Showing posts with label Players. Show all posts
Showing posts with label Players. Show all posts

Tuesday, October 11, 2016

Now Playing: '90s Superhero Name Generator

Anybody remember comics of the '90s? The bulging biceps, overpowered weaponry, grim anti-heroes and pouches galore? One of my previous one-shots was a tribute/send-up of those bizarre and gaudy adventures. To this end, I created the '90's superhero name generator. Now I'd like to share it with you. Create your own savage warrior straight from the fever dreams of Rob Liefeld himself! Characters with over-the-top names like Steel Soul or Kill Claw! Excelsior!

ROLL 1D10 ONCE ON EACH TABLE AND COMBINE THE RESULTS TO GENERATE YOUR '90S SUPERHERO NAME:
  1. Blood
  2. Death
  3. Kill
  4. Dread
  5. Iron
  6. Steel
  7. Diamond
  8. Grim
  9. Dark
  10. Tek

  1. Spike
  2. Fist
  3. Blade
  4. Stone
  5. Claw
  6. Dragon
  7. Tiger
  8. Flame
  9. Soul
  10. Star

Tuesday, September 27, 2016

Naming the Party

Today I'd like to share a few brief thoughts about the practice of having a play group choose a name for their team. While it may not seem important to most folks, I find that the practice of developing an official name for a party is a rewarding endeavor that can add another layer to player and non player interactions. There are a number of advantages to having an official moniker for your team, so let's go over a few of the biggest ones...

Primarily, it makes for an effective team building exercise between the players. Even just the process of dreaming up some options and discussing them as a group can help develop the bond between PCs and the nature of their group. This is why it is usually best to save this experience for after the group has been together for a session or two, so they can establish a dynamic. That way they have a better idea of what kind of name would fit them best.

It also gives your players an easy identifier to use over the course of the campaign. Being able to refer to their unit rather than just individuals will help them to have better shorthand in dealing with various NPCs. As a matter of convenience, being able to name your group is just plain useful.

It also makes it easier for your team to develop a reputation. A name is something that can be feared or respected, but first it must exist. Giving your team a memorable title is the first step toward hearing it whispered and screamed to the heavens. It's a nifty dramatic feature that might even be used as the title of your campaign itself.

A team name can range from silly to imposing, but the important part is that the whole group enjoys the name and identifies with it in some way or another. You can easily cue up the process of brainstorming the group's name in a number of ways. An NPC might ask the players to introduce themselves as a unit, or they might start showing up on wanted posters. However it comes up, you can then ask the group to decide on what they want to call themselves going forward.

Here are some examples of typical adventuring party names:

  • Vox Machina (Critical Role)
  • The Crew of the Mynock (Campaign Podcast)
  • The Crazy Partiers (One Shot Podcast)
  • The Fellowship of the Ring (The Lord of the Rings)
  • The Rat Queens (Rat Queens)

Hopefully this gives you a bit of motivation and inspiration for developing a group name in your own home games!

Happy ventures!

Tuesday, September 20, 2016

Working Around Absentee Players


Every now and then, or maybe more frequently than that, players will announce that they will miss your regularly scheduled game session. The various responsibilities and inconveniences of life will crop up and interfere with someone's recreational plans and suddenly your group is minus one PC.

Regardless, this can happen at some very inopportune times for your gaming group. If your last episode ended with a dramatic cliffhanger, it can be very frustrating when a player suddenly drops out of the next session.

I have experienced my fair share of cancellations and missing players. Fortunately, these adversities have only driven me to develop better skills at working around the absences at my game table and keeping the campaign on track. When I handle the players' temporary departure, I prefer to find a way to remove the character from the action temporarily if possible. If I gave that character to another player or used them as an NPC, I would need to make sure that the character wouldn't be placed in serious jeoparady. It would be unfair to let a player character come to harm when their player is not present. So instead I need to find ways to explain why the PC has been taken out of the action.

Here are a few of my favorite tricks for explaining a player character's sudden disappearance from the adventuring scene. Most of them are based around the current context of their character within the adventure. The explanation should ideally make sense based on the state of this individual character and what they might be doing while their player is gone. The DM or another player will probably need to volunteer to role-play the character for a scene or two to establish what they are doing during the episode.

Has the character been hurt in the previous session? You can easily justify their absence as being part of a process of recovery. Even if a healer can restore their hit points with a touch... for narrative purposes it might require hours or days of bed rest before the character is ready to hit the road once again.

Has the character recently been embroiled in some personal drama? This kind of situation could justify a temporary departure from the group in order to explore these new developments. After being 'off-screen' for a session or two, they may then return with new information or story material to progress things along. This time spent away from the group doesn't have to be described in detail, but you can summarize what happened during this period when the player returns.

If your game session begins in the middle of an encounter or a dungeon delve, even more creative solutions are in order. Don't worry about bending the rules to have an absent player's character conveniently knocked out right before a fight. If there is a narrative need for it, just assume it can happen. Additionally, a character might be beset by any number of unexpected inconveniences. From suddenly passing into a mystic vision quest to being enchanted into a hypnotic haze.

Could the character have another reason for being absent? Maybe they remove themselves from an encounter due to a conflict of interest with the party's enemies? Maybe they temporarily lose hope in the mission? Whatever the case, try to be sure that it is an explanation that the missing player would agree with. Don't make it humiliating or harmful to the player or character. There is no need to punish a PC for missing a session.

When more than one player is absent, it works best to integrate these missing characters into a single explanation. Maybe two players are running errands in the local marketplace together, or maybe one is tending to the wounds of the other. If half your party can't make it, it might be a good idea to run a one-shot or sidequest instead of your main campaign. After all, a good group works best when they are at their full complement.

It may be rough going sometimes, but figuring out how to fill in these gaps in the story and work around adversity is how you hone your creative skills as a game master and story teller. Don't let yourself get discouraged next time you see an empty seat, take it as what it is... a test of your narrative instincts!

Happy ventures!

Tuesday, September 13, 2016

Good vs. Evil Choices: The Path Not Dared


Moral quandaries are a mainstay of any RPG with a strong narrative focus. Presenting the players with a difficult choice, forcing them to reach a crucible that will define their characters growth and future adventures.

But it is all to easy for these choices to be presented as somewhat assymetrical, with one option providing much more favor or appeal to the players than the other. I have never liked that imbalanced way of presenting a problem. It tends to skew the majority of players toward the most pragmatic solution. They might decide to go against the grain for purposes of role playing, but the chances are high that most of the players will go with the 'smart' decision to maximize their returns.

A common example of this is a game in which the 'evil' options of burning down castles and stealing loot are easier to execute than the 'good' option of managing things diplomatically and being honest. If the DM is treating the the most heavy-handed tactics as the most effective method for players, it weights the game toward favoring those kinds of tactics.

That's why I believe it is important to balance the options evenly against one another. The consequences might take different forms, or take effect at different times, but they should always be present. Blowing up a monastery like a madman might settle the ninja problem temporarily, but the emperor will expect the players to answer for it. It's important to have risks and benefits for every path. Risks and consequences are the source of drama, and drama equals entertainment!

With this in mind, make sure that you don't leave players with an easy path to victory. When the players are challenged to choose between two equally perilous options, they are more likely to make a decision based on what kind of story they want to experience rather than basing their choice on practicality. Make it clear that there are no easy answers, just ones that are compelling and challenging. Once they realize that there are no shortcuts, they will be more prepared to enjoy the journey itself. And enjoying the journey is what the tabletop RPG experience is all about!

Happy ventures!

Tuesday, July 26, 2016

Encouraging Risky Business


Nobody ever became an action hero by playing it safe. If you wanted to tell stories about people staying home, filing taxes, or doing their homework, you don't need any game engine or simulation. Tabletop RPGs are about excitement, adventure, and dynamic storytelling. So the last thing you want is a group of players who are timid and overly cautious about their character actions. You want them to feel compelled by the drama of the game, but not paralyzed with fear.

If your players are too nervous about a trap in the next room, they may linger outside it for far too long trying to find a way around it. If they feel like taking action against a planetary governor will get them into too much hot water, they may not even follow that plot hook. You need to encourage them to feel comfortable taking chances in order to get the most entertainment out of the chosen adventure path.

The method for accomplishing this is two-fold: The old carrot-and-stick approach.

The Carrot is the promise of reward that will drive the players to take more chances. Whether it is loot, character advancement, or the promise of plot-specific rewards like promotions or new allies. It's important for the players to feel that taking chances will pay off in the end, so they will continue to follow the adventurous opportunities that you place before them.

The Stick is the threat of danger posed to the players, but not in a vindictive manner. Instead of threatening to hurt the PCs if they fail to act, I prefer to establish a different kind of conceit... bad things will happen no matter what. Enemies will strike against them, treasures will be lost, NPCs will be endangered... these are all events that may happen in the story no matter what. The key is to show how fighting against these threats and taking decisive action can mitigate their effects. So when your players fail to investigate the ninja monastery, they will surely be ambushed by ninjas when they least expect it. Next time they know better, and will take action before the problem gets out of hand. Better to take on the challenge on their own terms than let themselves be blindsided like that again!

By establishing that bad things happen no matter what, you should remove the overwhelming fear of consequences from the players' thought process. They should be focused less on what is dangerous, and more on what is a compelling course of action.

Of course players should make their decisions based on logical reasoning. Reckless and chaotic gameplay provides diminishing returns in terms of entertainment. But as the game runner, you want them to be willing to face threats and embrace high-risk high-reward actions in order to keep things exciting. So you show them that danger is inevitable and bold action reaps great benefits! By combining these two concepts you will create a much faster-paced and enthralling environment for your players. Put them to use and enjoy the adventures unfolding before you!

Happy ventures!

Thursday, July 14, 2016

Open Communication


I would like to take a brief moment to emphasize the importance of player and DM communication, once again. Even with as much time that is spent around the game table during a typical game session, it is easy to forget to take time and interact with the players rather than just the characters. Even if you are rushed for time at a comic book shop or convention, it helps to take some time to be congenial and personable with your game group. Don't make the game more important to you than the people playing it.

And don't jump the gun on getting things started, either. Give the group adequate time to greet one another and make sure introductions have been made. If you are running a more casual game with friends, schedule some time before playing to enjoy the company. Tabletop RPGs need not become a chore to be completed as soon as possible. 

At the end of sessions, allow your group a wind-down, if possible. Take some time to reflect on the game and share some favorite moments between friends. If there were any issues that need to be addressed, or changes to be made to the game, wait a bit before discussing it. After a while has passed, you may ask your players what they enjoyed or didn't enjoy about the session. Listen carefully to their answers, and be considerate of their feelings. Don't take criticism personally, use any input they provide constructively, to create the most enjoyable game experience possible. Remember, clear communication is the key to the best games and adventures! 

Welcome self-expression in your game group, and invite an open dialogue with your players about the game and your contributions to it. Better to keep things above board, and invite an open forum of opinions and ideas than to ignore them for the sake of keeping a campaign running. Players make the game, so take the time to listen and share with your fellow adventurers. Your tabletop endeavors will be all the more fruitful for your efforts.

Happy ventures!

Thursday, June 23, 2016

Get a Clue: Providing Hints to Your Players


There always comes a point in your game mastering career in which your group will get thoroughly stumped. Especially with new players, there will come a time in which they just don't know what their next move should be. You don't want your game to grind to a halt, so it often requires action on your part to get things moving once again. When this happens, you should remember to follow a few simple rules to clue your players in on what they could do.

Be friendly.

Don't let your players feel bad about needing a a helpful cue. If the entire group is stuck on a problem, it is very likely that you may have missed providing them with important context. In any case, shame or embarrassment isn't a productive emotion at your game table. Be encouraging when you present the players with new information, and don't make a big deal about the fact that you are offering some extra help. Keep it as seamless and casual as possible.

Keep it subtle.

Give them a starting point from which they can draw their own conclusions. Point them in the direction of an answer. A favorite tip of mine is to remind them to check their character sheets. Often there is an ability or tool that they have not considered that could be the key to progression. Remind your players that their character sheet is a list of the special and unique ways their character can influence their environment and tasks that they can accomplish. 

Be open to ideas and suggestions. 

You don't always have to shepherd your players to a particular course of action when they get stuck. Sometimes it is as simple as reminding them that the GM will welcome their own ideas and inspirations. "Make me an offer," is a good attitude to have. "How do you think you want to handle this?" Let the players present you with an option rather than vice versa. In this way, you're offering encouragement more than dropping a hint. 

Ask Questions.

You can also provide the players with inspiration indirectly by asking them your own questions. This is an easy way to provide a hint while letting the players come to their own conclusion. "How do you want to break into the vault? Did you notice anything odd about the prince's behavior?" These kind of questions highlight things that the players should be aware of or consider without directly instructing the player on their next course of action. That's your main goal, to help the players reach their own decision and feel a sense of personal agency.

Be patient. 

Don't rush to throw out new suggestions and information right away. For a lot of players, preparation, discussion, and problem-solving are an entertaining part of the entire process. If your players are having fun, don't interfere with it. Wait until you notice signs of actual frustration before you jump in with a hot tip. A big part of game mastering is watching and observing your players and their interactions. It also gives you a chance to rest and prepare game notes in the meantime. Listen to what your players are planning and thinking so that you can provide them with the proper information when they are ready, and so you can be prepared for their next action.

Don't panic when things get bogged down. 

There's always a way through for players and game masters alike to keep the session fun and exciting. Remember these methods and you won't leave your players helpless when the game gets tricky. Provide them with some helpful prompts, listen carefully to their questions, and you will have your campaign back on track in no time.

Happy ventures!

Tuesday, June 14, 2016

Character Creation: Background Notes


When you get a group of adventurers gathered round the table for a new pen and paper escapade, it pays to establish some details about their characters' history and defining features. However, it is very easy to make the mistake of under-preparing or over-preparing when producing this information, which can result in some problems later in your campaign. That's why today I'd like to share my best advice for devising concise, useful notes that describe a PCs background and defining characteristics.

First off: I strongly recommend that all players are given an opportunity to prepare these notes before the game begins. Take a little time at the first session to walk the players through a few questions about their characters. These questions pertain to the basics of their new character's identity. You may ask two or three, something along the lines of: 

What was your character's childhood like? Why did they choose their current career? What motivates them to adventure with this group?


If they simply answer these questions with a single statement, that's enough to get them started. If they are inexperienced, or short on ideas, they could draw inspiration from their favorite character from books, movies, or television. And if you want to make things even easier to coordinate, you might even invite the players to gather and create their characters cooperatively, in a sort of prologue session before the game begins. That way the players can familiarize themselves with each other's backgrounds and integrate their storylines and roles in the party.

This brings me to my next point... keep the backstory light. I highly discourage players bringing extensive notes on their character's history and personal details. There is rarely enough time for every player to read pages of exposition, and it puts the group in the uncomfortable position of becoming an audience for your own narrative, or setting aside your detailed synopsis with a "Too long, didn't read."

One or two paragraphs, tops. That's all that is needed to establish the basics of a character. The rest is far more interesting when presented through role play in the campaign itself. Encourage the players to follow the old creative writing standby of "show, don't tell." Instead of learning that the wizard started out a pauper from exposition, give her the opportunity to reveal more when she meets an urchin in need. Instead of hearing about the death of the gunslinger's parents in a tedious monologue, see what happens when he finds out their killer has been seen in a nearby township. Let the party learn more and more about each other organically as the campaign progresses. 

Speaking of which, there is another trick that will help all of this go smoothly... leave lots of blanks to fill in later. There will be so many opportunities to add details to a character's backstory during the campaign, so don't waste your chance by telling their whole story right away. Especially when they can find ways to tie their story in with the other characters and the setting itself. They might ask for their character to be in the same thieves' guild as another player, or a former student of a prestigous military academy that their team is now visiting. Better to leave some options open than to remove the possibility of adding these elements at a later point.

You want the characters to think about their characters' backgrounds enough that they have a starting point for playing out their motivations and behaviors. But you also want the flexibility for them to develop a backstory over time, the ability to collaborate with the group, and to convey their character concept clearly and concisely. If you follow these basic guidelines, your players should have a head start when it comes to understanding their new character. Keep it light, keep it simple, and keep it fun!

Happy ventures!

Thursday, June 9, 2016

Free Form Fever: When Players Run Wild

Via Calvin and Hobbes, Bill Watterson
I want to take some time to talk about a strange anomaly I have noticed crop up when a player is brand new to tabletop RPGs. Some, but not all, players will fall prey to this condition when presented with the freedom of choice and action found in pen and paper gaming. I call this phenomenon Free Form Fever.

F.F.F. occurs when a player who is used to video games or other media is presented with the total freedom that comes with the tabletop. Their first instinct is to test those boundaries. This often results in them making a series of seemingly nonsensical decisions right off the bat. "I can do ANYTHING?" they muse. Then they test that idea out. The most common way I have seen players do this is by acting out. They will play their character as belligerent or corrupt. They will pick a fight with an NPC for no reason. They will choose to take blatantly evil actions for no good reason. 

Another category of Free Form Fever results in players trying to deliberately de-rail a game or purposely playing to lose. These players want to test the resilience of the DM, out of sheer curiosity. What if I choose not to save the princess? What if I refuse to leave the safety of the town? Such players might choose to turn the game into a farce, gawping and guffawing while they fail to accomplish anything useful. 

Why does this happen? Most often it is because they have never imagined a game that is so unrestricted and subject to the whims of their own imagination, so their first instinct is to try things that they wouldn't normally be allowed to do. (These players will often be initially drawn to evil or nefarious characters for this reason.)

Fortunately, this doesn't mean that they will keep playing like this forever. I have seen a lot of players start out this way and mellow out over time. They just need to come to the inevitable realization: This style of play just isn't that much fun. There is much more enjoyment to be gained by facing and overcoming the challenges of the campaign, by playing a character with complex motives and behaviors, and by engaging personally with their fellow players. It's just up to the group to help them realize this.
Via Animaniacs, Warner Bros.
Patience is key. I implore DMs not to give up on players who start out poorly. Allow them to work through these early stumbling blocks. Show them that their character's actions have consequences, and keep presenting them with the opportunity to move on and progress, Of course there may be some cases in which a problem player might not work in your group (which is why I encourage screening players for compatibility with your group before inviting them in) but in many cases, it's just a simple case of The Fever.

The biggest challenge of facing this issue is to not take it personally. The player is simply making a rookie mistake and following a style of play that they think will be the most fun for them. Their fellow players may or may not feel the same way. You may have to devise ways for them to work around the feverish player's antics. Keep in mind that the majority of the party may choose to veto a rambunctious players' antics if it is not in the party's best interest. In this case, your main goal should be to make sure it is all fun and games without hurt feelings or emotional distress. You may just have to play baby-sitter for a bit.


Above all, don't punish the players out of spite. Allow them to suffer consequences for poor or reckless action, but don't put yourself in an adversarial position against them. If they cross any boundaries that you feel will cause your play group to feel uncomfortable, it is time to take a time out and handle the problem outside the game. Otherwise, just keep patiently working with the player until they are ready to settle into the game.

Not everybody starts out with a knack for playing and interacting with a tabletop gaming group. Don't dismiss anybody out of hand because of it. Watch and wait, and these players just might surprise you. Yesterday's yokel might just become tomorrow's heroic adventurer. And that would be a satisfying journey for both player and DM alike!

Happy ventures!

Tuesday, May 31, 2016

Game Mastering vs. Authorship


In my tabletop gaming experience, I have noticed that a lot of game masters also happen to be aspiring writers. They will take their  passion for creativity and focus it into the craft of building and running adventures. And yet there is a distinction between game mastery and typical creative writing that needs to be recognized in order to avoid some major pitfalls in your campaign.

Game mastering is not intended to produce stories worthy of publication, nor should it be used as a means to do so. It is a participatory creative writing exercise. It is ideas shouted out by friends around a table. It develops and changes at a whim, and the entertainment comes from the act of playing and experiencing the narrative.

Novels, movies, and other media don't work like this. They are crafted with time and care before they even reach the point of publication. Like a sculptor working a marble slab, parts are cut away and molded until they are just right. These stories are the result of outlines, revisions, rewrites, and planning in order to convey some very specific themes and ideas. You won't get a great novel out of a roll of the dice. Luke Skywalker's encounter with Darth Vader isn't contingent on either party scoring a critical hit. You'll never have total creative control over dice or players' actions. Nor should you! Someone who is trying to play author at the game table can be disruptive and creatively stifling to their fellow players.

Tabletop RPGs are a great creative exercise, but they are not a means for producing creative content worthy of publication. So don't try to force it into that. If you find that too much of your creative energy is monopolized by gaming, it is okay to take a break and work on your novels or short stories. Find the time to enjoy the freedom of creative control and free time to weave the kind of tale that you want to tell. You might even collaborate with someone. You will have the ability to incorporate specific themes and establish a beginning, middle, and end as you see fit. It's healthy, fun, and mentally stimulating!

But I have seen too many players and GMs try to apply these methods to the tabletop. They try to 'author' their campaign, and become frustrated when things don't work out like they planned... The players start burning down the world a GM tailored for a specific story, and they take it too personally. Or a player gets frustrated because the GM isn't focusing enough on his quest to find his long-lost parents. They need to take a step back and reconsider how they are approaching the game.

It's really fun to listen to a tabletop campaign featuring creative players, and there are many podcasts that give you the opportunity for just that... there are also places where you can watch creative people play video games with fun commentary. These are forms of entertainment that can be fun, emotional, or dramatic. But it's not authorship, and it doesn't need to be. 

So don't try to turn your boat into a car. If you find yourself running or playing a game with a specific story in mind, or hoping to publish the events of a Dungeons and Dragons adventure as a short story or novel I encourage you to consider it carefully. Because you'll find that authorship and role playing work cross-purpose. Instead simply use RP as an outlet to stimulate your imagination, and channel that energy into other creative endeavors away from the tabletop. The Dragonlance books and Steven Erikson's Malazan series were both inspired by the worlds and characters of the authors' RPG days. They used elements from their games and turned them into something they could work into a narrative. If you do the same, you can still be a good author as well as a good player. Both your campaign and fellow players will benefit greatly from it.

Happy ventures!

Thursday, May 26, 2016

Asking the Right Questions



When you are a player at the game table, it is important to engage with your DM. Clear and open communication within a gaming group is one of the best qualities it can have. And there are certain kinds of questions that will serve to enhance your campaign when asked, just as there are certain unproductive questions that might slow things down.

The kind of questions that game master wants to hear are those that engage with the setting and help to define the details of the game. If the player is asking questions to clarify certain aspects of the game, that's great! What does the door in front of us look like? Can you remind me what the squire's name is? Sometimes the DM might even have failed to communicate an important detail, and it might be brought out because the players asked the right question. If there is a give and take between players and the person behind the screen, the game will run much smoother as a result.

At the same time, you will want to avoid questions that the DM is obliged to not answer. The DM's job is not making decisions for you, or providing obvious hints to guide your actions.

The DM is not supposed to answer questions like "Is this a good idea?" or "Can we win this fight?" Instead, ask contextual questions that will give you the means to make the decision yourself. So instead of asking "Can I roll to climb this cliff face?" you want to ask "Are there handholds in the rocks?" Instead of "Can we win?" ask "What are the bad guys armed with?" Try to draw out details about the game world. Make sure you know what the facts are so you can act upon them. Then declare the action once you are prepared to undertake it: "I begin to climb the cliff." If the DM decides you can't do something for some reason, they will let you know. As a game-runner, let me say that I prefer when players proactively attempt something than when they wait and play "Simon says" to get my permission. (If it is a particularly misinformed decision, the DM may provide a brief warning just to be fair.)

You also want to avoid too many tangents and divergences. Your teammates won't be thrilled if you spend a half hour asking about the menu at the local tavern, or gathering details on the whereabouts of your favorite NPC for no reason.

A good game runner will welcome questions that suggest immersion in the game. They will welcome the opportunity to engage in a dialogue with the player and extend their creativity. So remember to ask questions about the game without prying the game master for meta-knowledge or suggestions for what to do next. Turn your game into a creatively fueled conversation and enjoy the benefits of the cooperative environment.

Happy ventures!

Thursday, May 12, 2016

Don't Make It Weird (Part Two): Romantic Interactions


Role playing games are often used as a way to explore fun stories about human experiences. Part of the enjoyment of the activity comes from playing out the highs and lows of fate and emotion to tell a compelling story. And obviously love and romance is a universal aspect of our lives that we have all been affected by in some way or another. It's only natural that it will become a part of our tales of the tabletop as much as it is in books, television, and film.

However, its application in the world of the tabletop opens up an infamous can of worms that can cause any number of problems. It's already risky enough when the idea of love and sexuality is brought up as a public affair among a group of individuals who each have their own views and feelings on the subject... especially when it is being brought up in a hobby that is mostly action and escapism. 

If you are going to broach this complicated topic at all, it had better be with a group of friends who are well acquainted and comfortable with one another. And even then, it should be treated with caution. You might not know your friends as well as you think you do, and this is one of the easiest ways to stumble through personal boundaries that you shouldn't cross. Always show respect for your fellow players. Don't direct these narrative elements at them if they are unwelcome, regardless of your own opinions about it.

Additionally, there should never be any romantic entanglement that might affect or be affected by a real-world relationship. This means you don't want anyone to use the facade of the game to flirt with or harass another player. Any violation of this rule should be addressed swiftly out of game, and discussed individually with the parties involved. 


Professional actors may be able to play out romantic entanglements with one another without actual emotions involved, but most players are not Hollywood performers. Real world relationships or drama have no place in what is supposed to be a playful diversion in a world of fantasy. The couple who acts out their intimacy at game night is destined to quickly become an unpopular part of game night. Same with the person making creepy passes at another player "in character." Cut this behavior out before it wrecks your group. (As always, it is best to screen your group beforehand for problem players who might violate these principles.)

If there is an element of sexuality in your game, subtlety is preferable to build a sense of comfort and camaraderie around the game table. I always found it odd the number of stories I have heard about players wanting to thoroughly role play a liaison with a dryad or such when said fairy folk is being acted out by their own buddy, Steve. If there is a number one reason that such rendezvous always turn out to be a deadly trap, it must be this one. It's problematic and unnecessary.

The main thing to keep in mind when this comes up is to know your group's feelings and boundaries on such subjects, and pay attention to when they might change. If a player expresses discomfort, or seems to be bothered by something, be ready to pivot as necessary.  If your group is completely comfortable with the way things are being handled, all is well. But once again, you can't always be one hundred percent sure that they will be, and it is tricky to make amends once somebody has gotten disturbed. Handle with extreme caution and responsibility. When it comes to players, if you are unsure about if they will be uncomfortable about something, it is usually best to ask in advance. If the idea of asking makes you feel uncomfortable yourself, it's probably a sign to just nix the idea altogether.

And absolutely none of this business.
That being said, the best and most easily executed romantic subplots in RPGs are those between NPCs. Getting the players involved in a retelling of Romeo and Juliet, or threatened by a villain's vengeance-seeking lover is a good way to include these story elements without an issue. 

The next best type of in-game romance is between PC and NPC. A main character with a significant other is one with a ready made plot hook and potential emotional investment in the campaign. Their character will have a lot of opportunities to express themselves through their interactions with such an NPC, and the game master has the ability to introduce new plot twists through this relationship. Such a relationship should always be primarily directed by the PC, not foisted upon them by the game master. This is another way you can show respect to your players and let them tell the kind of story they want for their character. 

Finally, player character to player character romances are the most complicated and difficult to justify. While they can add a level of intrigue to PC bonds and interactions, there are better connections to be drawn between characters. And it is also difficult to keep such an association interesting over the course of long term RP. Some really drama-oriented players can handle this, but it's no small feat.

There are a number of story-based systems that integrate romance and all kinds of interpersonal melodrama into the gameplay, so if that's the kind of thing your group wants to do, more power to ya!

In summary: respect your players, their feelings, and their personal boundaries related to this subject. Handle everything in a way that can be agreed upon and keep your players comfortable. Above all, keep your games light, fun, and enjoyable for the group.

Happy ventures!

(Part one of this series, on race and prejudice, can be found here.)

Thursday, April 21, 2016

A Quick Note on Splitting the Party

(Hey all, I got kind of swamped at work this week so instead of a full entry, today I'm just sharing a few off the cuff thoughts on a common problem.)
Pictured: the most famous party splitters of all time
There are a number of good reasons not to split up an adventuring party at any given time. Firstly, most of the encounters in a campaign will obviously be designed and balanced to accommodate the full complement of players and will be difficult to overcome with partial strength. Secondly, your party members are made with special abilities and powers to support and aid one another and it would be foolish to waste those resources.

But the top reason to not split the party is to show respect for the your fellow party members and the game master. Splitting the party forces your GM to do double duty and divide his attention between more than one scenario at the same time. It also creates a situation in which players have to wait for long periods of waiting for their allies' scenes to finish before they can play out their own actions. Overall, it's a less than optimal setup that undermines the cooperative nature of the game.

There are ways to run split-party scenarios that can be fun and intuitive, but they have to be executed carefully. A crafty game master can come up with things for a player to do when they are not in a scene, like playing NPCs or helping with the battle maps. They can create encounters that can allow for the players to break into smaller groups in order to fight on two fronts. They can even encourage party-splitting as a regular technique in their game sessions.

But this needs to be something that is planned for. If a GM doesn't feel ready to handle it, or some of the players aren't up for it, don't do it. It's an off-beat style of RPG gaming that is infamous and criticized for a reason. It's not just reviled because it kills your players, it's disliked because of its tendency to kill their fun. And that's the worst thing that could possibly happen to your favorite tabletop campaign. Be smart and stay close to those who bring out the best in you... your fellow player characters!

Happy ventures!

Tuesday, April 12, 2016

Full Speed Ahead! Committing to a Course of Action


It takes a lot of words to win an argument, but only one punch to start a fight. 

I say this because I have seen many attempts to deal with situations diplomatically in RPGs that have resulted in combat anyway because of that one hot-headed instigator. If somebody panics or decides to change the plan, things can go sideways pretty quickly. And not always in a good, dramatically appropriate way. I'm talking about chaotic hour-long derailments that slow things to a crawl. 

There's only so much a DM can do to prevent this while still keeping the game fairly balanced and challenging. The problem at its heart is not that the challenges are too difficult, but that players often have a tendency to fluctuate between plans and approaches to the encounters they face. They spread their resources too thin, or try to hedge their bets between two separate strategies simultaneously.

That's why one of my number one pieces of advice for players is to commit to one plan at a time. Each player may use their own methods and adapt to the situation as it evolves, but they should all be on the same page as to their overall goal. If they have decided to sneak into the bank vault in disguise, then you don't want to turn it into a breaking and entering heist unless you absolutely have to. If, like I mentioned before, you are attempting delicate negotiations... don't enter the room with weapons drawn. If the party chooses one approach at a time, the game will run smoother and you will have time for more fun stuff than if it becomes a chaotic mish-mash of ideas.

Is there a time and place for players going renegade or changing up plans on the fly? Sure! But not during every single encounter. If each player in the party is working towards a different goal, the encounter will naturally become more difficult than if they were working together. If this happens on a regular basis it can be a real slog to get through. A change of plans is best when it is based on new information, or as a last ditch effort.

Similarly, when the team decides on a course of action, it should be decisive. I abhor moments in which players try to avoid tough choices or dangerous situations. If there are two ancient factions vying for your loyalty, denying them both gets you nothing. If there is an ancient treasure on the other side of the trap, negotiating for hours about who will risk it will be tedious. It is far more interesting to accept the consequences of a perilous choice and see where the story takes you than it is to try to play it safe and do nothing. Players should feel comfortable in making a decision and committing to it, seeing it out until circumstances dictate a clear reason for them to change. I strongly recommend to my players that active, decisive role playing will result in the best adventures and entertainment in general. The goal is fun, after all, and what is more fun than facing risks with steely determination?

Happy ventures! 

Tuesday, April 5, 2016

Game Mastering For Large Parties

Vox Machina, the large party of Critical Role via Geek and Sundry
Tabletop gaming groups come in all shapes and sizes. But ideally the size of a group is a game master and somewhere between three and eight players. I tend to categorize these party sizes into the following classifications:
  • Single player
  • 2-3 Players: Small party
  • 4-5 Players: Standard party size
  • 6-8 Players: Large party
  • 9+ Players: Huge party
If your group ever reaches the size of a huge party, I recommend splitting into two groups or recruiting one of the players to act as a second game master. You will need help managing and coordinating things anyway, and it is a good way to reduce the burden of so many players. When it comes to large parties, it can be difficult to keep things going smoothly and efficiently. Here are a few useful tricks you can use to make sure that your game is still a success and doesn't leave anybody left out...

Keeping It Moving

The first big challenge posed by large groups is the chaos that they bring with them. It is difficult to track all the players and divide your attention equally between them. That's why it is important to focus on giving each player a time in the spotlight. Ask quieter players what they would like to do if they have not contributed in a while. Make sure you have everyone's undivided attention when you speak as DM and provide new information to the group. 

You will also need to reduce the amount of time that players spend on each turn. In order to keep things from grinding to a halt and leaving a lot of players waiting in boredom, advise your players to be thinking about what action they will take before their turn even comes up. If a player is stumped and unable to come up with something, it may be a good idea to have them delay their action and let another player go before them. By doing this, you can have the more gung-ho players make their moves while the ponderous ones prepare their own strategies. Everybody gets to take their turn, but it cuts down on time spent waiting for a single player to make a decision.

Another useful trick to help you manage the game is to assign specific jobs to certain players, like tracking initiative, or moving miniatures on the map. This saves you a lot of valuable time, and reduces the strain of having to do everything yourself. And speaking of maps, remember that maps, tokens and miniatures are extra important when you are playing in a large group. It is very difficult to track the relative positions of so many players in the game world without some sort of visual aid. Don't neglect this vital aspect in your large scale adventures.

Screenshot from Community, NBC Television
Useful House Rules For Large Groups

When running encounters, keep in mind that a single round of combat will take a long time to get through. With so many players in the mix it will be hard to get through a single revolution of the game table in a short period of time. With this in mind, I recommend using house rules to maximize the amount of action contained in each turn. Let the players take an extra bonus action from time to time, or let them travel a little bit further than usual with each move action. 

In some games I run, I might tell a player "It will take your entire turn to draw that large weapon, but you can use it next round." But in a game with a lot of players, that would be dooming that character to waiting for a very long time while the rest of the group completes their actions. That's why I will speed up the rate of in-game time, allowing certain actions to take less time to perform than they usually do. It's not game-breaking as long as you implement it equally across the characters and enemies. Just keep the action economy cheap and fast. Let players do three things per turn instead of two. Make sure that a lot more happens in a single round in order to keep things interesting.

In the same vein, I recommend turning up the damage output or turning down the hit points as much as possible. Since turns go very slowly and take up a lot of time, you want to make sure there are fewer of them per combat if you want the encounters to run for the right amount of time. In order to avoid tedious slogs, create a dangerous combat environment in which each action and attack has more impact. With a large group you might have a small fight that takes more than fifteen minutes but only lasts three rounds. Make sure that you can resolve a lot of action in those three rounds. If the players have barely scratched the enemy, or are barely threatened themselves, it's going to get real dull. Tweak combat stats as necessary to prevent this.

Conclusion

Large parties can be a real challenge, and they are not ideal for an inexperienced game master. However, the methods listed here can alleviate some of the more problematic issues of this kind of campaign. Go into the game with full knowledge of the obstacles it presents, and use whatever methods work best for you to overcome them. As long as your group gets along well with one another, a good time may be had by all. Enjoy sharing in the adventure with your innumerable band of heroes.

Happy ventures!

Thursday, March 31, 2016

Rule One: If This Is Your First Game Night, You Have To Play!



I once had a player ask if he could bring a friend to game night. Of course, I said, the more the merrier! We had space at our game table and room in the party. But then he said they wanted to spectate rather than actually play... sorry, but that's just not a good idea. You see, when a group gathers to play a game there is a certain rhythm the group has to find in order to keep things running smoothly. This rhythm is based around the interaction and cooperation of every player in the group. Having somebody present but not participating is just going to throw off the basic inter-personal dynamics the game is built around. Frankly, it's just bad mojo.

Instead, I encourage game runners to find a place for new players that allows them to ease into the activity without becoming a distraction. They don't have to be put in the spotlight, but not including guests could become boring for them, and discomforting to the players. Give them a minor role that allows them to operate on the fringe, but whatever you do don't have them just hover on the outskirts with nothing to contribute. If nothing else, the presence of a non-participating player will be distracting or make your group feel excessively self-conscious. Tabletop RPG is not a spectator sport. It's based around the dynamics of the group, so the whole group needs to be involved in some way or another. 

A lot of the time, a reluctant player might be that way because they feel like they are a burden or are exceptionally shy. It is important to make sure your players feel comfortable at the table, especially if you have one that is timid about participating. Make sure that there is a positive and welcoming attitude among your gaming group before you introduce this new element. Everyone should be able to view each other as equals at the game table. The word 'noob' has no place in your game. There is nothing to gain through posturing or bragging about your tabletop experience, nor in diminishing another player for being new to the hobby. 

If the new player is intimidated by the rules, pair them with a player who can help them out. Be patient with them and encourage the other players to do the same. Remember that the best thing you can do for the pastime of pen and paper gaming is to demonstrate how fun and inclusive it is, making a good impression and showing how much fun it can be. 

Don't let your game become a competition between players. Highlight their importance to the team and encourage your group to make them feel welcome. Keep in mind the advice I have laid out for dealing with Watcher player types. If they are a one-time player, find a key position for them to take, like playing an established NPC character, or a PC with a connection to one of your regular players. Be creative and show them enough attention and care that they and your group feel okay about their inclusion. In the end, a new player that enjoys themselves is one more player that might come back to play again, or even start their own gaming group. Creating a fun and interactive environment is the best way to spread the tabletop gaming love!

Happy ventures!

Tuesday, March 29, 2016

Character Creation Part Two: Assigning Roles.

"Know Your Role"

When your players build their characters for an adventure, choosing their roles and assigning values to their skills and abilities, it is best for you to keep in mind how the group will fit together as a whole. One of the key principles behind any good RPG is that each character fulfills a unique purpose and gets to do something special that nobody else can do. If there are two characters of almost identical design, it is likely to cause a problem. Someone is going to feel left out if another party member is just as good at everything their character is geared towards.

This is why it is important to establish who is playing who in any given campaign before the game begins. Don't push it off until later, when your PCs are already stepping on each others' toes and arguing about which of their two computer hackers gets to break into the mainframe this time. If two players want to play characters that are functionally identical, discuss with each of them how they might adjust their plans to keep their characters from being redundant.

Overlapping Roles

This is not to say that there can be no overlap between the strengths and abilities of two player characters. It can actually be a lot of fun to have two similar but different characters team up and work together.

The rule of thumb to use when determining whether two characters can co-exist effectively is this: Do they use different methods to achieve the same results?

If so, it shouldn't be a problem for them to both operate on the same team. For instance, a thief who is a master of disguise could pair very well with one who is a cat burglar. A bard and a sorcerer are both charisma-based magic users who have very different techniques. An armored warrior and a nimble fighter could each bring their own flair to a heated battle. There is no problem with having multiple characters of the same class or archetype as long as they are designed to behave differently when put into action.

The issue of identical characters is not quibbling over who gets to play what, it's a matter of avoiding situations in which a player character becomes the "spare tire" that isn't really needed. You could still run a game with a party of all wizards, or all fighters, as long as you make sure each of them has a unique style that doesn't entirely duplicate another player. It's fine to have two characters with a lot in common, just don't let them share so many of the same features that they are indistinguishable.

Variety is the key! If you have a game with a party of police officers, they should each still have abilities and skills that make them unique, like the SWAT guy, the detective, and the negotiator. Don't let players play bland or generic characters, let them play a role that has distinction and a lot of character. Consider classic superhero teams like the Sailor Scouts or the Power Rangers, where the heroes have powers that are similar, yet each has a unique weapon and special strength, like the brains of the operation or the charismatic one. Don't obsess over making every character absolutely different from every other party member, just stick to these general principles and your game will be just fine.

Fulfilling a key responsibility on the team is a big part of a players' enjoyment of the game, so it is important to make sure each player has their own. Sometimes you might even run campaigns that have pre-set positions to be chosen from, like the classic Dungeons and Dragons configuration of Fighter/Wizard/Thief/Priest. This is all well and good, but it is not the only way to play. There are plenty of ways to run games without including certain character classes at all. It's all about having a game plan before the campaign starts, and knowing which role each of your players will take on. Consider all of this carefully before the scenario launches and you will be on your way to a fun and successful party of player characters!

Happy ventures!

Thursday, March 24, 2016

Character Creation and "The Six Things That Need Fixing"


Previously on DMpathy I have mentioned the benefits of setting up goals and motivations for your character so that you can have a clear 'arc' for your role playing--a way to develop your character's personality and progression. Well, here is a nifty resource for finding inspiration for how you can set these goals to give yourself a jump start on your role playing.

Based on Blake Snyder's screenwriting book Save the Cat, the Six Things That Need Fixing are character flaws, enemies, and other personal challenges that a protagonist needs to overcome to achieve their happy ending. As the book itself explains, it doesn't need to be exactly six things, but it helps if there are at least a few. This technique is geared toward screenwriters and filmmakers, but it can be just as useful for tabletop players who like rich storylines and character development... If you focus on mapping out the characters most obvious problems rather than their strengths, it makes for far more useful reference when it comes to role playing their motivations and behavior.

Keep in mind that in a tabletop campaign you will often need to keep things organically developing so that you don't just resolve all six things and run out of RP material. Whenever you resolve one of the character's problems (And you should resolve them when you can, don't let your character stagnate and become boring)  it is time to come up with a new Thing To Fix to take the last one's place.

This method is basically the same as that of the DM, to keep presenting your team with challenges as they overcome them. This is just you applying that concept to your own character, providing your own challenges to yourself of things the character needs to learn or change in order to grow. By pursuing these goals, your character will indeed grow and evolve, and that will make for an interesting and fun experience for yourself and your fellow players.

Read more about The Six Things That Need Fixing via this article, which includes a list of examples from popular films.

Happy Ventures

Tuesday, March 22, 2016

Player Notes: What You Need.


Today's entry is directed toward tabletop players rather than DMs, but contains information that could be useful for game masters to see things from a player-centric perspective, or to provide advice to their own gaming group.

Everybody knows that it is important for a DM to take detailed notes of their game, but it can also behoove your players to do this as well. Not only is it useful to have easy reference for remembering people, places, and things, it is also very good to have on hand for short term bursts of inspiration. Something like "I want to shoot out the lights in the room" or "Can I ask the shaman about these artifacts I recovered last session?" I can't tell you how many times a player has forgotten a really clever idea they had by the time their turn came up. Some really good potential moves have been lost to the mists only because the player got distracted and didn't remember what they originally wanted to do.

If you can, as a player, I strongly recommend writing down a very brief note if you have a really clever idea that you can't share right away. By the time it gets to your turn, you will hopefully have a list of things to do that you can pick from and rattle off to the DM. It's vital to have as many of these options as possible, as the simplest change to the battlefield could throw your plans into flux. An enemy you planned on attacking might be destroyed before your turn, or might have moved into a completely different position. If you focus on just one plan, it may be negated or irrelevant by the time you get to move. If you have multiple avenues to choose from, you will be less likely to get stumped when the spotlight turns to you. Keep planning and thinking on your feet, and make some fast, loose notes to help keep your mind clear.

In terms of long term notes, I also encourage you to  write down a series of goals, or "wants" for your character (I will cover this in more detail in a future entry.) Whether it is character flaws that need to be addressed, an enemy that needs to be defeated, or some long term achievement that your character desires, it helps to have easy reference for things that can motivate your character in the long term.

Of course, above all, it is useful to have a general quest log of your current mission objectives and useful information. It is far too easy to get diverted from the main storylines while fighting monsters and exploring the world. Keeping a list of important goals and plot points is one of the best uses of your personal notebook as a player.

Remember to consider what notes might be most helpful to you whenever you sit down to your next gaming session. Keep some extra paper or a notebook on hand to record anything that might come in handy, and pay close attention to the DM and your fellow players. It will be a real benefit to you and will keep you from forgetting the most important facts of the game. Above all, don't forget to have fun. Happy ventures!

Thursday, March 10, 2016

100 Random Observations (Part Two)


And now I present the second half of my hundred thoughts and tips for running and playing tabletop RPGs!

Happy one hundred posts!

  1. It pays to keep notes on the types of players attending your games, and their personal preferences, so you can address their specific needs.
  2. On the subject of notes, don't forget to encourage your players to keep their own! Player bookkeeping takes a lot of undue mental strain off the DM.
  3. A single monster in a room is the most difficult encounter to make entertaining. At least give them additional turns if you can.
  4. Remember to have at least two maps or visual aids per session to keep things interesting. Even if you just sketch them up yourself on the fly.
  5. Remember that when you adjust the challenge level of an enemy, more HP=longer fight. Try increasing damage if you want a quick and lethal encounter instead.
  6. You don't have to track complicated XP rewards if your group isn't into that sort of thing. In many systems it works fine to just grant a new level after a certain number of gaming sessions.
  7. The more sides on your die, the more randomness in your results when rolling. Keep this in mind when choosing a game system.
  8. Not every friend to the party needs to be a hero themselves. Introducing sneaky and corrupt allies to your players is a nice little way to keep things interesting.
  9. Expect every player to try to find a way to turn their meta-game knowledge into something their character knows about. Allow them some opportunities to do so when it would be believable.
  10. Higher numbers result in more number crunching and slower play time, so try to simplify the rules when possible. It may be impressive to roll a fistful of dice, but it is tedious to count up your results.
  11. If you are good at impersonating certain celebrities, use this talent to create some memorable NPCs.
  12. Every mystery should have many clues that are clear and apparent. Allow multiple avenues of investigation, and remember that the players can't read your mind. Keep things simple and understandable.
  13. It's okay every now and then, but don't let your players end every combat with capturing a survivor and interrogating them for more information.
  14. Make your players realize that the DM is not their enemy, but task them with truly challenging threats. Your players may surprise you with their skills, more often than not.
  15. Read, read, read! Novels, sourcebooks, web sites, comics, these are the best resources you have to get inspired for your own RPG creations.
  16. If you are in the right place for it, consider running a game from a standing position for a more active approach to get the creativity flowing.
  17. Starting a stopwatch or an hourglass is a diplomatic way to put the heat on a player to reach a decision without saying a single word.
  18. For larger encounters, split the encounter into segments. Have some of the enemies held in reserve at first, or make the map large enough that they can only reach targets in certain areas.
  19. Give the players a choice between two terrible options, and let them make the best of a bad situation.
  20. Don't be afraid to ask your players what you can do for them, and do your best to accept criticism without taking personal offence.
  21. Limit the number of NPCs in a campaign that are on par with the player characters, it can make the players feel insignificant if overdone.
  22. If you have identified something the players care about, you now have the key to motivating them into action.
  23. A mug full of markers, pens, and pencils, is a handy resource to have at the game table.
  24. Have rulebooks on hand, but set limits on how much time you spend flipping through them. It can really kill your momentum.
  25. In addition to notes on your own monsters and locations, it is also useful to have some notes on the player characters themselves (history, strengths, weaknesses...)
  26. It can help to keep an eye on the clock and have a timetable set with session goals, like reaching a certain milestone within the first couple of hours.
  27. When the players reach a high enough level, consider letting them revisit some threats from earlier levels to compare how much more powerful they have become.
  28. Players: strategy is good, but don't overthink things. Sometimes going with your gut can yield the best results.
  29. Conversely, don't rush into a fight just because you can. There are often subtler means of resolving a problem than the direct approach.
  30. Low magic fantasy settings can work, but don't try to run them in game systems like Dungeons and Dragons which are built with a heavy focus on magical beings and abilities.
  31. I don't believe in XP penalties for players who miss a game night due to other commitments, but you might still allow minor XP bonuses to the present players for their actions during the session.
  32. Sometimes calling time out and explaining the situation to the players isn't meta-gaming, it's just common courtesy.
  33. Let the players collaborate or make additions when building a new campaign setting, and they will share a personal investment in it as a result.
  34. Try to run the kind of games that both you and your play group share an enthusiasm for, not just one or the other.
  35. Music playlists are good for ambiance, but make sure you have music on hand that is appropriate for the style and tone of the scene you want to set.
  36. If your group tends to get chaotic, you might need to work out a system to give everyone a turn to speak. Just don't restrict the players to the point where it's a classroom rather than a game room.
  37. If it is something simple that a character should be fully capable of, don't make them roll dice for it. Just let the character automatically perform the action.
  38. If a player wants their character to join the dark side or do something else drastic with their character, it is best done openly with the cooperation of the group. Otherwise it can become a mess of characters interfering with each others' plans and pushing their own agendas.
  39. Don't give your DM too much of a hard time if they flub a line or misread a rule. It's a hard job to pull off, and you should be considerate if you want to receive consideration in return.
  40. When I am a player, I make an effort to respect the DM regardless of the quality of their game running. There is a time and place for criticism, but not at the game table.
  41. Care about your players, and they will care about you. I can't stress this enough.
  42. When you start out, play with people you know and are comfortable with if you can. It's easier to game with people when you already have an established rapport.
  43. The first session of any new campaign will be a bit bumpy to start out. Don't feel bad if not everything works as well as you had hoped. It gets smoother with time.
  44. Digital books are great, but I find it much easier to access and share a physical copy. I try to keep computerized materials at my table limited to notes and media like pictures and music.
  45. Snacks and drinks at the table are great, but someone is always going to spill their soda or beer on something at some point.
  46. Try addressing the players by their character names when asking them about their actions, if only to keep track of who they are playing in the campaign.
  47. Always have extra dice on hand, a communal pool for players who tend to lose their own.
  48. It's nice to be considerate to the host on game night. Offer to provide some snacks or drinks sometimes, or loan some gaming supplies like dice and miniatures.
  49. Don't let anyone bully a player at your gaming table. If you see anti-social behavior in your group, put a stop to it.
  50. Keep on sharing your stories and ideas with other players and DMs. This is how we enjoy the hobby and learn more about it. I enjoy taking this journey with all of you, and look forward to hearing from you.
Follow DMpathy on Facebook and Twitter, and check back each week for more tips and tricks for running games in any tabletop RPG system. Happy ventures!