligent, some not; the variety is endless. Such a meeting is called an encounter." - D&D Basic Rulebook (Moldvay) (1981)

To expand upon Messr Moldvay's description, by “encounter,” I mean the meeting of two or more non-allied groups.  I know that some GMs equate “encounter” with “combat,” with their adventures boiling down to a series of fights, this is not the only way to play RPGs.  Indeed, in the Old School idiom, combat is often deadly and only to be resorted to when one has a significant advantage or one has no other options.

Thus, it is important to remember that “encounter” doesn’t necessarily mean “combat”.  While some NPCs can be assumed to be immediately hostile (e.g., undead, cultists), others may have different but not necessarily conflicting agendas with the PCs.  For example, in the photo above from the all-time great film "Conan the Barbarian" (1982), Conan and Subotai bump into Valeria whilst robbing the temple.  Instead of fighting each other, the three thieves team up and shenanigans ensue!

An often overlooked aspect of encounters in Dungeons & Dragons (and other games) that reinforce the notion that “encounter” =/= “combat” are reaction checks.  In 1st edition Advanced Dungeons & Dragons, reaction checks are purely mechanistic:

"ENCOUNTER REACTIONS
Any intelligent creature which can be conversed with will react in some way to the character thot is speaking. Reaction is determined by rolling percentile dice, adjusting the score for charisma and applicable loyalty adjustment as if the creature were o henchman of the character speaking, and the modified score of the percentile dice is compared to the table below" - Dungeon Master's Guide (1979)

On the other hand, I prefer B/X's more flexible approach:

"MONSTER ACTIONS: Some monsters always act in the same way (such as zombies, who always attack). However, the reactions of most monsters are not always the same. The DM can always choose the monster's reactions to fit the dungeon, but if he decides not to do this, a DM may use the reaction table below to determine the monster's reactions" - D&D Basic Rulebook (Moldvay) (1981)

Thus, many NPCs, even hostile ones, can be reasoned with or bargained with- these are potential role-playing opportunities for the players!  The GM should provide sufficient information and clues that players can reasonably deduce whether situations are beyond them.

Probably outgunned...

The ability to improvise as a GM is also important here, since the players may have their characters act in ways that you don't expect.  Furthermore, don’t be afraid to call a bathroom break if you need a few minutes to gather your thoughts or even to end a session early if you need to plan out or rework the next part of the campaign!

Monday, June 19, 2017

RPG Game Play: Character Death

This week, I wanted to discuss an issue that no tabletop role-player wants to think aboutCharacter Death.



A key difference between tabletop role-playing games and other games wherein players assume the role of a character, such as some board games and war games, is that tabletop role-players often make mental and emotional investment in their character.  As a consequence of this investment, the possibility of Character Death has important effects on game play (e.g., raising the stakes, adding dramatic tension, etc.), as well as interesting knock on effects (e.g., encouraging players to pay much closer attention).

However, the possibility of Character Death is not a given in tabletop RPGs.  Sometimes, this lack of Character Death is a function of the particular tropes of a genre (e.g., superhero games).  However, other times, this lack of Character Death is accomplished by nerfing Random Number Generation (RNG) via player narrative tools.  Indeed, in some New School games, characters pretty much can't even die unless the player agrees, making "dying" a player's choice.

The stated rationale for this position is that the story is more important than the simulation or the game aspects in those games.  For example, in "FATE Core" (2013):
"We recommend [taking Character Death off the table], mainly for the following reason: most of the time, sudden character death is a pretty boring outcome when compared to putting the character through hell. "

Character Death is a pretty boring outcome?




Suffice to say, "FATE Core" and other story games hold the minority opinion among tabletop role-player.

By contrast, in many Old School games, Character Death is a ever present possibility, forming a key part of the tone of such games.  For example, in "Original Dungeons & Dragons" (1974) and similar games, the characters risk life and limb for the chance at fame and loot.  Without the possibility of Character Death, the perilous atmosphere loses most, if not all, of the edginess, and the risk/reward nature.

Of course, some critics mistake advocating for the POSSIBILITY of Character Death for advocating for a REQUIREMENT of such.  Advocates for the NECESSITY of Character Death, if they exist, must be extremely rare.

Character Death is mitigated in some games by giving players the opportunity to resurrect characters,
or by using bleed out rules.  Other games substitute major wounds for Character Death.  However, in my humble opinion, this is a bridge too far towards New School.  Indeed, except for genre exceptions (e.g., superhero games), a game can't really be Old School unless the possibility of Total Party Kill (TPK) is on the table.





Of course, the death of a character (especially Permadeath) can be a touchy subject for a player.  Character Death can be keenly felt and painful.  As a result, everyone's expectations should be on the same page, preferably before play begins, as a part of the group's "social contract".



Monday, May 8, 2017

RPG Focus: 1st Edition Advanced Dungeons & Dragons (1977)

While the Mentzer Red box (Basic Dungeons & Dragons) was my introduction to tabletop RPGs (preceded by the Choose Your Own Adventure series and similar gamebooks), I fairly quickly moved onward to 1st Edition Advanced Dungeons & Dragons.  This seemed like the obvious thing to do (it was "advanced"!).  While I have since gained a new appreciation for the Basic lines (B/X, BECMI), AD&D1 still remains my personal favorite iteration of Ye Olde Fantasy Game. 

1st Edition is the game I've spent the most time with over the years and it was where I really cut my teeth as a role-player.  I still remember spending hours memorizing the THAC0 tables.

Moreover, aside from obvious nostalgia, I think the biggest reason First Edition remains my personal favorite is the flavor: the purple Gygaxian prose, the particular blend of crunch and fluff, the cool weird bits scatter throughout the books, the Old School artwork (which might not have been great per se but it fired up your imagination), such as:



Rather than spell everything out to the nth degree, Messr Gygax presented a broad framework where one could do and play whatever you wanted and extolled you (in an avuncular tone) to play!  The sense of wonder and adventure that was only limited by what you could imagine.

And while AD&D1 certainly had mechanical issues (*cough*level limits*cough*), that's what house ruling is for:

"As the creator and ultimate authority in your respective game, this work is written as one Dungeon Master equal to another. Pronouncements there may be, but they are not from "on high" as respects your game. Dictums are given for the sake of the game only, for if ADVANCED DUNGEONS & DRAGONS is to survive and grow, it must have some degree of uniformity, a familiarity of method and procedure from campaign to campaign within the whole."

Unfortunately, teh interwebs have a dearth of good videos about AD&D1.  So, this week, I wanted to give a shout out the series of vlogs on 1st Edition by Robert from Black Belt Gaming:



These vlogs are really well done and informative, full of heart and humor.  Robert shares plenty of fun stories that evidence a clear love of 1st Edition.

So, if you are fan of AD&D1, you really should take a gander.  I've already been through the series twice.

Monday, March 27, 2017

RPG Game Play: Finding Players


A few months ago, I discussed the importance of the group putting a "social contract" in place, preferably before play begins.  However, before you can have a "social contract" for your game, you need players.  So, this week, I wanted to focus on an issue that affects every game and every table: Finding Players.




This discussion is inspired by a recent conversation and assumes the point of view of a game master.

Being the game master is great fun for a number of reasons, not the least of which is that you get to pick the game you want to play.  However, it's an obvious condition precedent to gaming that you first need to get other people who buy in to your idea for a game or campaign.  Indeed, more than a few campaigns have stalled, collapsed, or not even gotten off the ground due to a lack of players.  Moreover, even if you already have a group, this is something you should still think about recruiting more players because most, if not all, groups suffer constant attrition from the vagaries of life (e.g., new job, new school, changed life circumstances, etc.).

Finding players is a question of marketing, so before you even start looking for players, it behooves you put together a winning pitch to sell your campaign.



When putting together a pitch, you should be able to describe what kind of game you want to run in a short, clear, and engaging manner.  Prospective players should be able to quickly understand what you want to do in a way that (hopefully) fires up the imagination.  For example, I'm currently recruiting for a second concurrent Sorcery & Steel campaign and I pitch it as "Wander the eastern Mediterranean in a tramp freighter during classical Antiquity" or "Traveller/Firefly meets old D&D."

If you are able to interest someone with the pitch, you should have additional details (e.g., Play Location/Method, Game/System, Time/Frequency, etc.) ready.  Don't be discouraged if you don't hook people right away, though if you are having difficulty, perhaps you need to hone your pitch.

Once you have your pitch down, where do you pitch?  Roleplaying is a collaborative form of storytelling, so you need to find collaborators.  To that end, work your social networks, both offline (e.g., friends, family, co-workers, etc.) and online (e.g., Facebook, Twitter, Instagram, etc.).  Don't forget corkboards at your local friendly gaming store (if your town has one), library, etc.



There are also recruiting forums at most online RPG communities and other websites (e.g., Craigslist).  However, the best results I've gotten are from Meetup.com.

Assuming you have the luxury of enough players for your campaign, I like to vet players as much as possible before allowing them to join and sites like Meetup are good because if someone volunteers information about themselves, that's a good sign.  If that information matches your playstyles and other preferences, even better!

Good players are worth their weight in gold, while disruptive players can quickly make things unfun for everyone else, so the time you invest here is more than worth it.  Best of luck!

Monday, February 13, 2017

RPG Game Play: Plot v. Sandbox

A couple months ago, I discussed the importance of the group putting a "social contract" in place, preferably before play begins.  This week, I wanted to focus on a key part of that discussion, determining what type of campaign that everyone wants to play: Plot v. Sandbox.



By "Plot v. Sandbox," I'm referring to how and to how much a particular campaign is scripted in advance by the GM, whether that is metaplot, side quests, other events, setting, factions and NPCs (and their goals), etc.  This is a major area of fun and creativity for many GMs, myself included.

In terms of "Plot v. Sandbox," every campaign falls somewhere on the spectrum between purely plot-driven games/campaigns (whether that's certain pre-printed modules (*cough*Dragonlance*cough*) or certain New School games (e.g., a story game) or whatever) and pure sandbox campaigns (when the GM simply populates an area, and where if there's a story at all, it's emergent from actual play).  A number of Old School modules and products are widely regarded as sandboxes, and often the loudest proponents of sandbox play are the grognards.

On one extreme, if the GM takes active steps to keep the players on his preferred metaplot, this is often referred to "railroading".  Some players may enjoy the ride but railroading is frowned upon when the GM takes away the players' agency.

Can you hear Tracy Hickman's dice hitting the table?

On the other extreme, if the players in a sandbox are unable to drive the action and simply wander around aimlessly, I like to call this a "desert".

I specifically wanted to highlight this issue in this blog post since it's no fun if the GM invests significant time and energy to set up a campaign and the players decide to do something completely different but it's no fun if the players are forced to follow the GM's whims.

There's no one right answer for all groups but any answer that's fun for the GM and the players may be the right answer for that group.  And it is usually best to work out this issue in advance as part of the group's social contract.



In my own games, my players are prefer to leave control of the narrative to me.  So, I usually come up with broad ideas and a handful of plot points and improvise the rest based on the PCs' decisions.     I try leave choices up to the players as much as possible.  The NPCs have their own things going on and will succeed unless the PCs decide to intervene.

If the PCs decide not to interact with something I've planned, it's not a big deal.  I can usually recycle part or all of it at a later date.

Let me know what works for your games!