Thursday, September 29, 2016
Preparing for the Unexpected
As a DM, I spend a large portion of my prep time in an attempt to plan and prepare for the unexpected. In any given scenario I can imagine, there also exists a number of alternative conclusions that could result in things taking a sharp turn. Such is the role of the game runner: to manage the campaign through any number of surprising twists and keep things moving toward a satisfying end goal.
Here are a couple of classic surprises to consider when you are planning an adventure...
The case of players failing an encounter entirely is a classic "uh oh" moment. That's why it is the first thing to consider and the simplest to prepare for. Try to imagine how the story could be progressed if the players don't succeed in their goal. Make sure there is an appropriate setback as a consequence of the failure, but also consider the alternatives that might be available for the game to progress. Don't make encounters where failure is not an option. If you do, you will ever forced to either rig the game in the players' favor or face a cataclysmic game over. Neither of these makes for an entertaining outcome.
The other common twist is when the players don't latch on to a plot hook like you had hoped, and choose to approach their quest from a new tack. You can reduce the severity of this problem simply by being aware of ways it could happen. Like the example above, think about the possibility that your players might take another path. Write out a couple of alternate routes or methods your players might use to approach a problem, and then you can be ready if they try those.
Ultimately there is no way to be prepared for every contingency, but if you go in with an open mind and spend a little extra time on prepping a backup plan, you will feel a lot less pressure when you are thrown a curveball during the game itself. Keep calm and game on.
Happy ventures!
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:
Hopefully this gives you a bit of motivation and inspiration for developing a group name in your own home games!
Happy ventures!
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!
Thursday, September 22, 2016
Now Playing: Fantasy Adventure Playlists for Specific Moods
Today I'd like to share some links to various Spotify playlists I have created to fit certain moods and atmospheres in the games I run. Each one is curated with song choices to emphasize particular themes and feelings. Hopefully some of these could be useful to other up and coming game runners. Feel free to use the playlists for a game or just as inspiration to compile your own! (A free or premium Spotify account is required to view the links.)
Standard Fight Music
Intense Fight Music
Triumphant Music
Majestic Music
Dramatic Music (Sad/Scary)
Travelling Music (Background Ambience)
Happy ventures!
Tuesday, September 20, 2016
Working Around Absentee Players
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!
Thursday, September 15, 2016
Celebrity Quotes on Tabletop RPGs
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| Felicia Day (The Guild) |
Tabletop RPGs have recently been revitalized with renewed interest through current media and general exposure. This exposure is also helped along by the endorsement of proud celebrity tabletop fans ranging from comedian Patton Oswalt to journalist Anderson Cooper. Today I'd like to share some quotes from various individuals in positions of a higher profile than most. Enjoy the following tidbits from various celebrities with an interest in Dungeons and Dragons and tabletop gaming.
"The most valuable thing about it is its incentivization of collaborative, spontaneous storytelling. It really blurs the lines between reality and fantasy in your mind in the way a video game being realistic simply can’t do.
When you’re with your friends, or even just other human beings, and you’re talking about what’s going on, and a qualified game master is keeping track of what’s going on and allowing you to collectively participate in an imaginary event, it really takes the pressure off being in the line at the bank the next day. You start to realize this is a collective story too, there’s just more evidence we should take this seriously. But if we can’t make our own happiness, where’s it going to come from? I just like the invitation to create your own world." -Dan Harmon, writer (Community, Rick and Morty)
“So imagine: Dungeons and Dragons [is] a table filled with artists, whether they're painters, whether they're actors, whether they're poets … - whatever they are, they are able to live in this world of imagination.” -Vin Diesel, actor
"...Regarding tabletop RPGs. If you get the right group of players, you can learn so much about storytelling, improv, character, etc. It forces you to deal with an immediate audience. And have to balance the needs of the story you want to tell and the story they want.If you want to get the most out of it, GM a game. You have to do all the work. But if you it right, you get an incredible rush. -Pablo Hidalgo, Lucas Story Group
“You are not entering this world in the usual manner, for you are setting forth to be a Dungeon Master. Certainly there are stout fighters, mighty magic-users, wily thieves, and courageous clerics who will make their mark in the magical lands of D&D adventure. You however, are above even the greatest of these, for as DM you are to become the Shaper of the Cosmos. It is you who will give form and content to the all the universe. You will breathe life into the stillness, giving meaning and purpose to all the actions which are to follow.” - Gary Gygax, co-creator of Dungeons and Dragons
"I think it’s driven me to be a better storyteller. I am FAR from perfect, and I make errors all the time, but if anything I hope that reminds others out there who are also GMs/Prospective GMs that it’s okay if you mess up. Just own it, justify it, and move on." -Matt Mercer, voice actor/ dungeon master (Critical Role)
"I'm a very lazy person by nature. I have to be really engaged, and then I go straight from lazy to obsessive. I couldn't study chemistry, but I could memorize all the books for Dungeons and Dragons. It was ridiculous. The trick is to find what I like to do." -Jon Favreau, Director (Iron Man)
"If you’re like me and thought “Wow, that’s way nerdier than I can swing” give it a try. Whatever the preconception, when you’re working with 8 others to formulate a plan in order to avoid magic-seeing dogs and retrieve a deadly shard weapon to save a city, you’ll forget about what other people think and just have fun." -Felicia Day, Writer/Actress
Tuesday, September 13, 2016
Good vs. Evil Choices: The Path Not Dared
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!
Thursday, September 8, 2016
Taking a Step Back
When prepping an adventure or campaign for your next tabletop get-together, it can become easy to get burned out or over-stressed as you wrack your brain for ideas or toil over the design. That's why it's important to be able to take a step back and put things in perspective. This could mean something short term like taking a walk outside, or something more long term like taking a week off from running games.
If you still need your gaming fix during a break, you might let another qualified individual run a session for you, as you take a turn being a player. Seeing things from the perspective of a player can provide you with much more insight on what players might enjoy most from a session, and it gives you more time to relax and think things through. If nobody else is ready to run a game, consider running a GM-less system like Fiasco, so that everybody can participate.
Start thinking about your next game ahead of time, so that you have plenty of time to prepare. Don't fixate on it or let it take up an inordinate amount of your free time. Set aside little chunks of time to write up notes and seek out inspiration. Read a book or watch a movie, let them stimulate your creativity. Above all, don't let it become a chore or burden on yourself. Your hobby should be just as fun for you as your players, even if it might require more work on your part.
Changing your environment can be a creative boon as well. Don't always sit in one place to do prep work. You can try jotting down notes on a laptop, tablet, paper notebook, or even a restaurant napkin if it's more convenient. Just have fun with it, let it be an outlet for stress relief and self expression. Your amusement will be infectious to your players if you keep your creative environment casual and not rushed. Watch yourself for signs of burn-out, a sure sign that you need to take some kind of break. If you can prevent it before it happens, it will spare you and your gaming group a lot of anxiety.
Happy ventures!
If you still need your gaming fix during a break, you might let another qualified individual run a session for you, as you take a turn being a player. Seeing things from the perspective of a player can provide you with much more insight on what players might enjoy most from a session, and it gives you more time to relax and think things through. If nobody else is ready to run a game, consider running a GM-less system like Fiasco, so that everybody can participate.
Start thinking about your next game ahead of time, so that you have plenty of time to prepare. Don't fixate on it or let it take up an inordinate amount of your free time. Set aside little chunks of time to write up notes and seek out inspiration. Read a book or watch a movie, let them stimulate your creativity. Above all, don't let it become a chore or burden on yourself. Your hobby should be just as fun for you as your players, even if it might require more work on your part.
Changing your environment can be a creative boon as well. Don't always sit in one place to do prep work. You can try jotting down notes on a laptop, tablet, paper notebook, or even a restaurant napkin if it's more convenient. Just have fun with it, let it be an outlet for stress relief and self expression. Your amusement will be infectious to your players if you keep your creative environment casual and not rushed. Watch yourself for signs of burn-out, a sure sign that you need to take some kind of break. If you can prevent it before it happens, it will spare you and your gaming group a lot of anxiety.
Happy ventures!
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