Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Tuesday, April 3, 2018

GM Toolbox: Things to Do from January 24, 2005

Shortly before I was going to run my first game back in the early months of 2005 I was sitting in the Den working on a list of things that I felt like I had to master before actually running my first session. Thought I'd share those with all of you real quick.

TO DO
  1. Know all the rules
  2. Internalize everything about the world of El Fantasma del Sur (a homemade world I was using at the time)
  3. Plot out the path of the campaign for the first six months.
  4. Create an award system to encourage the players to role-play correctly!


Not a long list but full of bullshit that cripples a game at the outset. 

Know all the rules

This is the trap that a lot of players fall into when they first start talking about running a game as a Game Master for their friends. They convince themselves that the only way to do so is to know everything about the game - to achieve mastery over it - and as a result they never actually get around to playing the game. I was in that very stage of fucking off when my brother pushed me into running because he understood what I didn't at the time: that if I didn't actually run the game I would never get around to it on my own because the game isn't something that you can know perfectly. There are too many rules that are either conflicting with other rules, poorly worded, or vague enough that it's left up to the individual Game Master to come up with an understanding of how the rule is used with their group. 

When it comes to running a role-playing game knowing the rules perfectly isn't the most important thing. Getting your players to become immersed in the game, to push their own creativity, and to challenge your conceptions of what the game could be is what's most important. The rules are a framework to build your home game around. They are there for you, and your group of players, to build a game that all of you can play in together and that will allow for an experience that kicks all of your tails!

Internalize everything about the world of El Fantasma del Sur

Fucking A. This is the one that would have hung me up forever if I had really stuck to my guns on it. A game world is supposed to this organic experience where you and your players discover it piece by piece until you've built up this wholly unique thing. Whether you're in a homebrew world like El Fantasma del Sur or in a published setting like the World of Greyhawk the story that you all craft together creates a unique experience. Those settings are your own. Let them live.

Plot out the path of the campaign for the first six months.

HA!

God, I was so fucking dumb. 

Create an award system to encourage the players to role-play correctly!


HAHAHAAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!

I once created a split in a dungeon. Down one path I hadn't figured out what I wanted to do on it so I made it supper fucking scary with spider webs, screams, and a troll dragging a crying drow. On the other hall I had path out the dungeon and some smoking hot elven women looking down to them. They took troll road and would every time because, as my wife later told me; "When ever something seems like it's going to be okay we get nervous. If you give us two paths and one has certain death while the other has hot chicks and hard dicks we're going to take certain death every time. We can beat that. We have before. But hard dicks and hot chicks brings on mystical chlamydia, jealous ex-lovers who will kill us in our sleep, and six months of demons, devils, and dragons trying to use us as biological weapons. Fuck that."

Monday, March 19, 2018

Old Files and Transitory Thoughts

When I first started getting into playing role-playing games back fourteen years ago I tended to go online a lot searching for articles that I could use and that would inspire my imagination and improve my games. Often I would copy these into a folder I lovingly called my "DM Toolbox." The thing is that after fourteen years the Toolbox has become more akin to a junk drawer filled with all kinds of odds and ends than anything useful. 

I need to remedy that.

My plan is to explore some of those resources on here every so often and see if the articles are still worth using or if they should be deleted off my hard drive altogether. You'll be able to tell when I'm doing these articles as they'll be indexed as "GM Toolbox" on the blog. This should make it easier for people to search them. 

More later.

Monday, March 5, 2018

I'm Being Interviewed!


That's right kids! 

On Wednesday, March 7, 2018 I will be interviewed on The Greyhawk Channel by DM Shane at 3:00 PM EST. We're going to be talking about all kinds of nerdy shit and you should totally join us and talk shit with us on the chat! Got questions you've always wanted to ask me but don't want to leave a comment on the blog? Here's you chance to do just that! 

I'll even be wearing clothes - I think! 

So join us in two days on The Greyhawk Channel! 

He didn't give me a banner yet so I'm using my own Greyhawk shit!




Wednesday, January 31, 2018

A Research List

Living Greyhawk Gazetteer
  1. Al'Akbar
  2. Allitur
  3. Atroa
  4. Beltar
  5. Beory
  6. Berei
  7. Bleredd
  8. Boccob
  9. Bralm
  10. Celestian
  11. Cyndor
  12. Dalt
  13. Delleb
  14. Ehlonna
  15. Erythnul
  16. Fharlanghn
  17. Fortubo
  18. Geshtai
  19. Heironeous
  20. Hextor
  21. Incabulous
  22. Istus
  23. Iuz
  24. Jascar
  25. Joramy
  26. Kord
  27. Kurell
  28. Lendor
  29. Lirr
  30. Llerg
  31. Lydia
  32. Mayaheine
  33. Merikka
  34. Mouqol
  35. Myhriss
  36. Nerull
  37. Norebo
  38. Obad-Hai
  39. Olidammara
  40. Osprem
  41. Pelor
  42. Phaulkon
  43. Pholtus
  44. Phyton
  45. Procan
  46. Pyremius
  47. Ralishaz
  48. Rao
  49. Raxivort
  50. Rudd
  51. St. Cuthbert
  52. Sehanine Moonbow
  53. Sotillion
  54. Syrul
  55. Telchur
  56. Tharizdun
  57. Trithereon
  58. Ulaa
  59. Vatun
  60. Vecna
  61. Velnius
  62. Wastri
  63. Wee Jas
  64. Wenta
  65. Xan Yae
  66. Xerbo
  67. Ye'Cind
  68. Zagyg
  69. Zilchus
  70. Zodal
  71. Zuoken

Questions Yet to Be Answered
  • What is the point of having so many gods when many overlap each other? Is it a flavor thing or is it simply the glut that often accompanies a setting over time?
  • Should some of these gods be culled from a completed list? 
  • Any god left on the list should have a reason for existing beyond X does Y but with a slight difference. It must be distinct and provide a reason for choosing them over the others. Is it possible for this to occur with an unmodified list?

Goals
Unspecified. 

Thursday, January 11, 2018

I Don't Believe in the Session Zero

One of the things that I've been seeing a lot of role-playing advocates proselytizing lately is the idea of a session zero, a session where players first get together to learn about the world and the sorts of characters they will be playing. I imagine that there are some people out there who have friends and players that are willing to indulge them in such a session - Lord knows that I read enough people talking about their session zeroes - but I have a hard time envisioning the people that I have played with ever being willing to partake in such a lackluster session. Don't take me the wrong way. The idea that you would sit down with your players and describe your world to them as they make characters that would fit in it, and that would work with each other, is a dream I would very much endorse. I've just never known anyone willing to take that sort of time to be involved in a session like that. It's too boring and our lives are filled with too much that requires our attention for such a session. We have kids, jobs, and countless other hobbies that take up our time. Sitting around listening to one person telling the rest of us how the world works and what our places in it will be isn't how I would spend my day off; and I couldn't imagine asking anyone else to do that either. 

If I don't use a session zero then what do I use?

When I first started running Dungeons & Dragons I tended to attempt to cram all the world information in while they were building their characters and then launch into the adventure. I quickly came to realize that it was a waste of time on my part. There's too much going on for them to retain anything important and often the only thing that matters is that they have a character ready to go and a connection to the other players. The world, and their place in it, will come as they play. 

So over the years I have begun to cull anything that isn't immediately relevant to them. The world, as far as they're concerned, is what is within their vicinity. The town and their connections to the world around them (family, teachers, and so on) are all I worry about establishing. Then I read them the short - like a single paragraph long - introduction to the adventure I would like them to play. After that I just let them go. They are the ones that will develop the story as they adventure in the world and shape it around them

In the last couple of years I've also started using pre-generated characters and a one page Quick Reference Guide that I give them during that first session. Using pre-generated characters eliminates that opportunity for that first session to bog down and allows me to get right into the adventure as soon as they come up with names and connections (something that typically takes about five to ten minutes); and the Quick Reference Guide allows me to give them a rough idea of what's around them without haranguing them. This has significantly sped up how quickly we can get to adventuring and has allowed us to get to the "good stuff," as my Lovely Bride calls it, in that first session. 

So what about you cats? What do you do?

Wednesday, January 3, 2018

Reader Mail: Where Would You Start an Adventure in Greyhawk?

Last night I received an email through my fancy little contact box over there on the left of the page that was a really good question. So I thought I would throw it up on the blog, along with my answer, so that other Greyhawk enthusiasts could join in with some suggestions to help this reader out.

Hi! . . . I'm starting a campaign soon that's going to be set in Greyhawk. No one in the group has played In Greyhawk. I've been reading up on the setting, and I'll be using the LGG [Living Greyhawk Gazetteer] as my reference. What are the top areas to start a Greyhawk campaign for players new to the setting? There's so much information in the LGG that I'm having trouble choosing where to get started . . . 


Greyhawk Adventures Cover by Jeff Easley

Dear Reader, 

Without knowing what your group is into it's hard to give you a definitive answer as to where you should start adventuring. The World of Greyhawk has so much to offer your group from swashbuckling adventures on monster infested waters with the Sea Princes; to crossing a seemingly endless waste in the Sea of Dust as they search for lost cities hidden beneath the ash of a ruined civilization; to infiltrating the dreaded kingdom of that vile demigod Iuz; to the political intrigue of the Great Kingdom with its mad king and devilish lords; and of course there's the dungeon that gave the world its name. Greyhawk just is a land of plenty and you'll find something for every interest you could ever have waiting for you! 

But that isn't really helpful, is it? 

No. 

If I were to suggest a place to start adventuring I would pick the city of Dyvers. It's a free city located just on the southwestern portion of the Nyr Dyv (a lake of fathomless depths with monsters slumbering somewhere deep within that occasionally rise when particularly bad storms or earthquakes disturb their sleep) along the Verbobonc river. It's smaller than the more famous Greyhawk and has a natural rivalry with its sister city. I often describe it to my players as a city the size of Nashville; large and sprawling but not so big that you can't find your way around it. To the north you have the Kingdom of Fuyrondy (a land of noble knights standing against the ever present evil of Iuz and his demonic armies). To the south the Gnarly Forest where I usually put wild beastmen, goblins, and necromancers. Then there's the Wild Coast and the Orcish Empire of the Pomarj where all good adventurers go to die. 

As for getting everyone together I usually start them off having just been released from the city militia or having just graduated from the various colleges, universities, seminaries, and academies that their assorted classes would use. Then I tend to provide them with a few close-ish locations for them to explore. Often I tend to tie their first adventure to a character's family or friends to help establish them in the world. I like adventures that have them hunting down someone missing as it's easy to connect them with the slavers of the Wild Coast or the machinations of Iuz's armies. Then I just let the players craft their story from there. 

The other good thing about Dyvers is that it's fairly close to many of the big adventure locations in classic adventures like Maure Castle, Castle Greyhawk, the Temple of Elemental Evil, the Bright Desert, and so on. So if you have access to those adventures it will be fairly easy to get the players there from Dyvers. 

Hope this helps and don't hesitate to contact me again if you need more, 

Charlie 

P.S. Oh! Before I forget you should always remember that while Iuz is the biggest threat to the world that the Great Kingdom is not to be discounted as an enemy if you want to avoid demons. The king is mad and periodically purges the nobility (and, well, if we're being honest here most anyone else he remembers exists). His agents are fanatical in their devotion to him and act on his word as though it were the Holy Word of a god. They're a great enemy to throw into the game even if only for a mild distraction.

Tuesday, August 8, 2017

Things that Shouldn't Need to Be Said, Part 1: Gaming Inclusiveness

Of late I've noticed this trend going through my social media circles where role-playing enthusiasts feel the need to make statements like, "Gaming should be inclusive," as though such a statement were some monumental comment that took a lot of courage to make.

It isn't.

Gaming absolutely should be inclusive. You should game with all kinds of groovy people whether they like boys kissing boys or big, burly men dressing up with tiaras and high heels. The only thing that should matter at your table is that the people there are good to each other and that everyone is willing to have a good time.

"But Charlie," I hear my fictive, counter-argumentative friend say, "but there are people out there who are shitty and that believe women, trans-people, and people of color shouldn't be at the table! We have to make a stand!"

Yeah, you ain't standing for shit when you're saying that on social media. What you're doing is asking for people to tell you that you're a good person for telling the world that everyone should be invited. Fuck that noise. Instead of wanting that feeling through platitudes, fucking do the thing. Invite the trans-kids you know to play. Call your friends of all shades to the table and let them beat the shit out of some imaginary creatures for a few hours while telling terrible jokes and drinking beer. Get your gay buddies to come over with their blinged out notebooks to show you how it's fucking done. Call on all the cool kids you hang out with every day to come and play with you.

Stop talking, and start doing.

Bring the people you want in this hobby to the table and help teach the next generation of players not to be a bunch of fedora wearing, misogynistic, fuck-faced, douche bags. Start a gaming group for kids at your local library. Invite everyone you know that likes Star Wars, the Lord of the Rings, and Game of Thrones. Fucking be the change you keep saying you want to see in our hobby.

"But Charlie," I again hear my fictive, counter-argumentative friend say, "what about when I see someone being shitty to a woman, trans-person, or person of color on social media. Shouldn't I say something about that noise?"

Fuck yes you should! Call that shitty bastard out. Tell them to stop being a fuck head and send your buddy a word of support. Don't make that shit about you with some meaningless platitude. You're not the important one in that situation so stop worrying about your feelings and worry about your buddy's instead.

Right, enough of this soapbox.

I'm going back to planning a raid into the Far Realms on leaky ship, laden with high explosives and my black heart of hate. I fucking love Roll 20.


Monday, August 7, 2017

Dragon Warriors RPG, Part 2: Building a Character for Play (Barbarians and Knights Only)

Building a character in Dragon Warriors begins in a familiar fashion to Dungeons & Dragons players, but then it quickly deviates as the game begins to assert its own sensibilities. This game is attempting early on to differentiate itself as a quicker, more deadly version of Dungeons & Dragons. Let's go through the steps

Step 1

Like many other role-playing games Dragon Warriors has the players rolling their abilities using 3d6 for five characteristics that will define what the character is capable of doing in the game. Where Dungeons & Dragons had the players defining Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma Dragon Warriors instead has the players defining Strength, Reflexes, Intelligence, Psychic Talent, and Looks. Of note here is that once these characteristics are rolled they will not advance or deteriorate unless the character is affected by some disease or magical spell. This is a huge difference from the Dungeons & Dragons 3.5e game I'm used to and I kind of dig it.

Now when I first noticed the truncated characteristic pool that Dragon Warriors was using I assumed: that Strength and Reflexes would be the same as in Dungeons & Dragons; that Intelligence would be a combination of Dungeon & Dragons Intelligence and Wisdom; that Looks was as meaningless as Charisma; and I had a vague notion that Psychic Talent had something to with psionics. On the first four abilities I was largely correct, but on Psychic Talent I was off slightly. In Dragon Warriors Psychic Talent is defined as the ". . . basic ability to resist (and in some cases use) magic . . ." (Morris, 22). When I first read that Psychic Talent was actually a character's magical aptitude I was rather befuddled by the terminology. It would have been nothing for the authors to describe magical aptitude as Mystic Talent or some other such direct terminology, but to call it Psychic Talent implies that magic in this world is more than some arcane art as you find in other role-playing games. I suspect that we'll find a clarification on this in the second book, The Way of Wizardry.

Step 2

At this point the book begins to discuss the Professions (or as a Dungeons & Dragons player might address them, classes) available to the player of which there are four presented in the first two books (the Knight, Barbarian, Mystic, and Sorcerer) with an additional two presented in later books (Elementalist and Assassin). If I had been purchasing this game at the time it released the discovery that I would need to buy four of the game's six books just to be able to play the game's only available classes would have chapped my ass. Luckily the version released by Serpent King Games allows me to have all of the books in a single location instead of having to buy it across a series of books. The frugal bastard at my core can indulge in that. 

Moving on.

Step 3

Health Points (HP) are to be derived at this point. All characters use a d6 to determine the random number that will be their base score and then add an additional, static bonus that is the same regardless of their characteristic scores. This static bonus is derived from the character's class with Barbarians having the highest bonus presented in this book. It's a simplified system that speeds up character creation in a slight manner as compared to Dungeons & Dragons modifier system. It's not necessarily better or worse but it has a simple format that I rather like.

Step 4

From this point forward there will be no more dice rolling in the character creation process which is an interesting choice when compared to Dungeons & Dragons where you're rolling throughout the majority of the character creation process. Instead you're going to be denoting your character's basic scores and then modifying them according to a series of charts. 

It's here in this step that we really begin to see hints of the hard shift away from Dungeons & Dragons shadow and see the potential for where Dragon Warriors will be leading us as players throughout our learning of this game. We've moved to a passive role, and as you'll see in upcoming sections, it won't be the last time either.

In step four we're determining a character's Attack score and Defense score. For combat characters, the Knight and Barbarian, your Attack score and Defense score will be everything to you. You will need to make sure that your Strength, Reflexes, and Intelligence are your highest characteristics. We'll discuss this more fully in the next part of the Dungeon Warriors series, The Rules of Combat, but for right now it's enough to know that higher abilities in these areas will provide your character with better chances in combat. Your score modifiers will be found on pg. 25 in the first table.

Step 5

As with determining your Attack and Defensive scores in the previous part now you will now be determining your Magical Attack and Magical Defensive scores from the second table on pg. 25. Higher is again better than lower and I suspect that for many melee characters that they will want to focus their fourth highest stat in Psychic Talent as it provides them with the greatest opportunity for a bonus to their Magical Defense - a facet of their defense that they will need help in shoring up.

Step 6 

In Dungeons & Dragons there are a lot of rules and saves that are used to take care of things that occur outside of your normal combat situations. In earlier editions you had things like Save vs Dragon Breath and Save vs Magic Wand; Third Edition introduced the Reflex, Fortitude, and Will Saves as a way to handle those earlier complex situations. In Dragon Warriors there is Dodging which allows a character to evade those sorts of situations. It's based on your Reflexes characteristic that determines your bonuses for this ability. You will find the modifiers for this on pg. 26.

Step 7 

In this step, Initial Equipment, the player has again taken a largely passive role in the character creation process. Knights and Barbarians are presented with a list of their starting equipment and money (it should be noted that the Barbarian is the only one of the two who actually rolls for their starting cash). They may purchase additional equipment if they have the money but largely they're done with equipment after this point.

My initial reaction to this step was a bit of shock because I tend to enjoy spending a lot of time purchasing my equipment and preparing my characters for the sort of adventures that I envision them going on when I bring them to the table; but the quickness with which this dispenses with that step would significantly speed up my ability to bring a character to the game. And that brings me to an aspect of this game that I'm already falling in love with: speed. After working my way through the character creation process I can honestly tell you that I'm able to bring a Barbarian or Knight character into a Dragon Warriors in less than ten minutes - and that's with me taking my time, hand drawing my character sheet and making it look just the way I want it. 

I love that speed and it's something I suspect we'll be seeing more of when we move into combat in the next part. 

Step 8

This is the final step in the character creation process and it's here that you are given your rank, or as Dungeons & Dragons players would call it, your level. You start play at level 1 in this book though I'm sure that there are rules out there to allow you to start at higher levels if you're so inclined. 

And that's it, our character is made. at least as far as the Barbarian and Knight are concerned. The process is a streamlined affair that allows the player to get quickly to the table and actually play the game. Comparing this process to my beloved Third Edition Dungeons & Dragons' character creation process is a no contest: Dragon Warriors is, far and away, simpler and faster. 

I'm excited to see where this game takes us as we move on to the way that combat is handled. I hope you'll be joining me for part 3.


Dragon Warriors Index
Part 2: Building a Character for Play (Barbarians and Knights Only)
Part 3: Combat

Works Cited

Morris, Dave, Dragon Warriors Book One, Dragon Warriors. Corgi Books, UK. 1985. pg 22 

Friday, August 4, 2017

Dragon Warriors RPG, Part 1: An Introduction and Early Impressions

The Dragon Warriors role-playing game was a British publication that came out in 1985 by Dave Morris and Oliver Johnson that I was recently turned on to, and that has been rocking my world since I first started reading it. Unlike more modern games that tend to provide players with everything they'll need in three, relatively, well organized books Dragon Warriors spreads its rules out across six books. Now these are relatively short things with beautiful art crammed throughout. Comic strips are even sporadically placed within to help illustrate the rules in a better way. The early impression all of this creates is that it's really brilliant stuff; but is it? 

That's the thing that I want to figure out about this game because so often when you read a review of a game you have some loud mouthed son of a bitch haranguing you with how wonderful it is and the whole time that they're lecturing you they're not actually saying anything but the usual platitudes. The game mechanics are inventive and groundbreaking. The art is inspired. Combat plays quick, and is done in a streamlined format that makes playing a breeze.

It's a fucking bore that tells none of us anything important or meaningful. So instead of just telling you what I've gleaned from it in the first few hours of reading through the books I'm going to learn how to play the damned thing. If I wasn't a role-playing game blogger that would mean that I'd sit back in my room and read the books while I dreamed of convincing my players to try it one day - but that ain't me. Instead I'm going to be working my way through the books, learning the game as I go, and blogging about it along the way. I'll be highlighting things that I think are interesting and discussing the rules like I often do with Dungeons & Dragons. But more than any thing else I'm going to be working towards the goal of running an actual game on roll 20. This isn't me calling out in the void hoping that someone hears me. This is me getting my shit together so that we can play a game. 

You up for this, kids? 'Cause I am.

The Dragon Warriors RPG project will be publishing once each week. My goal is to start off each week with Dragon Warriors because these books really make me excited about role-playing games and I find that writing about them puts me in a good place. You can look forward to Dragon Warriors each Monday as I work my way through. 

Dragon Warriors RPG
Part 1: An Introduction and Early Impressions
Part 3: Combat





Note 1: I began this project using a copy of the first book, Dragon Warriors, that I picked up from Amazon after I had been reading a copy of the game on SCRIBD. Since that time I have purchased a collected volume of the game from Drive Thru RPG. At the time of this writing getting a copy in both print and PDF, which I'm using currently while I wait on my print copy, is only $35.03 that will give you both a PDF of the game and a hardback printout. I receive no money from you clicking on that link and purchasing the game so you don't have to worry about me pushing the game because I'm getting something from it. I just genuinely like the hell out of this game.

Note 2: While it should go without saying I feel like in this modern climate where every Tom, Mary, and Joaquin is attempting to get your cash without disclosing that they're doing so that I should make it clear that I did not receive any compensation for doing this series. I just genuinely want to play it and would love to get some other people excited to play it with me.

Note 3: I contacted Serpent King Games, the current license holder for Dragon Warriors, before I launched this project as I wanted to ensure that I wasn't crossing any lines that would get me in trouble with them. They have given me the go ahead to proceed with this project and I wanted to take a moment to publicly thank them for giving me their blessings.

Enough notes, let's get on with this project!

Thursday, July 6, 2017

Monkey Business by Jens D., The Disoriented Ranger



For those of you who haven't yet heard Jens D of the Disoriented Ranger produced an adventure, Monkey Business. He's published it on Drive Thru RPG as a pay what you want venture and this is my not review, review. 

Now what do I mean by that silly sentence?

I cannot divest myself from my feelings for Jens. I think he is a brilliant person and I love reading his blog every time he updates. I think that in each post he often puts together a more passionate and thought provoking piece than many of us do over the course of a dozen posts (myself included). As a result I find myself so predisposed to liking this adventure that I can't tell you that it isn't because I think so highly of him. And that puts me, as a reviewer, in a terrible place: I'm unreliable. 

Let me tell you what I like about this adventure.

From the moment that I began reading the descriptions of the cast I found myself taken with this adventure and I have been actively working to incorporate them into the campaign I'm preparing. I'm a cherry picker of a Dungeon Master and the way Jens has created these characters makes them very easy to throw into my pulp heavy games. I love things like this, and Jens is always a fountain for such things on his blog, so it's good to see that in this adventure there's a lot there for me to use. It's also just zany as all get out and I fucking love that. I love the drug running gorillas, the world's strongest man, the carnival, and the aliens! There's just so many wonderful things here, and they're all strange, and funny, and just hitting right in my sweet spot.  

Also, I've totally added the Mark Van Vlack Monkey Generator to my Dungeon Master's Toolbox. That thing is just a quick, useful way to describe monkeys beyond, "You see a fucking monkey flinging poo at you from the tree."

Should you go out and download Monkey Business

I say absolutely. It's fun and zany - but here's the best part about about Jens publishing it as a pay what you want venture: you can try it for free. You can download the adventure, and if I'm right, you'll find that it's more than worth paying for at which point you can purchase it again from Drive Thru RPG and toss Jens some well deserved cash. 

Monday, June 19, 2017

Let's Talk About the Meatgrinder Mode for a Bit

Wizard by Peter Andrew Jones

This weekend I was reading a bit more about Wizards of the Coast's latest storyline, The Tomb of Annihilation, when I ran across this tidbit on i09 that got my attention: ". . . There’s even a new difficulty modifier called “Meatgrinder Mode” that makes it even harder for players making their Death Saving throws—the check they make when they’ve reached 0 health points to see if they cling on to life or actually die—to emphasis the fact that the stakes in Chult have been well and truly heightened . . ." (Whitbrook).

"Meatgrinder Mode?" 

Well, shit, let's talk about that motherfucker for a minute. 

untitled by Jose Antonio Domingo

Currently D&D 5e runs with a three strikes policy on death. Essentially you have to succeed on three of six possible stabilization rolls before you fail three times. It's really a generous system designed to give dying players an opportunity to do something during the game that is meaningful for them besides going into the kitchen, getting a soda, and crying in a corner. I kind of hate it. There's no noticeable difference for the player if they succeed on their first three saving throws or if they've failed two and succeeded on their fifth roll. It all amount to the same thing: they're fine.

So the idea that now we're going to add in a "Meatgrinder Mode" intrigues me. How grinder-esque are we going to get here?

In my black, crass heart I want the Meatgrinder Mode to truly get vile for the players. I want it to cast lingering effects on them for each failure --- limps, seeing dead spirits, hearing the screams of the damned in their sleep so they can never fully rest again. I want the player's brushes with death to impact them and to matter to their character for the remainder of their time in the game. I want players to sit down at the table and to wonder if maybe they shouldn't have started drinking earlier in the day instead of after their third death. 

I want it to be a game that makes life and death matter to the players. 

Odds, though, are against the game going down this route. The Wizards of the Coast design team has consistently erred on the side of the players by being generous towards them in their rules on saves, magic, and the like. Even their "Meatgrinder Mode" will ultimately follow this pattern as their ultimate goal isn't to satisfy black-hearted bastards like myself but rather to appeal to the largest cross section of players possible without offending their delicate sensibilities. I can't fault them for this. 

No, no, no. Likely as not we'll find that the "Meatgrinder Mode" is a change to the Death Save where players must either succeed or fail on a single roll. Of course they could dispense with it entirely and make those who get raised have to work on a time clock or have their character permanently dead and turned into some sort of ghoulish beast working for the main bad guy. That would actually be pretty cool now that I think about it.  

Oblivion and subservience. Now there's a downside any player can recognize and fear. 

AA74, by Zdzislaw Beksinski


Works Cited
Whitbrook, Jason. The Mind Behind Adventure Time Helped Craft Dungeons & Dragons' Newest Story. i09, June 5, 2017, http://io9.gizmodo.com/the-mind-behind-adventure-time-helped-craft-dungeons-1795816921. Accessed June 17, 2017.

Friday, February 17, 2017

Explorations of Other Settings

As long time readers will no doubt testify, I love me some Greyhawk. I make posters about the setting, write blog posts exploring it, and generally just fly my Greyhawk Flag high. But lately I've been thinking a lot about diving into a new setting and just kind of finding out what else is out there beyond the borders of the Dyvers and the known shores of my humble world.

Judge of Ages by John Harris

Where to explore though?

To be perfectly honest the lands and environs of our shared fantasy worlds are too numerous to even attempt to name them all, so instead I'm going to limit the choices to the books I currently own and can fairly confidently explore as a result. Let's see, looking at my bookcase that gives me a few choices: Blackmoor, the Forgotten Realms (Neverwinter), the Forgotten Realms (general), Dark Sun, Ravenloft, Palladium World (PFRP), the Old World (WFRP), Mystara (Karameikos), Red Steel, Alternity, the Iron Kingdoms (IKFRP 3rd Edition variation), Talislanta, Post Earth (Gamma World 1st Edition), Eberron (3rd Edition variation), Eberron (4th Edition variation), Dragonlance (1st Edition), Dragonlance (Tales of the Lance variation), Dragonlance (3rd Edition variation), Star Frontiers (Alpha Dawn Basic/Expanded), Chaos Earth (RIFTS), Hollow World (2nd Edition variations), Al Qadim, Once & Future King (Amazing Engine), and Bughunters (Amazing Engine).

I'm a bit hard pressed to make a decision on these so I'm going to throw a poll up on the right to let you guys help me pick. For the ones with more than one entry I'm going to put them up once and then, if they win, we'll have a run off for which one you all find the most interesting. Right, so, good luck to your favorites. Vote early; choose as many as you like, and vote often.


Thursday, February 9, 2017

I'm Kind of Digging the Ladies of Girls, Guts, Glory.

Watching people play role-playing games on YouTube can often be a painful experience. The camera work is often shoddy; the audio sounds like someone is screaming in front of a fan; and the people playing are usually too busy mugging for the camera to remember that they're playing. So when I find something that looks promising I tend to get a little bit excited. You see I want to want role-playing games online without having to wait a full year for the next episode (I'm looking at you Penny Arcade) and for them to be an enjoyable experience.


There aren't a lot of games out there that meet those two criteria. In fact, I can only name one: Harmon Quest. But this teaser for Girls Guts Glory has me hopeful that we might soon have another one. 

Check it out.

Sunday, February 5, 2017

Welcome to My Dungeons & Dragons World! Where Everything is Just Like You Remember It, Even Though You've Never Been Here Before.

In the last few months I've become increasingly convinced that the problem I face with making Dyvers something unique that people want to adventure in is that it can't fall into the same patterns that everyone else does with their cities. It can't be the exact same fucking thing that everyone adventures in each and every god-damned weekend

(1) It can't have winding, serpentine roads that meander their way through the town - and they can't be dirt, rough stone, or wood. 

(2) The city needs districts but the shouldn't be hard lines where there is no bleed over. The world doesn't work like that and neither should my game world.

(3) Not every building needs a detailed description but they shouldn't be fucking blank, wood blocks set on the table as filler either. Theme them together as you would find in a normal neighborhood. Look at the world around you. It works that way for a reason.



(4) Important buildings should feel important when your players look at them. Every city - whether it's New York, London, Nashville, Calcutta, Paris, or fucking Madison - has something that makes it stand out. As human beings we have an inherent need to make things that are pleasing to our eye. It's why architects are a thing and we're not all still living in fucking caves. Use the shit you love architecturally instead of just leaving it in the back of your mind. Make it a part of your world and make your world special as a result. 


(5) Stop fucking around with names that don't matter to you or your players. If it's fucking nondescript and unimportant than don't waste your time naming it just to throw a name at them that they'll promptly forget. 

(6) Same rule when it comes to the fucking history of the place. If it doesn't matter and won't add to the adventure then Move. The. Fuck. On. You're wasting your time and everyone else's. 

(7) Descriptions: Less is more. Hit the high points and let their imaginations fill in the rest.

(8) People build sculptures every-fucking-where. Get them in the game.


(9) Common structures for every town that aren't homes: bars, churches, hotels, restaurants, police stations, convenience stores, shopping markets (however you associate the term), pawn shops, banks, fire department, doctors' offices, city hall, Courthouse, and lawyers. Get these in your city because they didn't just show up in the 1950s.  

(10) People live in apartments. They've been around since ancient Rome so throw them in your game. 



Credit: All images were found on the fantastic Tumblr How We Imagined It Would Be

Friday, February 3, 2017

Your Hands are Bound by Forces Beyond Your Control and She Awaits You.

I've never really been one to enjoy horror games because they tend to begin on a simple premise: the player cannot win a fight with the villain. The extent to which this is enforced runs the gamut from the villain simply being more powerful than the players are able to overcome under normal circumstances to the villain being invulnerable to the players machinations. Some games I have been asked to play even go so far as to say that the players cannot cause harm to the creatures terrorizing them. 

I fundamentally reject such noise.

The Entomologists Dream by Edmund Dulac 1909

In role-playing games we are the heroes of our stories. We're not scared, little children hiding in the cupboard hoping that some shiftless drifter doesn't find us. We're the kids who pick up axes, guns, and knives to hunt that bastard down and show him what fear really means.  And yet even with that fundamental truth guiding our hobby I have found myself rendered powerless in role-playing games three times. The first time we were told that the mere sight of a creature drove us beyond the realm of sanity and thus we were devoured body and soul. I got up from the table and drove to a local bar where I proceeded to drink for six hours and fool around with women who though make-up was best applied by the bucketful. I still regret not having done so sooner that night. 

The second time I sat down at the table and the Game Master informed us that all of our possessions had been taken from us and that we awoke in a dungeon with monsters hunting us. I made plans to murder them only to be told that this wasn't the game we were playing. We were the prey. They were the hunters and if I didn't like it I could get the fuck away from the table. So I left and ended up fishing under the stars while a beautiful Jewish girl read poetry to me and asked me questions about God. 

I still don't have all the answers.

The last time I was sitting down to play a game when the Game Master told us that this would be a fantastic experience for all of us. We were going to be playing children who were hiding from some dastardly villain but that we couldn't hurt him. Hell, we couldn't even attempt to harm him. I left that table with my brother, Poot, and went down to the lake where we talked about our children and drank until the sun came up instead. 

Look, as role-playing enthusiasts we're often asked to pretend that our characters are bound by limitations all the time. This character isn't as strong; that one isn't so smart; that one likes to smoke and cut itself. All of these simple limitations are fine, but when you take away my ability to choose how my character will make its way in this fictional life I reject your game. 

I know the sort of player I am. I tend towards violence, bloody and unrepentant, and I like to push the limits of what is considered acceptable within the game world (though never in the actual world). I make off color jokes; use terrible accents; and am always planning ways to make my character the one thing in the game world that will scare the shit out of every Dragon and Devil alike. I want to use my mind to find the solutions to difficult situations and to take that away from me because you want to make the game scary is to ruin any fun I might have in the game. 

Now back to my book.

Thursday, February 2, 2017

Welcome to Fear City, You Son of Bitch.

In 1975 the Council for Public Safety, a group consisting of public service unions (firefighters, police, and the like), put out a pamphlet titled "Welcome to Fear City." In large part it was in reaction to New York City Mayor Beame's plan to layoff nearly 11,000 police officers in an effort to stave off declaring bankruptcy for the city.

Source: islandersa1 flickr account
Source: islandersa1 flickr account
 
Source: islandersa1 flickr account
Source: islandersa1 flickr account

It's a great bit of propaganda as the damned thing plays into the image of big city crime, with its dangerous, criminal underbelly crawling out from the shadows to rob, murder, and rape the rest of us. While I don't condone using such fear-mongering tactics in the real world I would nonetheless love to use something like this in my role-playing games.

Hell, this is the sort of thing that I would love to be given as a player! Just imagine sitting down at the table and the Game Master hands you this little four page pamphlet. It's got this big, black skull on the front and welcomes you to "Fear City," or "The Detroit of Faerun," or any other of a thousand terrifying names you could come up with to let your players know that they're about to get right into the thick of things. 

It makes me all kinds of excited just thinking about it! In fact, I think I'm going to go work on one myself. What about you cats?

Wednesday, January 25, 2017

Campaign Titles My Wife Says I'm Not Allowed to Use

I tend to make up titles for my Dungeons & Dragons campaigns and like my blog they tend to be things that amuse me even if no one else gets the joke. Most of the time my wife doesn't look at the title and just plays. Then there are times when I run the titles I'm thinking about using across her. These are some of the ones she told me I'm not allowed to use (HA! Jokes on her. I've already used all of them!)

1.  Dickbags of the Underdark
2.  Murder Nights in Bangkok
3.  Grumbling Dwarves, Bloody Orks
4.  Mordenkainen and Two Hot Mummies
5.  You Should Have Stayed at the Inn
6.  Saving Dragons, One Kiss at a Time
7.  The Forgotten God Farts in the Dark
8.  Waiting for Bigby's Gently Caressing Hand
9.  The No Killing Club (Which None of You are Invited to Join)
10. Gnomes Gone Wild!!!!
11. Three Moons over Solace
12. Dragons and Kinder
13. I Make the Best Caverns. Everyone Knows.
14. The Damned Game
15. Three Brothers, a Gnome, and a Goat
16. One Hundred Years Chasing a God Damned Pixie and Not Doing a Fucking Thing
17. The Adventures of Three Chodes
18. You're All Criminals to Me
19. Wonderland is Kind of a Dump
20. The Barbarian's Fury
21. I Paid $49.95 for this Fucking Book the Least You Can Do is Follow the God-Damned Hook
22. Monte Cook Wrote This Shit
23. I'm Not Sure this is How Hentai Works!
24. To the Burnt Out Hovel!
25. Voodoo is Real

Monday, January 23, 2017

You Want Me to Think About How the Orc Feels Before I Kill Him? What Are You? A Pervert?

title unknown by Richard M. Powers

The other day I was reading reddit, as you do, when I ran across a thread that got my attention: Killing people is hard, but not in RPGs. The basic premise of the opening poster is that in life it's incredibly hard to kill people because reality is a complex bastard and that we should transpose this moral complexity over to our role-playing games and find a way to reflect that difficulty in how we play. 

This insistence on playing in a world of complex morality, where every decision should matter morally to me as a player has never appealed to me. Our real world is filled with that complexity and I deal with it every day so why should I deal with it in my game world too?

I don't and I won't. 

The real world that I live in is filled with moral complexity and I don't need to imagine what it feels like to deal with the fallout from terrible people doing terrible things and trying to keep my family safe with murderers, thieves, drug addicts, and criminals of all sorts living around me. I don't need to wonder how I would feel if I have to deal with rape survivors, the families of murder victims, or what it feels like to be robbed. I know all of those things too well and have no interest in replaying them in my games.
 
No, I would rather play in game worlds where things are morally simple. There are firm lines in what is good, and what is evil. We kill orcs because they would kill us, our families, and everyone we know or could ever hope to know. Why? Because they're evil. We don't worry about the moral repercussions of our actions because they're evil and fuck them. Role-playing games can be that simple, and for me they will be because I live with the complexity that some try to emulate every day. 

Wednesday, January 11, 2017

A Semi-Complete List of All d100 Tables from Elfmaids & Octopi

A couple of days ago, in the post So You Like Looking in Sacks, I was talking about +Chris Tamm of Elfmaids & Octopi's fantastic d100 tables. Without question Tamm has a gift for producing these wild, weird tables that always inspire my imagination and push my games into directions that I didn't realize I wanted to go until he got me to try them. The thing is that when exploring his blog it's easy to get overwhelmed - and that's with him producing a pretty solid archive index that will help you get to where you want to go by topic. 

Anyway I got it into my head to index all of his d100 tables so that I can explore them and find them quickly when I need them. The thing is that even after spending a few days working on this project I can promise you that it isn't complete. Tamm is always putting tables into post where you didn't expect them and they're just fantastic. So don't stop exploring him here; instead,  go into his archives and read one of the great role-playing game bloggers out there today.

Enjoy!



2013
d100 Adventure and Dungeon Name Generator
d100 Skyfalls and Everyday Eschatology, Planet Psychon
d100 Strange Lonely Old Houses
d100 Crossroads
d100 Islands
d100 Towers, Part One
d100 Towers, Part Two
d100 Forbidden Mountain Monster Kingdoms
d100 Hauntings? and Recap of the last year
d100 Magic Skulls
Curses! d1000 curses
d100 Border Barriers for Hexes in Psychon
d100 Necromancers
d100 Monster Babies
d100 Forbidden Castles
d100 Strange Encounters in the Graveyard
d100 Strange Graves of Planet Psychon
d100 Spooky and Possibly Deadly Artworks
d100 Strange Trees
d100 Rich Corpse Table
d100 Forgotten Temples and Bleak Ruins
d100 Saucy Pamphlets of Shadel Port
d100 Saucy Posters and Flyers of Shadel Port
d100 Things on a Lonely Moors at Night
d100 What kind of Farm on Planet Psychon
d100 A Funny Thing Happened While the Party Away....
d100 Rival Dungeon Parties
d100 Books of Shadel Port
d100 Dungeon Decor Table - Dress Up Dull Dungeons
d100 Post Crash Space Hab Modules 1
d100 Dungeon Decor Table: Rooms
d100 Magic Dungeon Pies
d200 Random Crap Found Outdoors on Psychon
d100 Wierd Science Fantasy Sidekicks of Psychon

2014
d100 Doomed Immortals
1d100 Evil Kids
d100 Witches
d100 Gangs for Cyberpunk or Superheroes
d100 Kaiju Monster Apocalypses
d100 Necromancer Relics
d100 Strange Things in the Graveyard
d100 Monster death scenes
d100 Mighty Thresholds & Doors of Destiny
d100 Stair, Up and Down in the Redbrick Dungeon
d100 Shonky Deals in Shadelport, Part 1
d100 Big Shonky Deals in Shadelport, Part 2
d100 Post Crash Space Infrastructure Modules, Part 2
d100 Monasteries & Nunneries
d100 Dread Family Secrets
d100 Vehicles, Transport, and Steeds
d100 Doom of the Kingdom
d100 Flesh Pits of the Space Gods, Part 1: Scenery
d100 Flesh Pits of the Space Gods, Part 2: Lifeforms
12d12 Factions For Your Post Crash Mega Space Wreck
d100 Random Strange Crypts and Extra Guardians Tables
d100 Post Crash Space Eco-Hab Modules
d100 Megalith Sites - Remains of the Old Ways
d100 Stone Age Relics
d100 Holy Items
d100 Encounters in Wizard School
d100 Burried Things
d100 Tribes of the Goblin Mine
d100 Rival Parties
d100 Pubs on Planet Psychon
d100 Dungeon Stuff
d100 Crap Found in Goblin Mine
d100 Things to Happen in the Pub
d100 Strange Gateways
d100 Secret Rooms
d100 Anachronistic Encounters for Near that Gateway
d100 Stuff Found on Apocalyptic Roadways
d100 Wasteland Gangs
d100 Wasteland Road Hazards
d100 Carousing Series, Part 1: Down and Dirty Good and Bad Times in the Red Light District
d100 Carousing Series, Part 2: Upper Class Capering and Social Climbing in the Nob Hill District
d100 Carousing Series, Part 3: Study, Research, and Experimentation in the University District
d100 Carousing Series, Part 4: Charity, Prayer, and Contemplation of the Divine in the Holy District
d100 Carousing Series, Part 5: Getting Close to Nature in the Great Outdoors - for Druids, Barbarians and Rangers
d100 Carousing Series, Part 6: Shore Leave (Originally published in 2013)
d100 Carousing Series, Part 7: Dungeon Dwelling Life Style - for Monsters, Prisoners, or the Curious
d100 Carousing Series, Part 8: Underland Explorations - for Non-humans, Lost Fools or the Truly Brave
d100 Underland Series, Part 1: Underland Terrain
Various Tables Underland Series, Part 2: Your Underdark is Soft
Various Tables Underland Series, Part 3: Ogres
Various Tables Underland Series, Part 5: Orc Tribes of the Underland Wastes
Various Tables Underland Series, Part 6: New Hazards in the Underland
Various Tables Underland Series, Part 7: Outer Chasms Encounters
Various tables Underland Series, Part 8: Citadels (MUST READ THIS MASSIVE TABLE FILLED POST)
d100 Off Duty Monsters Antics, Part 1
d100 Off Duty Monsters Antics, Part 2
d100 What is Dungeon Boss Doing Now?
d100 What is that Master of Magic Up To?
d100 From the Waters Deep
d100 Dungeon Prep School Encounters

2015
d100 Loves Gone Wrong
d100 Childhood Tragedies Series, Part 1: Villager Folk
d100 Childhood Tragedies Series, Part 2: Noble Folk
d100 Childhood Tragedies Series, Part 3: Urban Folk
d100 Childhood Tragedies Series, Part 4: Mercantile Class
d100 Childhood Tragedies Series, Part 5: Savages
d100 Childhood Tragedies Series, Part 6: High Barbarians
d100 Real Estate in Shadelport
d100 Lone Roadwar Drivers
d100 Dungeon Vice
d100 Tragic Old Murder Hobos
d100 New Road Hazards
d100 Unearthly Powers (Two d100 Tables Here)
Murder Highway Series, Part 1: Complete Pit Stops 
Murder Highway Series, Part 2: Lost Cargoes
Murder Highway Series, Part 3: Menaces & Moon Mission Madness
Murder Highway Series, Part 4: Common Folk
d100 Hitch Hikers of the Badlands
d100 Pit Stop Weirdos
d100 Druid Eggs and Things
d100 No Man's Land Series, Part 1: Whats in that Hole?
d100 No-Man's Land Series, Part 2: Encounters
d100 No Man's Land Series, Part 3: Strange Encounters In or Under No Man’s Land
d100 Things Found on Monsters Tabletops or in Lairs
d100 Angry Mobs
d100 Village Idiots
d100 Cops and Law Officers for Roadwar
d100 Rustic Rural Folk
d100 Stuff Hidden in a Humanoids Bed
d100 Stuff Hidden in a Monsters Nest
d100 What's in that Goblin's Sack?
d100 Petty Ghosts and Hauntings
d100 What's in the Dungeon Guard's Footlocker?
d100 Wonder What's in the Well?
d100 Roads and Travel Conditions
Various Tables: Dungeon Rush Shanty Towns
d100 Dungeon Seals to Trap Heroes
d100 Familiar Problems and Subplots 
d100 Wasteland Heroes
d100 Rent-A-Murder-Hobo
d100 Slumburban Bogans
d100 Crystal Zone Cornucopia at Last
d100 Magic Umbrellas
d100 Shanty Town Street Encounters
d100 Unwanted Things from the Back of Magic Shop
d100 Shanty Town Problems Revisited

2016
d100 Strange Wells
d100 What's in a Bugbear's Backpack
d100 What's in an Orc's Satchel
d100 What's in a Hobgoblin's War Trunk
d100 Gruesome Deaths and Punishments
d100 Humanoid Gang Loot
d100 How I Was Wronged by that Villain
d100 Magical Under Garments
d100 Random Strange Crypt Table
d100 Everyday Deaths
d100 Gothic Dungeon Dressings
d100 Colossal Dungeon Dressings
d100 Catacomb Dungeon Dressings
d100 Petty Undead
d100 Strange Memorials
d100 Strange Sarcophagi
d100 Strange Hermits
d100 Dungeon Vermin (revised little guys)
d100 Petty Bunker Problems and Gossip
d100 Magical Farm Animals
d100 Janitor Store Room & Locker Content Table Guest Starring Chad
d100 What's in that Clown Sack?
d100 What's in that Wizard's Sack!
d100 What is in that Cultist Hiding Spot?
d100 Lonley Ruins
d100 Mildly Suspicious Village Happenings (+more hell stuff)
d100 Weird Village Encounters
d100 Urban Rental Nightmares in Shadelport
d100 The Village is Rampant with Chaos
d100 Petty Lairs
d100 Super Hero Love Life Gone Wrong
d100 Sidekick Woes
d100 More Marvel love gone wrong
d100 Homes for the Wee Folk
d100 Quests to Xor
d100 Holes in Xor + New type of corridor
d100 Missions on Xor
d100 Nice Village Encounters
d100 Prison Carousing
d100 Rations
d100 Mobile Citadels
d100 Wonders of Xor
d100 Flotsam and Jetsam
d100 Villagers Mistake Adventurers For....
d100 Madmen and Their Monsters
d100 Fun Time for Evil Lords
d100 To The Court of the Overlord!
d100 Necro Mutations
d100 Poems and Why Your Bards are Lame
d100 Fairground Attractions
d100 Evil Commoner Secrets
d100 Strange Dreams in the Witch House
d100 Boulders
d100 Strange Little Shops I had Never Seen Before....
d100 Empty Houses In Shadelport
d100 Things Off Duty Devils Do
d100 Street Urchins of Shadelport
d100 Roadkill
d100 Petty Wands or Cantrips
d100 Blasphemous Books of the Black Library
d100 Kids of Nanny Binx for GoatQuest
d100 Evil Frontier Farms
d100 Urban Structures in Ruins
d100 Wasteland Compound Structures
d100 Space Wreck Loot
d100 Kobolds for Sale
d100 High Tech Bugs
d100 Greater Hauntings for Weird War One
d100 Reptilian Mutation
d100 Diabolic Mutations
d100 Village Carousing
d100 Whats in a Giant's Sack?
d100 Inhabitants of Strange Old Wilderness Shacks
d100 Chaos Goats
d100 Dungeon Boss True Love
d100 Ancient Dungeon Machine Rooms
d100 Wasteland Death Cults
d100 Krampus Pranks
d100 Philosophers, Part 1
d100 Goblin Gifts
d100 Elf Gifts
d100 Tainted Elfborn

2017
d100 Mystery Virgins

The Trouble with War

 Recently I introduced a war into my home game. Two factions aligned against each other and they began fighting in the capital of Bissel, Th...