My Campaign Learning Experience. or: What is a new DM to do?
My campaign is dead. Long live my campaign.
Explanation: The campaign I was playing in died prematurely a month ago, as two players quit the group because of time-management problems (i.e. Life).
Last week the survivors (myself and three more guys) met and decided to let the previous DM rest and made another player the DM.
Unfortunately, he was unable to prepare sufficiently for sunday's session, so I jumped in to run a trial session/adventure.
Since it was relatively successful, we'll continue with this next week.
The short notice (and my general lack of time) led me to me choose the short adventure built-in in the Eberron Campaign Setting.
If all goes well, this might turn into a proper campaign.
This is where you lot come in!
I'm seeking your help, advice, views and general merriment to assist me in my hour of need.
Disclaimer: I'm a novice GM.
Having only run a couple of sessions previously, and never a whole campaign, I'm probably as new as you can be to DMing without being an RPG newbie.
Disclaimer 2: We're playing D&D 3.5 (-ish).
Yes, I know it's probably not the best out there, but that's what I've got, so let's roll with it.
Disclaimer 3: I do not know the rules by heart.
I should probably start to get to know them better, though, now that I'm God, as it were.
I'll be posting here, starting today, various questions I have, outtakes from sessions and will be taking suggestions. I hope you will find it interesting, pleasing and/or worthy of your wisdom and experience to read and comment on it.
I have three goals:
Primary Goal: To have fun with the guys.
Secondary Goal: To become a better DM and learn about what makes a good game tick.
Tertiary Goal: To make lots and lots of money. This has actually nothing to do with the issue at hand...I just wanted you to know :)
Let the games begin! (and hopefully not fizzle after two sessions...)
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Im down, Ill be here with you during your quest to better be the best.
My disclaimer- Im an old fart whos grown up playing since the first box sets...I have no care for your rules system, but most DM tricks n tips dont even take rules into consideration- its more style and flair. I always happy to talk shop, and if it helps anyone be a better DM, even in the smallest way, its worth all the energy.
Ill also enjoy and get worth out of your posts detailing your adventure in creating adventure for your adventurers....whoa.
The hardest things for me to learn as a DM were timelines and world events. When working a "campaign", a DM needs to remember that the world does not revolve around the PCs and their actions. What they do in the coastal town in the east may/may not affect the mountains way across the continent in the west. Likewise, there are events in other countries on the map that occur whether or not the party is there to observe them. This is where the timeline comes in. Major happenings should be listed, and then as a DM keep them in mind when the PCs travel in, near or around those places.
Example, one party was traveling half-way across my map to research (or hopefully find) an artifact. Part way there, they fell into the middle of a skirmish between two minor barons who were involved in a power struggle which had nothing to do with their quest. Eventually, the group met up with the king who didn't have enough time/energy/resources to deal with the issue, so he "outsorced" the party to resolve the dispute to his direction. A side-track for sure, but IMO these kinds of events can add more "realism" to a setting.
A more modern example is where a person in Tennessee traveling to New York doesn't know that something is happening in Denver (excluding mass electronic media for the sake of argument). However, if they later travel to Denver, they will see the results of the earlier actions.
Hope that helps a little. Yes, it does take some planning, but IMO the rewards are worth the effort.
Yes, you gotta always remember to pay attention to the parts of the world that you are not always showing your players. Make effort to allow some sort of story to be happening everywhere the players are not traveling. No need to write a side novel, just small things.
Like what OT said above, a fued between to local lords over some dumb matter like land or cattle, perhaps the dwarves to the west are celibrating a year long holiday where they are not fighting this year...or there just might be a hostile group gaining new power to the south that grows each passing game that the players dont explore it...
An understanding that your world is not just a tv screen that shows direct action to the players as they come to it, but a real 3d world where even if they NEVER travel to the land across the ocean, that land still has a story that evolves along side the timeline of your game, with or without the players attention...
and yes, this sort of thing almost always leads to a landslide of open side-adventures to later explore when short on ideas for next adventures.
NOW FOR THE MOST IMPORTANT ADVICE I HAVE TO GIVE ON THIS SUBJECT!!!
(IMHFO)
The most imortant thing I think I ever learned about GMing is (im VERY serious), is that really REALLY good DMs seem to love the art of DMing, and the rest fall into a catogory filled with GMs who rather play as a player and are only running a game cus no one else wants to.
The best DMs Ive had the honor of learning from, or playing with, always agreed with me on the thought that "DMing kicks the crap outta being a PC, anyday, hands down). Alot of DMs here are prolly saying "that stupid prick! hes saying stuff that i personally think is dead wrong, again)...but guess what, those are people who seriously want to be PCs more the GMs...now picture the guys who think
"Sif, your so right...GMing is where its at."
Those guys love the craft, they prolly do a great job (or good enough job that they stay interested in GMing- no doubt due to a group of players loving his craft). Love being a GM, its not a dirty deed, or a crappy job..its the best thing about dungeons n dragons (or any RPG), and its the main reason I have spent my life playing table top games.
You need to be a control freek, but not a monster. You need to scare your players but allow them a warm DM to come to when they are in need of a DM worth his salt. You need to appear in charge, and not spinless, but never be an iron fisted nazi over the entire gig.
Its a great job.
One of my best tricks is to think from the NPCs point of view. What is the NPCs motivation? What do they get out of helping or hurting the PCs?
For example: a party of thugs ambush the PCs at night. Unless they are hired to hurt the PCs, they are after money or sex. As such, they will back off if a sufficient display of force is made.
I had a single theif rob a party once. The theif simply stood in the middle of the road and asked them to pay a toll before passing. They assumed that he had back-up in the surrounding forest and paid him. He tipped his hat as they passed him by and wished them a well journey. If the PCs had decided to fight, he would have run like a scared rabbit.
While thinking like the NPCs, think of how THEY react to things. If 20 orcs attack three guys and five orcs die in the first second, the rest of the orcs are gonna pause and rethink things. Especially if the three guys are unscathed or they have obvious magic (fireballs, flaming weapons).
NPCs have feelings too. Even the stupid ones. Please remember that. No one wants to die. Not even an orc. If they are outmatched, they will run. If they can't run then they will fight desperately, hoping to win free and escape.
Another thing to remember: Illusion is a powerful tool. So is misdirection. Use them wisely and well. Remember the thief on the road.
I once had a fighter/illusionist NPC scare off a whole group of powerful characters. It was night in a city. Using illusion and darkness spells he made the shadows flow deep around him as he appeared to grow larger. He drew a flaming sword as his eyes glowed red and he started walking towards the PCs. They ran like sissies and the con artist got away. It was cool.
Rich's favourite two DM secrets:
The blank hook: D&D is a creative adventure and sometimes the players can be more imaginative the the DM (Gasp!). I love to drop blank clues to which I have absolutely no idea what their relevance is ... yet.
A good blank hook piques the imaginations of the players and gets them going. For instance -- three people in the same town all have a similar scar on their right arm that they hide and won't talk about; Small figurines of animals are found in various locations; a Paladin character gets a strange sense of evil from a horseshoe but nothing else supports that conclusion. Those that resonate with them can be followed up on and lead to adventures. Players will begin to fill in the story for you and investigate in some odd places.
Inaction is the enemy of the DM and a hook, even a blank one, can precipitate action. Make sure that not all your hooks are blank, and remember that you can tie the hook to the plot much later and make it seem like your pre-planning is greater than it is. You can't ever be caught with a blank hook. Let them discover it and don't offer any explanation -- you don't need one. Don't ever use a blank hook as a riddle or something that is tied to the immediate action. They belong solely as flavour.
The treasure Pile: Plan your treasure. A lot of novice DM's use the treasure pile as a reward -- avoid this. I had been playing with the current group for six years before they got their first magic item. Use the treasure pile to lead to the next adventures. Treasure should have a story. A good story always gives the reader what they want, but does it in an unexpected way. Treasure is often stolen from other people and places, and something that may be a trinket to the PC's is immensely valuable elsewhere. The next part of the story lies in the elsewhere. Include letters in the treasure pile from some far off king pleading to have a glass key returned. Include the glass key in the treasure pile. In order to cash in on the treasure they have to find either the King -- or whatever it is that the key will open.
Twist on treasure from my campaign: Dragons sit on treasure because they take energy from magic. They don't know what is magic so they sit on valuable items (they are likely to be magic). After many years the dragon draws the magic out of the treasure and becomes more powerful, or magical, themselves. Young Dragons haven't acquire much treasure yet -- old dragons have absored the magic from their piles. The players will pull out their hair over that connundrum.
So much good advice here, it's hard to add to.
Here are a few thoughts:
- Balance resonance with unpredictability. This is a tricky one to pull off; players love encountering familiar situations that they can identify with. But if your campaign becomes nothing but a tapestry of clichés with no surprises in it at all it will soon become lacklustre. Throw them a curveball now and again.
- Atmosphere building. A nice piece of narrative or description works well for this, especially if the characters are entering somewhere unfamiliar or alien - you really need to emphasise the alien-ness of it. I use this a lot when the PCs in my campaign go on outer-planar jaunts (well, the higher-level ones at any rate - unlike the 'planescape' settting my outer planes tend to be fairly inimical to lifeforms from the Prime Material plane...). For instance, don't let a layer of the abyss be 'just another wasteland'. A trip through Mordor should be preferable (barring any visits to Barad-Dur of course). On a more mundane level, a bit of narrative now and again works wonders in the jungle or on a snow-covered glacier to set the mood, or when crawling through the caverns of the underdark.
Having said that, don't make your narratives too lengthy. Keep your muse on a leash. If your players wanted to listen to an audiobook they'd have bought one and stayed in listening to that instead of gathering at your gaming table!
- Make them work for their levels / skill points / character points or whatever mechanic your game uses. Can't stress this enough. It's a cheap fix to give out loads of cool stuff or masses of xp to put smiles on their faces but it isn't sustainable that way. Oh, and don't be too lenient on low level characters. Save your mercy (if you are so inclined) for a character who's been in play for five years or more - someone who really matters. I usually recommend, when I'm running a 'start-up' adventure for 1st levels, that people take 2 or even 3 characters each. The handful of surviving higher level characters in my campaign came from low-level mercenary companies 60% of whom are now dead, and about 20% of whom are now retired or low-activity characters.
Hmmm....having said this, if your players don't have much backbone they might desert you if you kill 2 out of 3 of their lower levels...you need to balance this against what's right for your own particular group. All I'm saying is don't let them have it too easy or they won't appreciate what they're given!
(When I first started playing basic D&D back in the late 70's it took me two years before I managed to have a character that survived to 2nd level. That was about my 8th or 9th character I think. As you can see I wasn't a quitter.)
- Treasure. See Gilgamesh. I'll add that you shouldn't feel obliged to give rewards proportionate to challenges all the time. Sometimes life is unfair. A party in my campaign recently completed an adventure that took about sixteen 4-hour sessions to run and at the end of it they got - squat. Nada. Well, that's not strictly true. They got plenty of xp, some important information that will be essential to them in their next venture, made some friends, made some enemies, and broadened their horizons. Not to mention having a great deal of fun along the way.
Something else I was going to add. Don't let ordinary people become unimportant, just because their stats and abilities seem unexciting. Your player characters should be heroes because they are set against a background of a more mundane existence. If your campaign is a quasi-medieval setting then most of the populace should be peasants and labourers, or maybe yeoman farmers and small land-holders. Don't allow your players to fall into the trap of thinking that these people don't matter. Every one of them has a unique personality and an interesting story to tell, and they care about their own lives and the lives of their families. Try to make sure that the players care too.
If your players want to play evil characters, and you decide to allow this (not every GM does), then make sure they (the players) are fully aware of the extent of the evils of their characters if they decide to go around taking the lives of innocents. Don't let them fall into the trap of thinking, 'They're only 3hp peasants, they don't matter'.
ok, ok!
advice overload...:)
i'll probably be printing this page soon
In any case, as I've stated, I'm running a premade adventure in a published world, so some things are set in (very soft) stone.
I wanted to note, though, that I've already had misgivings about the rewards in this adventure: as written, it seems the party will get near 2000 gold pieces in treasure and all get to 2nd level in a two (maybe three) session adventure. I'm curbing that.
In addition, as it stands, the campaign is all "fog of war" black except a tiny area around the party right now,
mission 1: get everything ready for session 2.
mission 2: as per your suggestions, start making a wider environment and plots in the world.
- reading a signature is silly -
And while you're doing all that, could you stick a broom up your arse and sweep the floor as well?
;-)
Nice twist! I think I might steal that one.....
Introducing the campaign:
For those who know nothing about Eberron, it is a high-magic world, recovering from the the destruction brought by the last war (the 100 years long Last War).
It is supposed to encourage a "D&D Noir" sort of atmosphere.
Cast of characters (e.g. The Party), these were pre-made by me, in a few hours, so we would have something to play with:
Zix: a Changeling Artificer. Changling are what you get when you breed humans and dopplegangers (sp?), able to change their appearance at will and mistrusted by most people. Artificers are the gadgeteers of magic, able to infuse magical properties into object and to produce (and use ) all sorts of magical items. (background missing)
Ganti: a Shifter Druid. Shifters are result of breeding of humans and Lycanthropes (the last are extinct on Eberron as a result of a crusade). able to manifest a certain animalistic physical feature (claws, teeth, hide, etc.). Also not very popular in high society. Ganti was sent away from his order's home for being too dismissive of life and cultures different than his own.
Nevitash: a Kalashtar Psion. Kalashtar a a race originally formed from symbiosis of human hosts and spirits from another dimention (Quori), which were chased from their home by the dominant caste/people. (these later arrived on eberron and took over one of the continents). Nev is traveling to explore the world and fight the evil Quori wherever he finds them.
Zannak: a Warforged Fighter (NPC). (the warforged are a race of living
constructs that were created as fighting troops in the Last War and now try and find what to do with themselves as it;s over)
strong, but stupid (INT 6), he's my voice in the party (and also an easy way to bring the number up to 4)
current location: Sharn, city of towers. Largest metropolitan on the continent. It's the City of Wonders meets Depression-era New York.
- reading a signature is silly -
lurkinggherkin said, "Don't let them fall into the trap of thinking, 'They're only 3hp peasants, they don't matter'."
Actually, that's exactly what an evil, innocent-life-taking character would say! At least mine does.
Easy way to get some areas up and running soon as possible:
Making a random list for 5-10 local or semi-local places will make things seem more expansive and large to your PCs. The lists dont have to be complex or that fancey...just SOMETHING, anything to show that if your players choose to go west when you wanted then to go east, that they dont just hit an invisible boarder cutting off the rest of the world with a video-game-esk barrier.
What I do takes me about 1 hour oer list, sometimes longer or shorter depending on what the area's complexity and danger level is. Heres a quick one I just made for you to look at...its not one of my realm realm, but if I print it, it just might be soon.
First I take 4-20 pages and number them at the top of the page. 1,2,3,4,5,6,7,8-ect. These are my head page numbers. I usually use a maximum of 6 when dealing with tamer lands such as these I am making now.
Now on each page, I number down the left side of the page usually no higher then 4-to-6) Ill be using a maximum of 4 just for speed's sake, but you can make as many sub-numbers on each page as you feel fit as long as it can be rolled on a single die.
Filling in the pages.
I usually save page "1" for the real bad stuff, and the last page for the good stuff players want to find or meet.
Page-1
1- 2d20 orks. These orks are crude type and carry no metal. they lack any real civilization and are simple wanders from the south mountains. the tribe has enough copper to be considered wealthy to the southern crude civilizations (1d10 cp each) and 1d6 of them are using stolen short swords taken from murdered humans.
The orcs will not allow themselvs to die at any cost. they fear death but enjoy cuasing it. They are not morally above rape, murder, etc- and they enjoy easy prey over a hard battle any day.
The leader's name is ROT-FOOT.
Random names of others- Sthang-ugh, Fhogus, spittz, blemmic, qwog. (i always note a handful of names to use incase these npcs somhow become important, or if the players start asking names...you dont ever want the players to see you think...if you have 2-5 names ready and spit them out in a heartbeat, they think you have a name for everything in the world)
2-A lone oger. His eyes are two colors, one blue one brown. He is a local crude and very uncivil. talking to the oger cuases the player to roll vs CHR to see if the oger attacks on first word (the player must roll under his own stat to calm the oger into parlay).
The oger uses a club carvewd from a branch, and has a bag of halfling heads (this also means if a ranger follows his tracks you can find the dead halflings, so note what they have)
the oger's name is Grendall Skullstomper (a real NPC in my game that has become famous due to player interaction), and he is quite found of humor and violence...but above all money.
if the players seem easy to inslave, he will force the party to fight along side him agaisnt all other crude on this random list in attempts to get all the swords, copper and armor of the area in his own possession and sell it in crude city. If the players fight, he will fight too, if they do not- the oger will try to inslave them and travel with them hunting orks, and other types of crude on this list...(this really did happen actually, the oger made the entire party clear the list of all crude, took the sheilds, swords n coin, and then simply left the party...
3- 1-4 elves. Names: Salliliqwuee, Saytar, Amrah'li'thnya, Ahloombulay...
These elves are seen as police by the elven and woodland people. They usually watch, invisibly from the woods, and rarly interact with those who are not fey... They have bows, short swords, 1d4 healing pointions each (made with local good plants) and one bottle of elven wine between them all.
sal- NG, always in debate with himself. the philospoher. never takes action, always debates the two sides of the coin instead.
saytar- CG, a rable rouser. he enjoys combat and sword play, and tends to provoke the stupid evils of the land into action so he can deal with them with his weapons. he dresses in black and finds crude hunting to be a sort of sport. he is honored as one of the best elven cops in the forest for his long record of success (cop in elf=Ormayus)
Amrah- CG- Fine soul, very close to the good gods with her morals and actions. She usually tries to talk to minor evils to try and guide them to alignment change over killing them outright. She travels only with a dagger and bow...nothing more. She is a tom boyish elf with a flat chest and dreds, but her eyes seem to define wisdom.
Ahloom- LG, by the law and by the book, Ahloombulay is a cop as well and he protects and governs the area as the highest ranking elven law offical this far from the kingdom. He will almost always never be seen and chooses to watch the party from afar if they are being criminal in any way.
All elvs are first lev fighters, and they all have the ability to chase away game, and move invisibly in the trees as long as they move silently and use cuation not to be noticed.
4-Good plant. A bush containing 1d10 berries that heal one point of damage per berry eaten. Any with herbalism can turn three berries to a healing potion if given the time.
Page 2
1- A cockatrice.
Party meets 1 cocktrice, but there is a maximum of 6 in the woods. Each one killed or removed should be removed from the maximum. if the six finally are removed, this slot is reduced to treasure- rewarding the party 1d10 gold in fallen money when rolled.
2-wolves. A local pack of wolves runs in these woods. The elves protect them as natrual creatures of the woods, and the wolves are natrual animals. (wolves rule, and are dangerous)
the pack is 8 wolves, but the party only meets 2d4 at any time. Killing the main wolf (random one, you pick it) the pack will be lost for a leader and leave the woods perminitly...or for 1d4 games.
3-Rain. Heavey. All tracking ability is reduced by -4, surprise gets +3, water can be refilled, and hearing is greatly reduced. (in winter this can be snow)
4- Crude trap 1d6, trap can be any type you wish. i usually keep in mind who makes them. ork trap, vines and sharp wood.
trap attacks with a thaco of 19, and deals damage only to one random player if attack succeeds.
Page-3
1- Humans. 1d4 human rangers. Names: Tharkus, Rob Baker, Tween, and Colby Cotterodd.
These rangers are out here hunting for a living. They are good and have what ever skills a ranger would have for such work. they are armed with bows and short swords, a dagger each and all carry 1d4 good berries in their pockets.
They all live close together and hunt every day to sapport their wives and children. They have info on the location of any crude in this l;ist (cus they see them but dont get involved) and they also can offer you direction to anything else on this list that a ranger might know of. they are all good and you might want to note any quirks of any individual one you want...
The rangers also have access to a place they located a few summers ago- a cave that leads deep into the waterfall-wall and seems to be man made...who ever carved somthing this far out here, into a mountain side, must have a reason...we didnt go down there cus there was moaning and screaming from its depths...we fear it.
(make a small map, zombies , sumthing! this is a side plot, the party just found it)
2- Bugbears, max of 6 (1d6) leader's name is Stank. (random names- Chugmuck, Swiggneck, Faygofuss, Pogsnot.
These Bugbears have metal (stolen) armor, chain, and short swords stolen from merchents they recently killed (perhaps you heard of it, or perhaps you will when your in town). These bugbears are pissed at the orcs now invaiding the area from the south...stupid orcs.
They plan to kill them, and are not in the mood for smalll talk. A CHR roll vs them attacking is needed sinc ethey are very uncivil and crude.
Merchent stuff stolen. 1d20 silver, 1d6 gold, 1d20 copper. 1d20 swords, furrs, tobbacco, and 1d10 chainmail. this is a small fortune to a race that buys n sells things with rocks, teeth and fingers...
3- A wandering dog. Its a home-breed used for hunting and house guarding. The dog can be tamed and owned by anyone with animal handling or ranger class. the dog can be named by the players. If no one is able to tame the dog, it will run away...(this dog may sumday be the party's pet)
4- Bugbear trap- 1d4+1- set for orcs and rangers. the traps are limited to 10 traps in the area. mark one off each time. All traps are reset in one week, and each trap is checked for victims by the bugbears once a week...if the party waits around they will find bugbears.
the trap is a vine/stick design and damages a max of one player. trap thaco is 19.
Page-4
1- Fairies. The party is jumped by crazy fairies. each player saves vs spell vs random effect.
1= laughing 1d6 hours, 2=sleep 1d6 hours, 3=drunk 1d6 days -4 to all rolls vs dex, attack or int ,4= Blind 1d4 days.
The fairies mean no harm and just want to party with the party. there are hundreds of them and they swarm the party laughing and sprinkling powders of all colors...
A player can escape a fairy raid if they make 3 dex rolls vs running away...any fail results in you being hit by the fairy dusts. save vs spell.
2- Fine bottle of wine, left on rock.
This is really a Kobold trap. A ranger or anyone with tracking or simular skills has a chance to notice the tracks of kobolds (but they took care to hide them). The Kobolds have poisoned the wine, and will come here to track who took the wine in 1d4 days from now.
The wine is poison vs death- and smells fine. it was simply injected with a small shot of Spike-fish venom, and will cuase any who drink it a save vs posion within one hour after consumption.
The Kobolds do this sort of thing alot. They will arrive to track the bottle's taker in 1d4 days in numbers of 2d10 kobolds. they are cowards and will leave any party of great challenge alone.
3- Peryton (giant birds with elk heads) flying above. 1d4 of them. They are from the nearby mountains to the west, and hunt for food. There is a 10% chance rolled vs each player present (one individual roll at 10% per player.) that the Perytons see and attack in search of prey. They are not interested in treasure, just food. A peryton will select a target and only attack that target until dead, then it will grab it and leave with it...
4- A horse, black, horse with full hitpoints, and a +1 to all damage it delivers with hooves (horse trained to defend itself). the horse belonged to a well known knight that dissipeared in this area (Sir Phenton Phallus "yes! I have n NPC named Sir Phallus...what?)...the horse is inteligent for a horse, and has stood by the knight for many adventures...saddly the knight is now stone (cockitrice accident) and can be found on another random list to the south. The horse has been out here for over a year, and can be claimed or tamed only by a ranger or one with animal handling...
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Thats how I do random lists, of course I add a little more color and depth into colorful areas with alot going on. but 6 lists like this in six directions from where you begin the adventure can really make the party think there is an entire world....when you get board between games, take an hour to create one...make it 10 pages! with sub-numbering of 10! 10x10 random list can be used many many many times before a party begins to see a pattern...
To use one of these lists, you can do what you want...what I do is this.
First I roll the encounter chance-
For this forest: there is a 25% chance per day that an encounter happens. the party can reduce this number to a 5% if they are guided by a ranger. All rolls resulting in a encounter are then applied to a time of day by rolling 1d4.
1=moring 2=noon, 3=night (setting up camp 4=during watch (night)
the party can increase the chance of encounter too...somtimes players want to...weird i know. Try screaming, banging pots, smelling like blood, or just walking around at night with alot of tourches...this can bring a random encounter up.
I had a mage once who was shooting magic into the air to create fireworks, just to get attention of the local random monsters (he was searching for the orcs who killed his PC friend)...the encounter chance rose to 75% a day.
Then next- if the chance makes an encounter happen, I roll two dice. one for page, and one for sub-number. On the list above there is a max of 4 pages, so i roll 1d4...it rolls a 2. so I goto page two.
Now I roll sub-number...there is a max of 4, so I roll 1d4. It rolls 2.
thats a 2,2 for encounter.
resulting in Wolves.
I currently have been running a place called Qwom, a new realm of my design. Its first game had about 5-6 of these type lists, and few hooks to back up things in the long scope. the lists double as great notes for what truly lives in each area.
You dont need to randomly roll rangers if you need them...simply have good reason to go get them, have them show up at town, or simply make them bump into the party...the good thing is, the lists allow you randomness and a working/moving background to throw your stories inside of...and they also are a long tally of all things living in the areas of your world.
Dunno if this helped...but thats how I get a world to be big from the start.
Ps- I also want to point out...two games ago, an entire 9 hour session of play was based off the players going to hunt a stone giant in a mountain area...the game was so good, with the players swearing a blood oath to have reveng on the giant for its horrible deeds (killing locals), and they wanted his blood in return for his act of killing a ranger they were friends with (npc that just became important but started as a random list person).
9 hours to find, hike to, and kill the giant...it was amazing how they built an entire 9 hour session around something that originally was a 5 minute sub-note of page 4 in a random mountain area that i never wanted them to goto in the first place...now the giant is dead and I have the party wanting to live there.
remember, retweek, move and erase things alot between games. the lists will only keep their integrity if you keep them updated.
if they found the wine, replace it..if they kill the wolves, replace them...allow the replacment to somtimes be logical next-steps in what was removed...you killed the orcs, ok, now the rest of the tribe down south wants to know what happend...now there is double the orcs, cuasing the woods to be even MORE dangerous.....or, you killed the cokitrices, allowing you to replace them with wild turkey, bringing the forest to a tamer level.
any of this help? who knows..im just board.
Ah....yes, I know that's what the character would say!
The party im running now came in as evil pirates, cut-throats who wanted blood and fortune at any price...they were mad dogs, killers in the making...
4-6 levels later, they are all now dudes who feel bad about killing certain things, they consider feelings waaaaaay to much, and they only seem to do evil in a selective way to promote the good of the land...
this is cus I used all my nice NPCs to give them guilty thoughts and consideration of even small peasents n farmers through detailing their pain and suffering in day to day common life...
evil PC? HA! bring them on...good display of NPCs can turn any man into a big soft dork when faced with the chance to do unspeakable evil towards the weak...
Blank Hook: hes right, this is the bread n butter of good DMing. thats where you find rivers of good motivation. How many times have my PCs insisted on following and investigating somthing I just threw in to give a illusion of somthing going on...and then turned it into a full blow adventure after watching the group get obssessed with my "blank hook".
yeah...Gilly gave some 100% good advice.
Another mistake alot of newer DMs make, is giving favour to NPCs over the players. Its a GM's job to be the realms physics and logic, not just story teller.
No PC likes eeing a DM save a NPC from certain death or defeat just to save his/her prescious story. If an NPC made the mistake of being vunerable, then the NPC should pay whatever price that mistake earns.
Even if your story was written with the idea of one NPC being the main actor in your story, the one who is there at the last act, pushing all the PC's buttons and ruining the day of the realm's collective life- a npc shouldnt get specile favour in the face of his/her early downfall.
Ive had epic villians that were to be the Darth Vader of all times simply fail and die in the first 2 minutes of meeting the PCs...a son of a great dead NPC (the father was the worlds worst bad guy for over a hundred years) was gunna be my next big bad badass for the PCs. He was going to be my little Hitler/hanible-lector for the entire campaign....his personality was great, his entire plan for world domination was awsome...he was the COOLEST npc bad-guy I had made in a very long time.
In his introduction he had many guards and was gloating about his plans for the land he was slowly gaining control over. He was preaching his evil to the gathered people of a town the PCs were visiting...one PC attacked him, rolled a 20, and delivered a critical blow that took off his head...
I was in awe, I paniced, I lost my mind...I was so pissed! He was the first born of an NPC that kicked the entire world's ass in my last campaign...this was his SON! destined to be my end-all hated and loved bad guy...
Now i coulda ressurected him, or rushed to find a way to say it wasnt true (you killed his stun double used for public relations!), but all that wasnt true...there was no double, and ressurection has been almost entirly lost to my realm in the past 5 campaigns...
So...he stayed dead. His armies were taken over by a Sgt in his command, a man I detailed as his right-hand go-to-guy, but never really intended to be the BIG evil. But, chaos happend, and he was promoted...now he is the world's new Hitler/hanibal-lector, and my dead NPC was buried in an unmarked grave forever forgotten.
I owed the rightful death of my NPC to my party...thats why they trust me to kill them, cus I dont take sides in dishing out death...
good notion, but how do you keep that many optional encounters that are both interesting and not totally wrong in their difficulty without a lot of hard work? over a long period?
- reading a signature is silly -
ah-ha! glad you asked...
The lists keep a realm open and free for player interaction. yes there is story laced into them, plot, hooks, secrets, hints to other places etc...the list is limited only by your effort to make them interesting.
Most encounters on the list need nothing more then names, a few stats and a desire or motive for them being there...they would also be suffering the same encounter list that you are, since they exsist in it, so i normally keep all things on a list within a close relation in power...keeps things seemingly real.
What stops the players from running into things that keep them in a fair fight? Heres the deal...nothing.
Rumor, lore, story, warnings..these are all I will give the PCs to keep them off a random list that has major monsters that will whupp them in a fight hands down...I tell them plainly
"look, the rangers of this area have noted giant activity to the northern mountains...if you go there, they may run into you..and then...well"
this usually keeps the PCs away till they assume they can take giants, if they fail..they die, or worse...
I dont guide my parties (see my other posts about open gameing and free-form play), nor do I restrict their movment through my realms just cus they are underclassed to deal with a monster on a list...
I know for a fact that down town Harlem is filled with guns and gangsters....whats keeping me from going there with my weapons and screaming for a fight? common sence...
PCs learn quickly in my realms, just cus it is there doenst mean you are powerful enough to fight it...heck, the local king might have sent 40 soilders a month ago, with only 4 returning, telling of a horrible sluaghter...this sort of forshadowing will give PCs a good idea of wheather or not they should go sword-in-hand toe-to-toe with my northern mountains.
From game one I have many areas detailed, and my PCs are always level 1 to begin. but There are areas that have enemies or monsters that could easyly challenge any group of 5th-to-6th level PCs right from the get-go.
From first game they know that certain areas are said to be "certain death"...those who over come this become heros, those who dont -went too far too fast.
If you make an entire realm for your 1st level players with no lists or stats for monsters able to fight higher levels, then you will be adding that stuff as you go (most DMs do this, from my view) and it sorta makes an arms race...
"whole party got 2 levels last game!? oh=no, better invent a new area on the fly to challenge them"
This can be fine..but my PCs live in a realm that is known for its diversity and challenge. I never direct them one way or another. the lists run themselves, leaving me the freedom to rest my writting hand and simply play my NPCs by the notes I made.
I have been playing a new realm that started a few months ago called Qwom (wrote alot about here if your interested check it out). I have sat down maybe 4 times in the past 5 months to actually add to that realm...it has been working fine for all these months, still with many areas that my PCs still fear to go to.
The PCs have killed the stone giants to the north (much more dangerous then Morge wood to the south) but they still fear going south to the woods...Now I know that the woods to the south are nothing compaired to the mountains they have been exploring and removing evil from...but they assume morge-wood to be far more dangerous due to a single monster on that list that drain's levels. Yes draining levels is dangerous, but killing three stone giants is far worse then that...
anyway...the PCs are allowed to go anywhere, they are also allowed to dare fate into killing them by travling to places normal men avoid like the pluage. its all up to them.
This remove any blame on my behalf...thats fun...cus I can watch them fail without them ever bitching sumthing was too hard or that i threw sumthing too strong at them..they are to blame for their own actions, and they only meet monsters in places they choose to go.
make sence?
Ill end this with saying..
In the old TSR blue-book catacombs n campaign making (sumthing like that, and the best book for any DM of any game to find, no matter the system or addition) says plainly...
"A good DM never makes choices for his players. The PCs are allowed total freedom of the realm and their choices within it. Leading a party or soft-handed direction is never a good idea"
The book plainly sapports a game like mine, and poops on the types of games that id say 95% of all DMs run...When you guide or direct the PCs they prolly dont mind...but once they have hand at a game like mine, one that allows total freedom they may never play a directed game again.(wanna make a house? make one...wanna go fishing? go...wanna travel 100 mile north to hunt the she-hag? fine..you might not survive, but if you do- your a hero).
I have personally had many PCs tell me the way I run things is amazing, and that I have ruined all other games for them..im not bragging, im simply saying I have a cult of players who call me all weeks begging for the next instalment, I have a bounty of players who have quit other games to play mine..and I currently am teaching two DMs how I run my game so they can do the same type of mechanics in their own realms they rule over.
I recently played in a game that started using a system based on freedom and my advice...and man, it was the best game this kid ever ran, and every player knew it..it was llike black n white, night n day...how fast this DM went from "eh, not bad" to "wow, that was REALLY fun stuff!"
Best game I ever played a PC in..and I cant wait to play again...I never am dieing to play a PC in any game cus it lacks freedom and realism...his game now sapports that philospohy and mechanic...and I for one am addicted now...first game realm I ever was addicted to other then my own.
The style is documented in that catacombs-n-campaign source book by TSR. Its a thin blue book and in my opinion its the best peice of writting any DM could ever get his hands on to hoan his craft. Please, find it, read it, learn from it...it has done more for me then any monster manual or DMs guide. It made me a artist in DMing, not just a number crunching fool who works really hard, game to game, plotting a sure path for the feet of my players, right before we play...
First, you are right, of course, about not having to tailor encounters to your PCs...and while avoiding too-hard monsters is easy (if the PCS heed the warnings), how do you avoid encounters which are too easy (and thus unrewarding) for the PCs?
Second, I think a friend of mine has a copy of the Catacomb Guide...but I downloaded a copy anyway. I hope I'll have enough time to read it, what with my new copy of GURPS Religion waiting for me at the post ofice.
Third, I read almost eveything that's posted on GG, so I know all (or at least something) about Qwom.
- reading a signature is silly -
I don't think you should avoid encounters which are too easy for the PCs... not every encounter will be a challenge. That can make things more realistic.
Also, it might make them a bit overconfident, which will make a later encounter that much more interesting.
Bingo...most encounters shouldnt be a challenge...its not a race to kill or torture your players. Ive seen whole games go by with no action (battle) just talking and political debate...
thes egames are good for my players, they tend to be role-play junkies, not roll-play junkies...your group might not be these types.
I will say, if those types are what your running the game for, then you may want to just write and plan every encounter to produce a big impactive battle or giant plot twist...but thats feeding the players, and not allowing them to "find" or "adventure" for it.
The games of freeform style (matrix style) are not as "in your face action" as games where the DM plots n plans every step of the session for the players. But it is more real and open. I dont have to prepear a long walk to the store for my players- i know the store, who runs it, whats there, and whos selling what...so when the players get there, i turn to the page detailing this store and act out the NPCs.
the good part is this can happen anytime and dosnt need to be planned. if there are orcs to the north being trained to fight humans by an evil wizard...then that can be found and delt with when the players find or wish to deal with it..i dont prepear them for a day of orc killing...i ask them at the begining of every game
"where we going guys? and why?"
then they drive..and i act and tally all rolls. thats it.
yes there are times when we meet 10 orcs who have no ability to challenge the players in battle, but so? so what really....why is a band of orcs being seen as a battle-challenge in the first place? i dont see a single encounter as a fight waiting to happen. i see them as living things with desires and plans of their own.
ive seen many evil npcs actually join or help the party for whatever reason, when most DMs woulda just said "heres a fight, lets roll dice now"
seeing past the "fighting" of d&d has led me to producing a realer world filled with kobolds not 1-hitdie monsters who are there just to fight...real kobolds, with problems and lives that are important to them, if not the players...
you meet a goblin and i play the goblin as a real living thing with ability to think and act. you ask him, "whats up" and he will tell you about his tribe, his cave, its problems and enemies, his desire for a mate, or just how much he really loves gold but is jealous cus his cave mate stole mit all and he is searching for him.
its all about role playing....and orcs on my list are no less important then any big challenging fight agiasnt a powerful monster. infact, a troll is almost a sure fight, so a kobold interests me more, cus i may be able to avoid a fight and achieve a moment where my players get to feel like real people in a real world communicating with a strange little real monster who dosnt want a fight cus he is highly out-guned.
I'm totally picking up what you're putting down man. Every single living thing in my setting is an NPC waiting to be interacted with. I don't even write down stats for NPCs most of the time...I've been using these rules long enough to know approximately how many HP any given creature type has (or whatever it is...not necessarily HP).
Even the animals are NPCs when it comes down to it...you never know when someones going to make a character with the ability to speak to animals. I once had a whole story line centered around the "Thumper King" and the problems he was having with his subjects. (Thumpers are what very large jack rabbits call themselves in this setting).
Bingo...
and yes, alot of my encounter notes lack any numbers as well (I too know the numbers by heart and keep a bunch of monster manuals ready in case i forget). everything i put into my realm is an NPC, not a chance to get some xp...its all about creation of real living breathing creatures with thoughts, feelings and goals.
just cus the players are tenth level, it dont mean that the orcs stop living around that neck of the woods (unless forced to move by said players). 10 orcs CAN be a challeng for any group if they have connection to a large tribe that can be sent to kill your town...sure you can fight a ton of them, but can your town handle it? can the children and woman of the town deal with 500 orcs running around with bladed weapons and fire? no..they cant...so dont count the orc out as a nonchallenging thing.
I am.
see what you did here...?
you posted at the bottom instead of as a reply :)
for some reason my new post doesn't get posted :(
- reading a signature is silly -
I commonly only use the "reply" feature when I'm going slightly off topic in my response to any individual post. I guess it does make the page kinda cluttered though sometimes...
Odd though...your new post was there, and now it's gone. My cat probably took that too.
Another Tip.
I started doing this along time ago and now its sorta a house rule among the DMs I know. I always make a treasure list of 1-20 or more unique treasures for any area that may have alot of danger and or hideing places.
1-King's ring; the fabled lost ruby ring of king Frederick Von vashmere the 4th. Stolen decades ago, and never found...in a small bag on the skeliton of a human theif who no doubt didnt make it much farther then this. worth: 15,000gld
2-Dwarven helmit, slightly rusted by ingraved with magical wording on the inside brim (rad magic will allow one to see its an old dwarven knight's helm, -1 AC bonus)
3- A dropped bag of coin, but old, all minted money in the bag is worth 25 times the normal emount due to collector's value, but only to those who reconsie its worth. 1d20gld, 2d20 silver, 3d20 cp 1d10 pltn
4-The lost diary of some great knight (insert name), it fully details his los adventures here in this dangerous area. It fully discribes each and every bad monster out here worth avoiding, as well as how to kill any weird creature or undead that needs specile things to kill. The diary is worth 1-10 thousand depending on who buys it. The family of this knight, if tracked down (insert name and location of family) will spend much of their fortune to recapture this lost writing...the diary also contains a hand drawn map of local tunnles, areas and rivers.
5-hidden loot, stolen or smuggled and forgotten. it contains 1d% bottles of booze, each worth 1-6gld. the booze is very good grade and has gained value with age.
6-abandoned wagon cart. once of great make and fasion, this armored car was used to transport king's treasure. it has been smashed and looted by some foe long ago, if the party searches the seemingly empty wagon, they will find a secret compartment carry a random magical item...(if returned to king, will be rewarded with 1d6 hundred gold, and a job offer)
7-a cave containing an old giant, dead of old age...his hoard hasnt been touched. 1d%gld, 4d20 silver, a random magic item, and 1d6 healing poitions mixed in randomly with 1d20 small bottles of wine.
8- the final resting place of said knight (see #4) crushed by a large weapon of sum type (the giant got em)...his sheild is destroyed, along with his helm...but his King given sword and armor still functions properly if not a little rusted. sword +1/+2, armor-plate +2.
the items are very reconizable by anyone of that kingdom, and may be criminal to even wear them.
9- scroll case attached to a bone hand and wrist...the mage who ran with this died gripping it tight. The scroll contains 1d4 1st level spells, 1d4 2nd level spells, and 1d4 3rd level spells. the hand still wears a wizard's ring with his symbol (open book with a puff of smoke), the ring offers +1 int when wearing and can be dated back to an acient guild of magi who practiced in this parts well over 1000 years ago..a racoon dug it up recently...lucky you.
10-Solid gold holy symbol (random god), the strap snapped or this symbol was chucked by the evil that killed the holy man...either way its worth 250 gold and may or may not offer blessing to the player depending on alignment and wish of DM.
Now i usually make a list of 20 lost things, some very old and wished for by the best of treasure hunters. If the party clears a spot on the random encounter list in one session and re-rolls that same spot within the same session, i usually allow them a roll on the random treasure list of that area.
this takes a little more work, but once you get a few lost-treasure lists for remote places, players start to get very excited when they know they found sumthing.
I also make lists like this for non-dangerous places, but not so often. I usually only put alot of time into detailing lost things of great worth for areas that are extreamly dangerous, cus thats an easy place for any great traveler to drop things....after being killed.
cool. if they leave the city, will things get less magical? is this drastic mix of races in the party going to draw unwanted attention in the farthest lands away from the city?
2 openly gay men leave new york to travel to Kentucky...uh oh. People there may not embrace such a sight as two male lovers in an area as conservitive...
if the players ever leave the city, will you attempt to show them a difference of thinking between city folk (sassy, tech savey, consumers) and farm folk (hard working, self reliant, practical)?
and will they see a difference in what is available to them through markets of trade depending on city vs rural area? I bought a big mac in the city for like 5 bucks man!!!
the city may provide anything and everything, being a consumer mecca of the known world, but are all lands like that?
im interested in you city's structure of religeion, law and scholastic studies...and what its like for your players the first time they ever walk down that street...dont forget to discribe the smells, thats what makes newyork really newyork.
I can't post my session recap!!!
Morbus, help!
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Session 1 recap
The adventure starts off with finding a body in the middle of the street on a stormy night. I added that they were getting out of the crowded, noisy tavern they were staying in
After finding the body, fighting an assailant and being taken into questioning by the Watch, I had a representative of a noble house (one of Eberron's Dragonmarked Houses) offer them to find a relic under the city's lower reaches for a reward.
This is where I hit a major snag: one of the characters (Zix) decided that splitting 1000 gold isn't enough for going to the sewers and searching for the hidden forge, insisting he wanted a magic item (as the ontact was from the House of Making) ,and after failing a diplomacy check to convince her, decided he didn't want to take the mission at all and started looking for work in enchanting scrolls (he's an artificer)
Not only has this thrown a wrench into my (copied) plans, but the other players DID want to get on with it and do the mission. Eventually (and after failing to land a job at one magic shop) the two other players swayed him to comply.
So, my question: what would you have done to avert/in response to this situation?
Later they had a fight with a rogue and 2 fighters, they killed of the fighters after being seriously hurt, but the rogue wasn't hit a single time. However, after the first round of combat, he didn't hit a single time, either. As the session time ran out, with the characters closing in on him, I pronounced him dead (so people could go home). I am now questioning my hasty decision.
for some reason, my post would disappear if i mentioned g a m b l i n g
I'll give you immediate reactions in order.
1. What does the body have to do with anything? It doesn't sound like it had anything to do with the rest of your adventure (quest to get something from sewer).
2. Why didn't the PCs ignore the body or just leave? I wouldn't stick around a corpse:
3. You skip from interrogation with the Watch (which could provide some cool drama) to being hired by a noble. What noble would hire three guys accused of assault or murder? Even if the PCs aren't charged with the corpse, they still got into a fight immediately afterwards.
4. Wouldn't the Watch, having arrested, interrogated, and freed the PCs, still be a bit suspicious of them? After all, I highly doubt that the PCs had overwhelming evidence of their guiltless status. Having just left a tavern, I can safely assume that none of them are cold sober. It's not like they had to drive home after all.
If they Watch was keeping an eye on the PCs, wouldn't that 2nd fight land them right back in jail?
5. Why did you kill the thief? Why didn't he just run? Doesn't he have a sense of survival? In my earlier comments I advised you to think like the NPCs. If I attacked three guys with two of my buddies and I couldn't seem to do anything, I wouldn't stick around, I'd run off like Forest Gump on Speed. In fact, I'd probably run straight to the Watch to report the mugging/murder of my two friends:
He would've made a great enemy that wanted revenge on the PCs for the death of his friends. Could've popped up whenever things started to drag, foiled PC plans for spite, hired assassins later in life. Death is so final. I never kill an NPC when I don't have to.
6. You were intent of forcing your one player to go down into the sewers because that is what your adventure called for. He didn't want to without getting a magical item. He failed his role to convince the Johnson (Shadowrun term) and so turned down the contract. While I assume that the other players weren't mute of this issue (unless their characters weren't there) I'll stick with the one PC and his Johnson. A sticky situation indeed ;-) Why wouldn't the Johnson compromise? Instead of $1k Gold, he could have given the GROUP one small magical item.
It depends on how much a gold piece is worth and how common magical items are. In my world a gold piece is worth a hundred dollars. Imagine $100 bill in the 1950's.
Magical items aren't very common in my world, especially when compared to magical dumping grounds like the Forgotten Realms. So the price of magical items goes up as a result of supply and demand.
A wand of fireballs would cost would cost a thousand dollars or so per charge, 50% more if it were rechargeable. The cost goes up with how powerful the fireball is as well.
If we used an example from D&D a wand with 10 fireballs would start at $10k. If they were set by a 9th lvl mage, you can multiply the cost by at least 9, one for ech lvl for a sum of $90k. You'll want a rechargeable wand so add another $40k for a grand total of $130,000!
If you have a world where money is precious and doesn't grow on trees (again, the Forgotten Realms is a good opposite of what I am referring to) than the characters will have to work very hard indeed to get this wand. That means that the average bloke on the street won't have one either.
Your one player wanted a magical item instead of $1K. That's fine. Imagine what kind of trinket would cost $1k if the above mentioned wand cost $130k. He'd probably get a flower that changes colors or insoles that keep his feet fresh or something equally useless.
Remember when you are running games that the word "no" should be used very rarely, if ever. One of the best pieces of GMing that I ever read was called, "When in doubt, roll and shout!". I think that it was from Sifilos' fav book, but I could be wrong.
What it means is that when you are in don't or the players surprise you, instead of saying "no" or "you can't do that", just set a difficulty and have them roll. If they fail, then give them the logical result. If they succeed, give them what they want.
In this case, you could have said "Yes", and then you would have had the entire adventure comprised of at least two full sessions to come up with an appropriately lame magical item.
Hope this helps!
Maybe there is a rumor that some other adventurer in the past had been down in the sewers and never returned... and that adventurer was rumored to have a certain magical item (whether this is true or not remains to be discovered by the PCs). Or perhaps the noble is only interested in the one, specific relic and that there are others lying about in the same area about which he is unconcerned.
Also, 1000 gp is a lot in my campaign world, too. A job like this might have given the party 150-200 plus whatever they found they could keep (other than the relic of course). Then I'd scatter some random treasure around in the sewers or random encounters (the PCs aren't the only ones lurking about down there) with $ to be had.
Ok, heres what I "think" could have been done, or what I woulda did at the drop of a hat on both subjects.
1- The job vs the pay: First off 1000 gld is a fortune in my game, I dunno, hell even a thousand bucks today aint anything to sniff at. Most of my players would jump at the chance to earn such cash, but at times, yes, the players (or one) might just refuse the pay...thats fine...when it happens I offer the job to the rest of the players, and tell the refusing ones that I cant run "two games" for you and the party who wishes to venture into the sewers, so if they want to wait while the players delv into this adventure, they can, or they can go with them...
Either way, no player wants to wait around while other's play, but this tactic is very heavey handed, and I dont use it often at all...
What I do think woulda stopped this, was never assuming you had a solid adventure with this one adventure to the sewer. Everything thing I make in my realms (in the way of missions or adventures) I never assume they will choose to do, or if they do they may not take the side that I intended them to (taking sides with the killer for instance)...The kid wanted a magic item? Id inform him such a thing is never worth more then ten times the emount they are offering the entire party to split- they are just that expensive...
"what in the world are you trying to do? retire off a trip to the sewers? surly you jest young artificer!!!"
Anyway...It almost seems that you sat down with the idea to have them goto the sewers, care if sumone got murdered and just really hoped that all your players would play along....most players do, its the crafty players and the jerks that never go along with what you intend...I never have to worry about that...cus me, as the DM never knows what direction they will choose.
I woulda used the moment to share the sewer idea with the party, then told them that the job is offered to all the city bountyhunter/\adventure seekers and that they shouldnt have to worry, if the pay is too low "real heros" will surly do it for half the price, or perhaps free...(that kind of talk makes a party think they may miss out on sumthing).
Then Id have the same guy run down a list of important things they may be able to help with...but you would have to have 4-6 more things to do other then the sewer....easy...I dont know much about Ebberon, so i cant give any ideas one what small side adventures you could have had set up before game, but a small handful of "other things" to do would give picky players or trouble makers a choice, so they dont feel like that have the ability to blackmail an NPC for magic items...if there is tons of things to do, who gives a damn if these 1st level morons do the job??? We run a fricken city! we got alot of problems!!! do you want the damn job or not? if not, get out, we are very busy!!!
2-killing the thief...
Well im sure the city will not miss one theif, but you did throw away a good chance at a reaccuring NPC. the guy shoulda attempted escape, or gave up in fear of dieing (any man surrounded by a group of armed men, after having your comrads killed by said men, left to stand alone, will NOT fight to the death unless vitally important, or the thief is a mad man). I woulda made the theif surrender without a doubt....sent him to jail, perhaps had a guild bail him out, and bring him back 3-5 games later with reveng on his mind.
Perhaps the guild gets him outta jail to insure his loyalty (look, your were a hanged man in there, now your safe on the outside...you owe us your freedom and life, and we reseve the right to cash in on that dept if you dont do what we want"...
The theif was an NPC that had value as a NPC that you never had any thought on making important...remember (its all over this thred) that every NPC, no matter how small, as the fire of life in his eyes and shouldnt ever be played as a tool or a stat sheet. He was a man, with possibly a lover or wife, a real job, and all the things that make him a living working person of the world...to just kill him wasnt a horrible mistake, but in the future Id consider having NPCs react the way you would if you were surrounded by armed men, after they killed all your friends who were backing you up, in minutes...
me and you would both surrender if it seemed the safest thing to do to escape death...if the armed men seemed the type to not take prinsoners (even when the prisoner is begging mercy of the good gods)-then perhaps running away was a good idea....either way, selling your NPC to death's door is prolly the lest exciting thing for an NPCs progression in evolution of his charicture.
Even if he was a namless stat on a random list, his interaction with the party should be a good signal to try and save his life, anyway possible, so he can return or continue to be a living person in the city...You would be shocked how many of my time-old table-favorit NPCs have started off as nameless punks who coulda died or survived a battle with a bunch of first level dudes...
any life, no matter how small or far away from your plot, should want to live, and do whatever is in his power to escape or survive...even if it means going to jail. The guy should begged for life or ran...cus he was doomed, and he knew it.
ok, a few notes:
more details:
an assasin was sent to kill a university provost researching the relic and owning a particular journal. when the PC came close to the body, the assasin (who had yet to steal the journal) slipped away, but kept watch.
One of the PCs started shouting for the watch, while another searched the body. the assasin, fearing losing the journal, threatened the PCs to give him the journal (what can i say, maybe not the best tactic). A fight ensued, the assasin killed and a magical messenger pigeon of sorts was released from his belt as he fell. As the watch arrived soon after, they questioned the PCs regarding both bodies (assasin and victim) but had other people's word that the PCs called for the watch first (that's not absolute evidence). They were further convinced as the noble, with whom the provost was working on finding that relic, convinced the sargeant to let them go. The assasin was a warforged and probably employed by the Lord of Blades, who was known to be looking for the relic.
Now, the same noble, from the dragonmarked House Cannith offered them the job of using the journal (confiscated by the Watch) to locate the relic in a particular underground area.
Now, after the ambush (2nd fight) failed, the rogue (another warforged) was stuck, fighting, with his only out as a narrow (5' wide), 20' deep shaft to climb. that's pretty tough to do whith PCs attacking you, I thought (and still do, actually).
Now, regarding the magical item...he was thinking something in the lines of a wand of magic missiles...(over 3000 gold worth according to the DMG) to which she (the noble) simply said "no way".
- reading a signature is silly -
Its cool to see you say
1gld equal 100 bucks...in my game thats the one-the-dime worth of money as well.
its also cute how everything on the NPC running and becoming a returning person in the game appeared in both our posts.
Perhaps we are alot alike behind our DM screens.
But yes....anytime you act out an NPC the first thing I always do is
FORGET every aspect about the entire session and game that this individual dosnt know or care about. His mind isnt oocupied with the sewers, or murders of strange city folk, or the political problems of the mages vs the unicorn farmers, whatever...
become that NPC...if its a dirty one-handed farmer whos loosing money cus of his missing hand (bitten off by a owlbear) he ONLY cares about a few things...his farm, his family, his wound and possibly killing that owl bear...if he met a party , imagin how deranged he would seem over candle light, offering his entire savings in return for the owlbear's head...(or claw). His life has nothing to do with your epic story or plans for the partie's big adventure...he is a silly old farmer on a quest to hunt the big bad owlbear, and like Ishmale he will not stop till he or the bear are dead...and THATS his motivation....so when playing him, id forget everything else you wrote and just think about your hand, the bear, and your money problems with the farm...
I was also wondering what a murdered person would mean to a newly entered 1st level party...I would assume murder happens often enough in a city to just see it as a tragic soul...but I dont know Ebberon, and I can understand the confusion and arrest.
I also considered the post below this one, it said
perhaps an hapless adventurer had long ago had stumbled into the sewers and never returned...perhaps he had a magic item, I thought this when i read the re-cap as well, but i never got to mentioning it, and I'm glad sumone did.
fact remains, the party was being guided towards the sewers from the start...when that happens logic gets blurred or confusing...like how does a murder lead a government to hire the suspects to work for the city? Seems wrong (hence why Cal pointed it out), but to you as the DM, were just looking for a way to get the "adventure" in the sewer started...they needed to talk to the city's officals, so a murder brought them there, POOF instant reason to get hired for the sewer !!!
I dont think thats how it would normally go down...but then again, i dont know the full background on this...perhaps the city murdered this guy, and they fear the group knows too much, so they want to send them to death (like that lost adventurer so long ago) to the sewers...isnt that were governments send all their trash?
So yeah...I think you pigeion holed the party cus there was a lack of things to do OTHER then your sewer. if the guy wanted a magic item, it woulda been easy to look at my notes for a lost magic item and tell the party sumthing like
"yeah, there are zombies to the north, an old village that is now damned...the old inhabitants are all walking undead, and no one has the balls to go fix that. Our shcolors think its a magical item that producing this effect, a lost Sceptar of some sort or what not"
I usually try to make side adventures for each class of the game.
Fighter- thugs downtown are making small shops pay them to operate in the ghetto.
Theif- A guild is offering a reward for a snitch who is a master of disguise, be on the look out (then id hide that NPC in the lists sumwhere, in disquise)
Cleric- Undead to the north, a villager is over run and damned by zombies. those who die become zombies, and the problems has the chance to grow to impossible levels of danger if not handled soon.
Ranger- pouchers are taking the owlbear eggs from the local forest, and selling them to a enemy state to the west, they are hatching the eggs and training the cubs to grow into tamed guard dogs....giving this state trained owlbears as mounts and attack animals.
Mage- A lost magical item has been reported to have been lost in the sewers by a travling mage who was on a quest to find a very old book that details the entire 1st level spells of the player's handbook. the book is small (pocket size) and enchanted to hold endless pages...
Bard- A local band is making much hub-bub in the local area...(ive done this before too) and they are the cat's meow. they are getting so much attention from the youth...saddly, behind the stage, behind the act, the group is actually a bunch of evil killers who kill fans and offer them to an evil muse who returns the sacrifices with fame...only going to the show and getting back stage can ever allow the party to see this
A small side adventure for each class can often give the appearence of huge diversity...and the fighter may want to do the mage-type side adventure, the ranger may want to stop the zombies just as much as any cleric...the fact remains that the small notes i just typed above would be enough for me to freestyle 1-5 games of 4-9 hour sessions without much more work then adding names and numbers...
bare bones, that small little list of side adventures can be used to freestyle or navigate a party that wants to go a way you didnt intend.
That wand would be worth anywhere between 80,000g to 300,000g depending on what realm of mine you were in...
i wopulda luaghed at the PC and then threw him in jail for the murder of the guy...(even though he was innocent). A weekend in a jail usually gets greedy or stupid players thinking.
ok, guys...we all know I had nothing else prepared and so "had to" get them to the sewers, as bad as this situation might be.
Now, before I go and make a list of possible side quests (which I'm going to do in a few minutes), I want you to consider the problem of one player insisting to do his own thing while the other players would actually like to go down the nice, well-lit, perfumed sewers.
BTW, old timer, there is stuff down there for them to find...they just don't know it yet.
- reading a signature is silly -
but wouldn't that just be heavy-handed?
What does being ridiculously greedy has to do with being thrown in jail?
and how does that make for an enjoyable session?
- reading a signature is silly -
I would have had the noble back out at that point due to the implied status of that character's intelligence. And I would have said so. It's not like the noble DOESN'T have guards. She can say anything that she wants. She can also hire anyone that she wants.
One thing that you might wanna think about doing is getting rid of your parties wealth. Even if $1k is toilet paper money in your world it'll still by a meal or three and put a roof over your head.
Pickpockets, games of chance, con artists, prostitutes, and gangs can easily remove someone's money. So could the Watch. "How'd ya get all dis money boy? I'd betta lock dis up 'till we see if'n anyone's been robbed. You c'n get it back inna week if yous tellin' us true. Now git!"
BTW it helps if you know a few games of chance as well. Dice games are best for obvious reasons, but card games, dart, daggers, runes, and drinking games can really liven up a roleplaying session.
ABTW I couldn't get g a m b l i n g or g a m b l e r s to work either. Erased my whole well thought out and written post. I was very saddened and almost shed a tear, but then I realized that I had the power of the BACK button and I am happy again.
I often have to deal with splitting up the party...its not the easyestr thing a DM is required to deal with, but 100% of us have to do it at one time or another.
The way I do such a thing is keep a good watch of a clock...recently i played in a game where I was a PC, a few of us were not feeling the DM's attempts to lead us by the nose towards his little quest to defeat a NPC who wasnt important to me or a few others in the group. Out of the 5 of us, only 2 wanted to go do this quest...the rest decided to spend a day spending our cash and simply enjoying the city
(i ALWAYS try to make every PC I ever play have a need for smaller things in life like fun, love, vacation time, etc...I hate when players have PCs who only care about in-game stuff that can alter or benifit stats or treasure owned)
The DM split us up...fine and fairly. But he spent three hours (no lie, three) dealing with the other two. yes yes, it was HIS adventure and we missed the bus...but still, three hours of us falling alseep or waiting with our thumbs up our noses sucks. He made a huge mistake doing this, cus even though i understood his problem, the other PCs are not DMs and they didnt enjoy this wait.
What I do is try to deal with split parties like a movie would deal with split scenes. I watch the clock and switch the scene at good points of tension or cut-to-scenes. I will do things like offering the half of the party the answer they were seeking, but right before I give them the name and location- i puase, and then just start talking to the other side of the party....the side i leave for the moment then goes "DAMN!, and waits with drool for me to return and finish my sentence.
With split parties I try as hard as i can to never spend more then 15 minutes with one side before switching back to the other players. And i have kept an active eye on this sort of time-passage between split parties for many years, to the point where my group points out a 16 minute passage as weird "dude..its been 16 minutes, you gunna switch or what?"
Never ever allow the other side of the group to wait more then 30 minutes (even that is an incredibly bad move on any DM...IMHO) Such a thing creates non-dramatic tension, and cuases the left-out players to feel you dont have enough "style" or "flair" for the "whole table".
I will switch scenes and cut to other players in the middle of battles, or during important disscussion, just to go back to the dorks who wanted to go to the armor shop insted of going to stop baron-whats-his-name and his evil army of whatevers. Yes the Baron is where the fun is at, but the other players are having fun too, thats why they didnt go to the Baron, they REALLY wanted to play in the armor shop...
Using scene crossing and flow can turn split parties into a dramatic display of story...try and swtich right when the players want you to switch the lest...right when the Baron drops the hammer and delivers his mighty critical hit (natrual 20), the victim screams "NO! How much damage!?"
before I roll the damage, i switch to the other players....back in the armor shop, and dont even annouce the switch..the party just sees me as the DM talking to the others and know the scene has faded and switched...this sort of thing keeps players biting nails and waiting with baited breath for the return to their part of the story.
never, ever, and i mean NEVER allow the more interesting side of the party split to take control and make you forget the stupid armor-shoppers. Just cus half the party had the good sence to go the right way, the slackers should be punished for going where their PC wanted to go. They are here to live a fantasy life, not follow a rollercoaster track that you devised and hide among a seemingly free world...
After the DM took three hours to handle the other players (who didnt do anything important might i add, and were allowed to go to 4 places on the map before we got a single chance to do anything...bad move) we got back to being in the story... but the players (and myself) didnt really have that "LETS PLAY YEEEEH!" feeling back yet..it was too long of a rest for us to really warm up to the DM again that fast...
Delivery of your story and the vision within it is as important (if not more) then the notes on the game...since your players never really see your notes, who cares wat they look like as long as you pull it off....delivering the players thier much awaited discriptions and chances to act is what the players are waiting for...dont make them wait long...and dont be afriad to segment and chop scenes up, bouncing freely between the two sides of the split party to insure EVERYONE is getting equalk playing time...and when done correctly these splits can actually increase the drama and action GREATLY,m actually amplifieing your story more then you can even guess...look at a tv show and watch where every commercial is placed, THATS where you should put your switching of attention between split players...
the media has done it for decades, and has used it as a major weapon in keeping our attention. Not a single commerical in dramatic TV ever falls in a place that just seems to leave you "not wanting" more. So cut n switch at times where the action or suspence really got them drooling, then, fight the urge to deliver the striking blow- and switch...that side of the party will wait the 10-15 minutes for the outcome...trust me...
The Back button is a mighty tool, and it's well that GG supports saving your posts as you write them. There's probably a filter on the G words :P
Now, I did have the noble shrug and suggest to cancel the deal...eventually, since she's paying a fixed price (1000 gp), she sorta hired just the other 3 characters, who later convinced my stubborn player to comply.
In addition, the party had very little money (2-3 gp, not including equipment) money to begin with, BECAUSE they lost most of it at the tavern's G-ing night (which exlpains why I couldn't post this initially). What can I say...great minds think alike
- reading a signature is silly -
If a DM hands out 1000gld for sumthing off the bat, first adventure, I usally raise n eyebrow towards thinking "uh o...if its 1000 gold now, and we are nothing famous or even anything better then the local guard"
I tend to think about what the parties worth to the city is as of standing now...are they really worth a thousand gold to go to a sewer? seriously, who would throw that kind of cash down to strangers who just started popping up? I can see the PCs hearing about the cities sewer problems and then deciding one there OWN to go (perhaps reading about a reward offered to any who survive and succeed), but i really really couldnt swallow a DM telling me that my 1st level bard is really worth a cut of 1000gld, WHILE A FRICKEN COMRAD OF MINE was asking for magical treasures!!!!
That kid woulda been tossed out on his ear, and told to enjoy working at a local shop for a handful of copper a month, then he would reconsider...money is valueable, in this world and any other, people kill for money, people lie for money, people sweat and bleed and work gruling hours for money...people die at work-tables getting over time to sapport a family, in misrey, for what? MONEY!
make money THAT prescious....dont use it to thrwo around to get players moving where youd like to see them....screw THAT!
wanna get them to the sewers? make the sewers seem like sumthing important, not just a job to get cash...tell them that a SOMTHING is happening that really matters to people...
1-children are missing, we found some of their cloths down there...oh no! (somtimes this will make good aligned people act out of careing and heart)
2-The sewer problem learns of the party, and how they were speaking with officals planning on sending them to the sewers...so they burned down the living quarters of the PCs and killed a friend or two (perhaps family has been taken hostage and a note has been delviered to the PCs warning them to back off or "Mom gets it"...send the party Mom's finger....then see what they do...for FREE!!!
the worst thing a DM can do is drive a group with gold and magic items. I always try to use emotion, conflict and story to get the group going...In Qwom, my players havnt gotten paid for anything in a long time, havnt found many new magical items (they have enough as is mind you), and they have long been banished now from the human nations and any civil economy that may see coin as somthing worth trade...they do not travel for pay, levels, items or stat increase...they travel cus there are very impotant things going on that make them care, hate or fear the outcome if they fail to act.
sif, point taken.
Future PCs will be better taken care of.
BTW, the thief's boss will probably make a good recurring villain.
so, my AR's now are:
1- prepare alternate jobs/interests for the party/specific PCs
2- prepare a few random events (as per your ideas) to make the surrouning seem fuller
3- make sure that the noble is surprised if Zix (problem player)
turns up with the rest of the group for the reward...
- reading a signature is silly -
ok, I hate to use this as a crutch, but I really had little time to prepare and this ready-made adventure said "she offers them 1000 gp"...so I did.
That's water under the bridge, though, and I'm cutting the XP and monetary rewards in this adventure by about half anyway.
- reading a signature is silly -
Dont fear paying too much, too much... thats sumthing we all did and do at times. screw it. and dont worry bout your first gasme not being perfect, none of my games have ever been perfect and im going on 22 years as a DM now...
Alls you gotta do is get better every few games, grow as a performer (cus thats what a DM really is) and find new and exciting ways to shake things up. Let your style be like water, conforming the the container's shape not the other way around (players=water, container=adventure). your doing a fine job might i add.
You are seeking advice to better your craft. You are being open minded in your quest, and being polite in taking advice (sumthing I sumtimes cant do). your deisre to be an artist of the dungeon shows greatly, and i for one think your going to be a damn good story spinner if you continue to do this sort of thing.
22 years of me being a DM, I suaght out this site for one reason...more advice on DMing. I came to find DMs, see what they do, disscuss things like we are doing now...and i really could just have said "screw it" Im good enough, my players are happy, i dont need to look for new ideas or other DM's to get my creative juices bubbling.
But im here...and for the same reason you are. i am ALWAYS searching out new ways to shock, surprise, reward and punish my players...
So, dont give a damn what last game rated as on a score of 1-10 for "good vs bad game"...it was your first, right? Always look forward to the new game, and use past games as history to learn from.
Just wanted to give you a high five for caring enough about the DM's job to actually work towards building a style with true attention to the craft...Not every playing group has a DM who even tries to be new or original on any level...they dont think about finer things like economy, inter racial relations, politics, techonolgy, etc etc...they simply say
"you found orcs...get your dice ready"
So, its safe to say your on the road to becoming a DM thats rare and worth his weight in gold...
Yeah, a 1000gp "ransom" for a quest, and there'd be line at the door with every peasant in the borough wanting a piece of it. I mean, just look at the people who stand for hours to try out for American Idol or Survivor!
Nice post, Sif.
I agree; you're gonna take your lumps when you start out. Just keep plugging along and learn from it. The suggestions in this thread alone are plenty to feed your emotional support needs
And yes, after 20+ years (not getting specific like Sif did -- I am an old timer after all haha!) I can still make some errors. But I can say I run better games now than I did back then. You have the initiative and desire, and that's what's hard to find in a DM. Many a group/game I've played where the DM didn't really want to do the job, and believe me it showed.
well...it wasn't like the reward was posted on ads, or something.
but thinking of american idol....shudder.
reading a signature is silly -
If someone of nobility is offering a substantial amount of money for a task, believe me, the word would get out. Servants talk to delivery boys who talk to their employers who talk amongst themselves in the taverns, etc...
Hmm... not a bad way for rumors to get started either, huh? ;)
It wouldnt be impossible to have a secret bounty, know only to King, Queen and the closest of royal guard...but such a secret would be guarded close (like the man in the iron mask) and no doubt be serounded by brooding talks and secret meetings between only the most nessary individuals within the plot...
But to share it with a bunch of PCs who havnt earned a drop of trust as of yet? yeah that would be hard to keep secret...
Try thinking from your King's view (or whatever offical), would he share info with the new PCs? Would anything be given (like magic or small fortunes) to PCs who may actually be spies, liers, con men- etc? These types run rampant in every society that depends heavely on currencey of any kind.
Many years ago I used to take first level PCs and throw them into big epic first-quests, and then reward them fancy treasure that I would want if I was in a fantasy realm...gold, magic items, homes, land etc...
But then i began to notice PCs thinking less of the true worth of any money, and more of "what do I get"? and that was not the notion I wanted in my realm. After the first three games, everyone was rich, and no one ever had worry or care about going broke, or living off of copper in hopes to go a week with enough food and drink to survive.
Thats when I started making the first 1-5 games limited in material reward, but heavey on the "emotional" or "reputaional" rewards.
Meaning, the first game might simply be a farmer needed help. his cattle kept dissipearing at the rate of 1d4 p[er month. The loss was enough to make the farmer think he would soon be broke and living out of a wooden box on Dirt-street...he begged the twon for help, and few checked it out but found nothing...
The party spent two games tracking down the operation. Appearently cows were being dragged underground through a small wooden hatch that was hidden under the main feilds...Kobolds kept taking them to feed the small group that was stationed under ground.
The party then took about a single game to remove them, only to find a human commanding them from this secret-underground bunker...It was an outpost for some kind of scouting group of crude races orginized in army fashion... the army was prepearing a war agianst the area, and it would eventually arive a year later, but until then the party never learned much about why Kobolds had a bunker, and a human leader in uniform...
The story was part of an epic, huge plot, but the adventure had all the challenge and reward a first adventure should have.
The farmer gave them free room n board (also made them work the place), fed them, and put a few copper in the hands of the PCs at the end of each week.
The town guard had heard of the kobold den, and how the PCs took it out without a 20 man team, and threw them a few bounty jobs on local crooks, monsters and a rare undead or two.
Eventually the party worked there way up to be the towns biggest heros, gaining interest from a larger Kingdom. The King had sent wagons for them, clothed them for a fine dinner, and spoke to them over a fotune of raw fisheggs and fancy meats of high demand.
By that time almost a year had past (one game a week...you do math, I dont), and thats when the king gave them word that a Kobold den, lead by a human was found, they found papers detailing an advancing strike on the kingdom, and then the heros knew what was up with the first adventure...
Until then they were just really loved local heros who got free wine and food, a few silvers and a reputaion that earned them a meeting with a king...
Now a King's ransom is whats worth real cash...The king wanted them to travel to the mountains where they thought the human was sending letters to a superior... The job was offered
"bring me info on this army...and stay alive long enough to return it to my masters of war"
the reward was offered at about 1000g , and that was ONLY offered to them for their reputaion demanded them. And when reputaion demands you, you can THEN hit them up for the big bucks.
Also...I remember once a PC was very rich (im talking huge rich), with enough wealth to rival the local governer. The party had put out fliers asking for any well bodied man or women who could swing a sword or fight with skill, offering them 100 gold apiece for showing up and 100 gold apon returning from an adventure. Over 300 men showed up, and the PC discribed his job for them "to go to a distant island of crude and slaughter them all"...they all took the job.
The following month after the ships had been fitted prepeared, the PC and party showed up to great the crew...no one showed up. Everyone retired and left with 100 gold. They all were rich now and why risk life to go furture into this crazy PC's ideas about crude battleing and whatnot...easy money.
Needless to say, the local economey boomed for a year due to the crew spending the coin like water...never give dock-scum enough money to drink for a year...
The inflation that place must have had, though...
"you want a sandwich, guvner? it's only 2 gold...a bargain"
Sigh...well, 1000 gp may be too much, but that's done and over.
maybe someone will try and steal the money, though.
Regarding keeping secrets, the whole relic project in the house was pretty secret, so very few people would know that minor noble took 1000gp from the safe to fund it.
Regarding trust, what I'm thinking is this:
The woman, who found out her coleague and confidant was murdered by agents of the Lord of Blades, just as he was supposed to gice her crucial information about the relic, freaked out a little. In addition, becuase she was working for a patron of a different faction of the house (and not the local one), did not want to get the local faction informed and involved; So she went out on a limb (yes, probably a bad call) and contracted the party. Her superior would probably be pissed. In any case, she probably has the party shadowed by a trustworthy agent (just in case thy decide to...i don't know, take the relic, the Schema, for their own).
- reading a signature is silly -
hopefully everything will go as planned in tonight's session (although one of the players said he might not make it).
I made a list of "things happening" and will use it as Sif suggested, once the team gets out of the sewers; but I haven't had the time to flesh it out or make character-specific missions. Looks like I'll have my hands full between getting back from work and the start of the session.
oh well, fingers crossed...
- reading a signature is silly -
Another thing to consider is that:
1. The pcs are 1st level nopbodies. If they were to suddenly dissapear, no one would notice.
2. I can safely assume that the noble didn't pay the pc's upfront. Who's to say that she will when they complete their task?
3. If the noble does screw over the PCs, what can they do about it? Go to the Watch? HAHAHahahhaha!!!!
considering the fact that I the relic in question is a first of a set (which comprise a set of adventures) and that I'd like to use that noble as a patron again, it's not such a good idea.
But maybe the coins can turn into flesh-eating little coin-shaped bugs? (Farscape, anyone?)
- reading a signature is silly -
There could be more than one noble who knows of and wants this prize. If the noble in question screws the party over bad enough (prison time, floggings, etc) they might do the rest of it for free just to get even.
Just a thought...
Or what is the noble's real reason for wanting this item? Can the party assume the responsibility for turning over an artifact to someone they don't know to use for whatever purpose?
Session 2 recap:
The session yesterday went off to a bad start, when the argumentative player of last session started the session by asking when he could make a new character. I asked him to wait until after the session.
An hour and a hungry beetle swarm (which was eventually killed by dropping a bedroll on it, holding the edges to the floor, and being quickly soaked in oil and lit) later, thing were looking up, the team were pretty banged up when they bumped into two hungry Horrid Rats.
The druid tried to Speak With Animals, learned they were hungry, and offered them the only pack of iron rations that they had only to learn they thought the offer was like a cow offering a biscuit to a hungry hunter...they didn't take the offer.
Battle ensued and ended with two of the characters unconcious and diseased, and the other two close to death. Do NOT mess with Horrid Rats :)
I'm happy to report that in their efforts to cure one diseased friend, they had to spend what money they had left AND part with their only magic item (scroll of invisibility the artificer created).
They also really annoyed a changeling shopkeeper to whom they sold a used tent to make ends meet. She was just a normal shopkeeper, but one of the players said he "hoped she wasn't connected to the changeling mafia" (The Tyrants)....well, guess who she's connected to NOW.
muhahaha!
all in all, a good session.
That's the way it is with treasure: easy come, easy go.
Personally, I would caution against beating them up too much, but Sif would probably call me a big softie ;) Let 'em have a fight where they can trounce someone-- call it an ego-booster or something.
Just my opinion.
Nice effort on the druid's part to try to avoid the conflict; too bad the rats were too hungry to deal!
I totally reward players for thinking outside the box. I probably would've given the druid some sort of reward just for trying. Of course, I'd have given them a bigger reward if they had succeeded.
No sir OT, I wouldnt wave that idea off. Its what a good DM does.
There should always be room for victory, or harmless adventures where things are light-hearted.
Picture the session in one of my darkest campaigns, where up until now, the players were neck deep in evils and danger. Picture the party taking an offer to remove a evil huanting in a local lumbar yard. The town was afriad to work at the mill, and the town was losing money for it.
The party went, spent a game looking for the undead horror that surly was waiting at the end of the session. The party was talking about every form of undead, and how they were ready to lose levels, get infected, be turned to undead ect...
Turned out to be 2 sprites playing tricks...the half elf in the party talked them in leave by sharing a bottle of Fey wine he was keeping for a raining day. They had a nice picnic and the sprites left....they won the day, the town hailed them heros, and they never shared the fact that it was just sprites...
No danger, just innocent fun...those types of adventures remove the darkness from the moment and replace it with a warm affection for the lands they are journeying to protect...you dont want your players hating everything and everyplace of your setting....where would the devotion to save it come from?
In effect meaing- Dont ALWAYS torture your players.
Thanks for not taking umbrage at my soft-hearted jab
Nice hook; I like that encounter. Great idea. Good resolution, too.
Too bad the druid is one of the least charismatic guys in the party.
In any case, I don't think i've been harsh on them....he who chooses to go exploring into the darknes when he has 2 hp and no more spells for the day shall pay for his unreadiness.
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Sounds more like a lack of wisdom than charisma -- d'oh!
You are a grumpy dwarf working at a House Jurasco house of healing. It's been a long shift and some of the patients are really annoying.
A kalashtar approaches you, tries to use his psionic powers to charm you, in order to get to go out into the rain and bring a cure disease potion, but fails.
How do you feel?
Discuss
As a DM/Player, I never cared much for psionics. However, I will try to answer the question.
If I'm the dwarf, and the attempt fails, then I am looking at a dripping wet kalashtar and wondering why he's still here making a puddle on my floor that I'm going to have to clean up when he leaves.
Now, if I'm that same dwarf and I know that he tried to use his powers to influence me, then he gets one (and only one) warning to get the hell out of my hospital before he becomes a fixture in the cellar morgue. Then, at my next opportunity, I report him to the local watch as someone who is trying to use "powers" to influence others. Who knows who else he's been ripping off?
interesting...although getting him out of my sight "or else" was indeed what I did, I never thought of "reprting him to the authorities"...
As the dwarf I'd probably him the sap a taste of the old ultraviolence. I'd focus on his head. I probably would report the entire incident (with thouroughly beaten subject in tow) to the masters of the medical facility so that they can run experiments... I mean tests, on the subject.
In all my campaign worlds, most governments forbid casting on others without permission.,..most good people hold to that opinion too.
Its considered wrong, rude, dangerous and illeagle in most places in my realms, to cast on another person who is unware or unwilling.
just seems like the natural law that would arise if magics were actually real.
Heh... well, make a note of it, and the next time the party comes to this town, the guard/watch just might remember this guy. Don't need to have them threaten the PC, but it might be hard for the group to do anything with the police following them around everywhere.
Might even be reported to the merchant's guild. "Watch out for this guy; he might use his magic to steal from you" or such. Hard to buy anything with such a bad reputation. Heck, even the innkeepers might not let him (or his associates) stay in their inns for fear of what he might do.
Actions have repercussions... although they might not always be immediately apparent. Sometimes these things take time.
think about it in the real world...if i had a way to make Walmart give me stuff for free, or make women go home with me, with some type of techonolgy that cuases people to do what i want...id be wanted by the fbi and i would without a doubt be put in jail or worse...
in a world of magic, people know magic exsists. they might not know the finer details, but thats even MORE reason for a person to overreact when it comes to dealing with Magi.
In my Qwom realm, Magic is only allowed to be practiced by those with a certain blood line (Mageekien), if a non-mageekien was to be cuaght casting or using magics, they would bore a hole in the front of his skull, damaging the part that is used to cast...forever rendering him a non-casting individual.
Magic must be regulated for it to work in a civilization, if it runs amuck with no leash then it will crush and destroy all works of man, sooner or later. Its the short cut through reality and its laws...magic can allow wishes, fireballs, charming of others, watching from afar, death at a word...this type of art is not a joke. sure most users of magics dont obtain the level needed to crush a city with a single spell...but keep in mind that Magic-missle auto hits, and deals auto-damage, enough t0 kill almost all shop-keepers, normal NPCs, wagon riders, merchents, etc...most everyday people (unless you make them all big powerful people) have 1-8 hitpoints. meaning a large bunch of them have 1-3...a magic missle auto hits dealing 1d4+1...thats enough to cripple or kill almost everyone in a city that is not a "important" NPC or guard of the city...
please...regulate and protect your magics...make law to deal with the spells that we could abuse if they were real , here, on earth....just picture the trouble a guy can cuase with a spell like Charm person, or Knock...
cutting off fingers will stop casting, if you use samantical casting.
limiting the availibility or increasing the price of components could help you keep spell casters in check (i dont use componets).
just dont let PCs walk around in a world that never thought of "magic" or laws to deal with it untill your players came along. the world should have a history of magic users gone wrong and delt with...if magic is new (just found recently) thats another subject...but if its been here for a while, bet your pants that NO pc is gunna get away with spells casted in public buildings, on guards, on those who dont wish it...etc.
On a somewhat related note, if magic is more prevalant in your world, then keep in mind that what's good for the goose is good for the gander. I don't like using NPCs to manipulate PCs, but if this player abuses his skill, then a short lesson from a more powerful NPC caster might be in order.
You're both right, and the use of the Charm will have consequences. However, the PC is a Psion, and not a magic-user. As such, the offers of finger-cutting and expensive material components won't do. On the other hand, he has much fewer powers to choose from than a wizard of equivalent level.
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Which is not an excuse for the PC, IMO. Please don't punish me for using my limited powers for my benefit since they're not really "magical" powers?
At the least, this PC would be highly suspicious by everyone in town; at the worst, they'd banish him on penalty of death (since they would have no other way to ensure their safety/security).
How many "common" NPCs understand magic? How many understand psionics? How many know the difference? How many care, and just want this person to not come around anymore for their own (and their familys' safety)?
OT, you misunderstood me...I wasn't presenting a player's excuses, just my opinion that metagame methods like increasing the price of materials won't be effective.
Naturally, ingame hostility is to be expected.
Hi everyone.
I've run into a new issue with my new camaign: Introducing the world to the players.
How do I get things through?
How do/did YOU do it?
While I've got plenty of written material (as this is a pre-made world), I'm not sure how to go about informing the players. Do I give them books/photocopies/page numbers to read? Do I make handouts? If so, what should they include? Or should I just rely on them getting the info from me on-the-fly, as needed?
How would you gauge "common knowledge" in your campaign world.
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Gotcha.
Handouts are a good idea -- You can give people of different backgrounds some different materials, but have most of the core material the same.
You could do a PowerPoint presentation but that requires a lot more prep time. The thing I like about a PowerPoint presentation is that you can show it to them once and have lots of information in it. So my favourite method is a combination of PP and handout.
When giving maps I like players to have rough hand-drawn trail maps to begin with. Trail maps give them an idea of where to go and how to get there, but don't give them anything of the big picture. For those who don't know trail maps were popular in the middle ages and would follow the course of a river or road and mark signposts, villages, towns and other landmarks. These maps were rarely accurate in scale or bearing but could generally be counted on to put the landmarks in the right order. Players may be given a trail map of the Eastern Road and a trail map of the river route through the mountain pass. Both could start at the same place and end up passing through the same large town. Players would have 2 "maps" to get them to the town but may only have a vague idea of the town's direction.
Common knowledge is knowledge that helps common folk navigate the world. In my campaign everyone who has a background as a jeweler or money changer knows that all valuable items must be examined using a silver mirror. Most don't know why, but it is common knowledge. I introduce this to the player as -- your character has a jeweller's mirror that is used to examine any gemstone. Behind that common knowledge is the fact that illusions and enchanments are thwarted by reflections. In truth the mirror doesn't need to be silver, but there are many reasons why the "common" knowledge has developped to its current form -- other kinds of magic are thwarted by silver, and making an essential tool of a craft more expensive makes the profession less accessible. Wizards hide the mundane limitations of magic, because revealling their secrets is against their own interests.
Reveal common knowledge based on this utilitarian principle. What would a character need to know to survive, carry out their business, and participate in society? At a minimum they should know the laws of the land, the festival days, the major crops, the people with whom they trade, and the dominant political/religous viewpoint. They should also have a set of beliefs surrounding anything that threatens/threatened their survival.
It is also good to give players conflicting "common" knowledge at the beginning of the campaign so that right away they understand that just because their character knows something doesn't make it fact. It gives them a good starting point and allows them to see knowledge as an accomplishment in its own right.
I usually allow any local PC to know his area fairly well. I dont always give maps (but if they are handy i will) and I tell them the main local NPCs, groups, guilds etc...of course you cant tell them EVERYTHING, where would you start? But as the game goes on the PC is allowed to use me (as DM) as an open source of info they may know in game.
Often my PCs will be asked a question, and they will turn to me...I know the look, so I do my best to start talking like them, spouting whatever they know for them...The PC who I am speaking for also listens since they dont know "out of game" but everything out of my mouth is actually out of the PC's and they are assumed to be speaking.
Alot of times Ill have info that may only be known to a local of a certain class (Thieves guilds, Mage guilds, Fighter guilds etc), and that stuff I keep secret untill a PC of that class is created, then I share it.
There are also rare times where the PC knows somthing but never considerers it...like when in Qwom a PC created a dwarf....all my dwarvs know that the underdark is mechanical...meaning the entire planet runs off of cogs, wheels, pullies, pistons etc. The dwarf knows this, but I never made it appearent to him untill the party found maps of the underdark...the party pointed out the mechanical systems in the map that pump water to the realm and asked "what the hell is that?"...the PC playing the dwarf looked at me confused, and I began to tell him
"of course everything is mechanical, thats why dwarves work so hard all day...fixing the world"
It was info he always had (just like basic biology in highschool) but he never considered it, becuase it had nothing to do with things at hand...infact the dwarves keep these systems secret from the top worlders (they can break stuff), and then I informed the dwarf that he prolly wouldnt like the top worlders knowing this stuff...
he took it in stride and started flipping out , trying to grab the map from the other PCs.
Also, if you really want to impress a local PC with his own knowledge, then simply read off "most" of your random lists and local sights to him. He grew up here, he should know the major stuff that is easy to learn or see if you grew up around here.
If there is stuff that PCs wouldnt know, but want to learn...try the library, if they have acess (most large buildings of writting are protected and forbidden by non scholors of my realm), but with the proper class, teaching and background, they may have access to the place.
Also, I tend to allow NPCs to possibly know of (or even know) the PC in question, if they are from the area. Allowing your PCs knowledge of the area is one thing, but the area may have knowledge of the PCs as well. think about how you no so many face from your area, even if you dont "know" the people, you reconize them on sight at the guy at the store, or the woman who always jogs downtown.
Certain PCs come in with the area knowing them for one reason or another....mages in the party will no doubt be known by the local schools of magic, if not the athorites.
session 3 recap:
Last night's session was short and sweet.
After leaving the hospital (followed by suspicious looks at the psion&Co from the angry staff), the party descended back down into the sewers, and the cave below them. Fearing more horrid rats, they moved cautiously (a first. YAY!) and reached the building holding the forge they were looking for. Instead of being baffled by the adamantine plated doors (which they want to melt and sell) and thick walls, they quickly scaled the walls and found the hole in the roof. Unfortunately, only Ganti and Zix climbed, and then jumped into the structure (two stories' high). When they turned and faced the guardians (two mechanical dogs), they had to do on their own until the other two managed to scale the walls and come in (following finding that pounding on the metal door did not help them one bit).
A hectic battle ensued, with an interesting point as the only source of light was the heaving, lurching and banging head of a morningstar.
Triumphant but haggard, the party managed to avoid a trap and secure the ancient relic's piece (the schema) and some treasure (some gold and potions). they then found themselves confronted with a poblem: how to get out of a hall, 20 feet high cieling, no unbroken furniture, no rope, and one arcane-locked steel door?
Ingeniously, they scavenged the forge, found a hammer and some improvised chisels, and went on to lever the door's hinges out of the wall. That took them about an hour.
With the door slightly open, and having rested for a bit, they went out, only to be ambushed by the commander of the last two warforged they have slain.
Unfortunately, the Psion was incapacitated by the bad guy's first crossbow bolt, and as they retreated into the forge, dragging Nevitash's body and covered the entry, I suddenly thought "He's likely to use the hole in the roof". Sniping at another character from there, and throwing in a flask of alchemist's fire, he was "the menace on the roof", as they hid in deeper recesses of the forge.
Eventually, Ganti and Zannak (the big warforged fighter) climbed to the roof from the outside, while Zix held Saber's (the villain) attention. Zannak takled Saber, and they both tumbled down through the hole, to land on the still-burning alchemist's fire. Things went downhill from there, as Saber decimated both Zix and Zannak.
With all of his comerades down and with 1 HP remaining, Ganti, still on the roof, was holding the Schema Saber wanted. He bargained his life (and his teammates') for the Schema, as he pointed he could probably outrun the heavy warforged in the tunnels and elude him in the city.
Saber agreed, and left with the precious Schema. Thus the adventure ended, probably not with the pre-envisioned ending, but with potentially a very good reason for the party to follow the map (and saber) to regain the lost schema, the relic's other pieces, and their dignity.
note that this way, the 1000gp reward problem is solved...as they're not getting that reward.
If you read my previous post, you know the characters have failed to achieve the goal that was requested from them.
Now, since I have little time to create my own new adventure (and yes, I'm also lazy), I would like to use the next adventure in the set, in which the same employer hires the characters to uncover more relic pieces.
Now, why should that noble employ the characters again, if they failed him previously? any ideas? or would you try and modify said adventure so that the players aren't employed by that noble, and are doing it of some other motivation?
Of course, I've got other things (two, to be exact) for them to do, in case they're not interested in any more relic-hunting.
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Well, since the PCs screwed up the first job, the Noble in question might hold them liable for doing a second run for free. A make-up session if you will, at little to no cost. Pay would be minimal, no monetary advances. That sorta thing.
Also bear in mind that the PCs should be concerned with their reputation. If they keep screwing up jobs, or if they do not try to rectify things with former employers, who's gonna hire them?
I once had a group of Shadowrunners in a fantasy city who were so incompetent, after only three jobs, that I hired them to steal a sword from a pawnshop. The Johnson who hired them informed the City Watch that he had "heard" of the planned theft and that he may be able to identify the theives.
Their Johnson was also a pawnshop owner, a competitor to the target of the PCs, who had fallen under suspicion of robbing people, accepting stolen artifacts, murder, and forgery. This was his means of clearing his name. By working with the City Watch to protect his main competitor, he was deemed too honest by the Watch for them to investigate.
And the Johnson knew that the PCs were completely incompetant. He knew that even if they did get captured, no one would believe that he had hired them. He also knew that in their desperation to get away and escape capture, they might do something stupid like setting fire to the target's shop as a diversion, ruining his business while keeping the Johnson in the clear. It was a win-win situation for the Johnson, but the PCs got screwed.
The PCs took the job, escaped the Watch (without burning down the building) and had to find a way to clear their name. They were blamed for various other crimes as well, including the kidnapping of the Duke's youngest daughter.
That was a pretty hairy campaign!!!
Yeah, I hope the PCs want to have their reputation cleared :)
Could you elaborate a little more on running shadowrun in a fantasy setting? or did I misunderstand your setting?
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I just took the basic elements of Shadowrun, i.e. Pcs are poor streetrunners trying to make a buck by doing odd jobs and threw it into a fantasy world.
I got rid of the technology of course, but I kept corporations as power players. I just renamed them to match a fantasy world. The Church, powerful nobles, merchant houses, the monarchy, all these became the power behind Shadowrunners.
For example, the PCs first mission was an extraction. The youngest family member of the most powerful merchant house in the city was the target.
The next job was to destroy a certain crate in a warehouse. The third, to steal a sword.
Shadowrun has magic and stuff already, and there are GURPS Shadowrun books online (I do not believe that these are official supplements) if you need help. GURPS allows you to mix and match elements of Shadowrun and other genres as you please.
I just liked the storytelling and Run aspect. I liked that the PCs start as nothing and have to earn a rep that will determin what kind of jobs they get.
It was cool.
Any other suggestions?
Believing that "they owe her" isn't much of a hiring motivation.
In addition, I'm not sure they have any reputation yet that they would want preserved.
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Blank Hook -- never heard it called that, I don't guess, but it's something I've been doing for quite a while.
Like...I once told my player's that they were part of "The 12"...a group of heroes destined to save the world...and, at first, I had no idea who each member of "The 12" was.
A new question (or rather, a new topic):
How to do politics in my game?
I'm interested in introducing some politics to my game. Not necessarily high-level, country-wide stuff, but even small-scale intra-guild politics or something similar.
Problem is, I don't know how to approach it. How do you introduce the characters to it? How do you make it non-trivial on the one hand but still manageble for the GM on the other? How do you make it interesting?
What did you do with politics in your campaign?
Follow the money. Politics is all about power which is all about money.
Maybe a cynical view ... /me shrugs
Also, not everyone gets into a political scheming type of game, so make sure your players won't be bored with it.
what? no one else has suggestions?
One thing I do to promote politics within my game, is sit back and really think about the local groups and picture the NPCs running the markets and politics of the area.
I start by thinking about the resourses of the places around the playing area. Who has what? Who sells to or sapports who? Who has the goods and who needs the goods but dosnt have them?
I look at where the major lumber suppliers must be by judging where the major forests are. These people would be able to trade or sell the lumber needed to growing areas and usually attract hard working types.
I find the mountains that must produce the locals their iron, silver, gold etc. I usually go as far as naming individual moutains for the resources it yeilds. I always consider these places industrial or advanced, and richer then those who do not produce metals.
If there is a local area that has a market within magics, I note that too. But I tend to limit such high-end magic to demihuman civilizations.
Now I play a little history in my head. I Look at the local areas and their leaders and paint past deals. "Did Sother at one time sell lumber to the rocky lands of Grekco? Did in return- Grecko trade protection of their lowlands? Or perhaps Greenforest has made deals in the past with the northern people of Vain...Perhaps Vain, being low in resources, had to trade Greenforest 'more' then just coin to aquire the much needed healing erbs that have always been found only in Greenforest?" Perhaps they insisted those who trade for such erbs must donate space to the good gods who cuased them to grow there."
After I paint a nice connection between civilizations within contracts and deals, I picture what the effect might have had during the decades within these deals.
Did Vashmere become the richest land in the human world, due to the fact that only they produce metals in enough supplie (rivaled only by the dwarven people across the sea) to sapport the other three kingdoms of man? Yes...yes vashmere did, and this had lead them to being very powerful politically. Many lands listen when Vashmere's King speaks. If King 'Victor Von' Vashmere was to ever pull his metal trade from any one single land, it would cuase a economic movment that could cripple another country easy. So Vashmere has much pull in the lands of man.
Did Edenna take advantage of the endless plains and forests to the west? Yes they did. They have the largest collection of true rangers, and even reports of fey creatures in the deepest forests of the land. Seeing the lack of green feilds and woods within the vulcanic lands of Fulcrum, Edenna has produced most of Fulcrum's foods and lumber for over 200 years now. In return, Edenna enjoys the guard of Fulcrums huge armies, wealth, and peace. The peace has lead Edenna into a artistic and philosophical capital of the world. With more time spent spending Fulcrums money then actually working, Edenna has found the freedom to explore the finer details of art and school.
After I get a few trades going and a visual image of its effects, I now go into finding NPCs to place at the helm of these political points of interest.
Yanni Geovanni, Master Mage , is the head of magics within the large city of Wargore. The city has much to do with mining, gem work, metals, and stone. Stone workers and metal harvesters are in great demand and paid well. Recently Yanni has learned of magical evidence of a lost civilization within the eastern mountains of Ghem...Ghem is very important to dimond production, but Yanni wants to shut down many of its tunnels to isolate and study the magics hidden within. The Mage is selfish, yes, but he also fears that somthing evil lurks hidden in these mines...and it does, a sleeping geni that has no master, and no wish greater then to murder all humans in his way. Yanni has secret writings on the matter, but the land is ruled by a strong king who will not allow shutting down his mountain of dimonds for a magi's stupid superstious crap.
This has led the players to see yanni as a evil NPC trying to twart dimond production. the Dimonds are sold mostly to Lox (a land where the inhabitants actually eat dimonds...yes weird I know..but shut up). the land of Lox has been warned, by the players, that Yanni wishes them to die of starvation, that yanni is evil, that yanni should be stopped. This has cuased Lox to distrust Wargore and its guild of magics...The Mage guild has been pushed out of Wargore to appease the dimond buying Loxo and insure trade and production...Wargore was cool with the mages, and used to benifit from having them , but to insure wealth through selling dimonds to the elephant headed people of Lox, they had to dismantle the Guild of magi within wargore....And that has had huge impact on alot of things.
Calamar has alot to say about politics in past posts. he goes very deeply into studying the true workings of real world politics. A world of acient Rome can offer a million ideas on government and political details. America can be a bucket of ideas when considering a civilization that once invaded and captured a weaker civilization's land hundreds of years ago...only to become the most powerful nation in the world.
I dont even attempt to apply that sort of thing. I dont used archtypes of real world governments openly...due to the fact that i dont study them enough. But the wealth of info is there if you decided to do so. A basic understanding of the types of governemtn and what those types actually mean is a good start.
after that...just play out the last 100 years (at lest) in your head, in fast forward...and see who washes whos back and who gets stabed for the dollars in the long run...
Let me explain myself better:
while your point is interesting and useful, I was referring to *roleplaying* politics, as in court intrigue and diplomatic affairs, or, how to bring the effects and use of politics to life in the game session.
ok, I see no one is taking by bait.
let's go back to other issues
To engage the characters politics should be introduced in order to advance the adventure. Players don't want to be career politicians and solve all kinds of injustices through legislation. They will be captivated by human(oid) drama.
Players will get confused by convoluted relationships. If you like these kinds of politics, great -- go for it. Just remember that your players won't get it (or at least not for a long time). They will follow people and allies. They will assume that their ally from yesterday is on the right side of the argument today.
My top two political devices:
Upcoming Decision/Ruling -- Find a decision or ruling that will have a direct impact on the players and have a trial/debate/etc revolve around this topic. Players will seek out the influencers and ineract with all the interesting people you have plotted out. They will react to them quite differently than you first anticipate so avoid trying to steer this ship. It is often best to make those in favour of the PC's view less honest and more corrupt than those against it (forces them to examine their own wishes).
Acquire an ally- In order to secure an alliance that will move the adventure forwards the PC's must change a law/ or secure a promotion for someone. Once the ally is secured the PC's can move along. This is a great way of creating an arch villain -- one who the PC's themselves helped put in power by ...(bringing down an opponent to scandal, discovering a lost book of lineage, giving them credit for a deed that they did).
My best piece of advice is to keep all politics tied to the action of the game. Introduce elements that the PC's are unfamiliar with only if they can lead to a different course of adventure.
Ok, there have been two session from the time I last posted.
Since last time, one of my plasyers left for exams, and two new players have joined the group.
So, my "question of the moment" is: How do you GMs manage player attrition and addition and also with a changing cast of PCs, whether due to new guys or PC deaths? How to deal with changing motivations, relationships and so on (i.e. all the crap you deal with ONCE at character generation)
Thanks for the advice Gil, sounds interesting.
Now, do you have any advice on how to facilitate this kind of play, mechnically?
I mean that on the one hand, I don't want to simply make a decision whether they succeed in getting that law passed, or convincing the king of something. On the other hand, I don't want a single die roll or skill check to cause the king to depose a noble, or reduce the land tax.
Any suggestions of a mechnical golden middle way?
Player attrition is really hard to deal with if you are trying to maintain a long-running campaign. Not so bad if you play a series of short-running mini-campaigns or standalone scenarios without any lengthy story arcs.
In my campaign I have multiple story arcs running in parallel with different parties involved. Sometimes I have to put one of these on hold in favour of another, as I have players who tend to go away for long periods of time and then come back again. E.g. one of my players is in Beijing at the moment, and has been for the past two months. He's due back in a couple of weeks and then the story arcs that his characters are involved in (or may get involved in) will be back on the table as possibilities.
It's more difficult to handle when the player of a major character who is deeply embedded in the campaign has to cease participating. I have had this happen in my campaign - someone moved away. His character had just embarked on a 'side-trek' adventure along with another PC when he left the group. I had to use a little Deus-Ex-Machina (Though well-reasoned and involving an established NPC not just some cheesy divine intervention!) to extract the other PC from this and bring them back into play, as basically the first character would have to be 'in stasis' until such time as his player maybe comes a-visting and we can spend a weekend running his exploits.
(Actually I am thinking of bringing him back into play using 'Skype' with webcams.)
Player addition can sometimes be handled by letting them take over the running of a character that was previously run by a departed player. It doesn't always work but there are situations where it is appropriate. The old player should give their agreement for the new player to inherit their character, and the new player should be a) happy to do so and b) able to roleplay the character in a similar vein to the previous owner.
I don't let new players bring in or generate characters that are already the same level as the best characters the established players have. This kind of depends on the psychology of your group but my players don't like a newbie suddenly muscling in with a pre-genned character without having to sweat their way up the levels like they did. (Before anyone pipes up saying that 'this is why I don't like level based games' - this would of course be equally true of a long-running GURPS campaign, where character development is measured in points rather than levels). However I don't force new players to start out at 1st level. If they are going to be hanging out with 10th level characters I usually let them start out at 4th-5th level. The toughest part is finding a reason why the party should let them join! It's often the case that new characters start out as henchmen of the established characters. So they have to help them on with their armour and run errands and so on.
As for dealing with changing motivations, relationships, etc, I guess you just deal with them the same way you do in real life. By the seat of your pants!
Just a note to tack on to LG's post. In the D&D mechanic starting a character at 5th level while the rest of the group is at 10th is probably okay as the character will catch up to within a level of the others at some point. If the characters have spent more than one level at their top experience point bracket (around 11th level) the level disparity will never be recovered -- so make your choice carefully.
I am not a fan of a level discrepancy in the group. I feel it creates an unhealthy dynamic. I recently (two years ago) added a husband and wife pair to the group and brought them in at the same level as the rest of the group (14th-15th). I matched them by experience points. On the magic item side I gave them a couple of decent items each (two items below the group average). I was happy with the result.
I think the concept for the level discrepancy, if my waning memory serves, comes from the first edition DM's guide. That is the same place where you have random insanity tables (no, really!) and some other peculiarities.
Debates or votes over a law -- If you want to apply dice to the interaction you could have some real fun with it. At one point the players audited the twelve (plus one) council members and found some interesting voting behaviours. Some council members would vote to the middle -- some would vote against the opinion of another specific member -- while others would vote towards a specific member (I called this their voiting pattern - a number that could not be changed). Solomon would have a voting pattern of zero. Once they had this information they knew which votes could be swung and what they needed to do. Each vote was a dice roll based on their opinion of the topic (as swayed by the players) and their voting pattern. I laid out the 13 cards on the table with the two numbers (pattern and disposition) on it and placed them in the order of the table. I let the players roll the dice (low but open ended) and each member voted in order. As they had a voting disposition -- each vote affected all subsequent votes. The players could see the changes they had affected in the dispositions and hoped that they had targeted the correct council members.
The vote had a subjective elements of roleplay, random effects, and strategy. Thus a favourable result is based on the big three in roleplaying and players could be proud of the result. Luck, strategy, and style are the essential ingredients for player reward in any situation.
I have thought that you could extrapolate that methodology to have each political figure have a set of statistics that can be used for influence. Hmmm.. I have some interesting stats in mind. I'll think on it.
Hum. I rather expected that some people would be a bit uncomfortable about the level discrepancy thing. Which is why I added the caveat that it doesn't work in every group!
Consider the following. In my campaign there are multiple adventuring parties of varying levels. The players who own 10th level characters also own characters who are 3rd level.
The newbie 4th level characters might only be coat-holders to the high level people, but then later on, having picked up a couple of levels trawling around with the high-ups, they might go off on an adventure in a party where they are the titans compared to the 3rd levels that the older, established players are now running.
Consider that it may sometimes be a bit dangerous to let newbie players loose on your campaign with a character who is the equal of the established ones. Different groups can have very different playing styles.....suppose this player's previous experience is in a group where lethal inter-party conflict is not at all unusual, and characters are created at any and all levels of experience with abandon and disposed of with equal recklessness. Then he or she comes to your group where characters take eight years of real time to get to tenth level....
This is of course an extreme example, but you'll take my point I think.
If your new player is content to play a lower level character for a while amongst higher levels and enjoy the roleplaying experience, then they've passed the 'munchkin test'....they will also get a handle on your group's playing style before they can do too much damage.
Then there is, as I said, the fact that the established players in my campaign do tend to regard their characters as assets that have been hard-won in a tough-but-fair campaign. They tend to be unhappy when someone wants to bring in their tenth-level-in-a-week character from another campaign.
Taking the contrary view against myself, there is of course a different approach, which is not to regard characters as assets at all, but purely as roleplaying vehicles. In this regard, the established players haven't lost out to a newer player who has just joined with a character of equal level to theirs, because they have had the pleasure of roleplaying in the campaign for much longer than the new player.
Sadly, this egalitarian utopia does not exist in my group!
As for the random insanity tables - how dare you question the wisdom of Gygax? Death to the unbeliever! {Struggles to break free from straightjacket}
Points well taken. I like what you say about the difference between a hard won character and a character as a roleplaying vehicle. Most gamers who I've sat at the table with develop a very strong attachment to their character.
Since I run a long story that revolves around a group of characters moving through the realm, adding new characters to replace ones that are lost does become necessary from time to time. Sometimes it is a new player stepping in to augment the group or replace a lost non-player character. Other times a long time player must create a new character. In both of these situations I aim for level-parity with the group.
In a campaign that plays out multiple story threads through the environment I think LG has all the pieces in place.
Just a thought -- what do you guys do for screening new prospects to the gaming group? I have a feeling that the guys I play with are pretty fussy compared to the norm. I like playing with new people and am generally tolerant of new players (must be that school teacher patience at work) wheras the rest of the group will be more reticent in considering new players. Right now we run with four players -- the most we have had is seven. What is your mix?
Well, I don't have a problem currently with character levels, as all of them were 1st level when the new players joined (now, one character is 2nd level).
I've read somewhere a suggestion I intend to use in the future: to have the new character(s) one level lower than the lowest-level character already in the group (so a group of 10th-11th level characters have new ones brought in at 9th).
Regarding player screening, I think the severity of the screening is proportional to the number of candidates available. Since in my group's case the options were limited I only posed a few barriers: no under 18's, people willing to commit to a session every week and people interested in having fun (however vague that is) and not "winning" or dominating the game.
I interviewed the first candidates that sounded suitable (two that came together), seemed fine to me, and now they've been with us for a couple of sessions. They do have a knack for troublemaking (their characters, that is) but so far it's managable.
Hello again,
I've got a couple of tasks that needs diong, and I'm not sure how to go about them:
1) I've just run EMH-1 Reflections of the Multiverse to my group of players. This is a murder mystery that uncovers an attempt at ( limited) planar invasion.
Now, while the players have succeeded in stopping the invation (after a few outsiders got through), they did not find all the clues and do not know exactly what happened or who was involved.
My question is: how do I tell them this? Should I even try or should I let them remain ignorant? (This information ties into a future adventure). How to get them to uncover the truth of what happened?
2)Treasure!
I'm using going to run EMH-2 Pirate's Bounty and the Isle of Fire soon, and it includes a pirate captain's treasure as a goal (and reward). The problem is that since it's an RPGA adventure originally, the actual treasure isn't specified. So, how would you create this treasure (using D&D 3.x rules) considering:
a) This is the accumulated treasure of a deceased pirate captain
b) It's been many years since he last "deposited", and it spent years in a cave inside an active volcano
c) A few years earlier a group of monsters (dolgrims) found it and melted some of the metal/coins/items to make an idol of their god.
d) This is the only treasure for a 1st/2nd level party of 5 (4 PCs, one old ex-pirate NPC)
suggestions?
can no one help me in my plight?
1) Have the players stumble on a sick but semi-important NPC. They have some kind of psychic link to the planar episode. They are having visions that give them convulsions and other problems. They are able to relate parts of the story. They describe a peculiar sign, pendant, or sybol.
Second interaction with NPC: Have that symbol re-appear with connection to any adventure that they have. As they dig they find that this person is linked with a specific individual and the NPC can provide instrumental clues in tracking down this ally/enemy and defeat/return them home.
2) Pirates have maps. Let them find a map that shows the coastline of a polar region -- not where the ice is, but the land underneath. Devise some way or magic by which the players could be able to travel as if the ice were not there to discover a lost city shown on the map.
Include some gear in the treasure that is good for polar expeditions. Include rations, fur, etc -- and then a number of items for warm climates.
Doesn't have to be a pirate map. An old map in a moldy tome in a library showing an area that many, many years ago was inhabited, but when checked against current topographical resources is now a marsh, swamp, desert, frozen wasteland or whatever.
I see I wasn't clear regarding the treasure problem. I already have a map, a location and a reason for the PCs to be there. The only thing I don't have is actual treasure itself. 3.5 Ed has tables for determining treasure according to monster CR, but this isn't a specific monster's hoard, but a pirate's stash. I'm not sure how much treasure (and what kind) would be appropriate...
Part of it depends on when the pirates stashed their wealth.
If it were prior to selling it, that is stashing captured goods, textiles, dyes, spices, coffee, tea, tobacco, wool, cotton, timber, metal ingots, rice and other grains would be likely. Also this is likely to have decayed greatly over time. The theory here is that a friendly port is a great distance, and the pirates will hire a large trading vessel when it's time to cash out.
If the pirates are selling and splitting as they go, roll for each of the crew with perhaps a triple share for the captain.
The legendary treasure hoarde (as portrayed in movies) is not likely as most sailors would take their share and be on their way (and demand their share at the time) or drink it away between voyages. any other pirate will bank it.
Whut
when things go wrong
Well, I had my little group of players exploring a cannibal infested island for a lost pirate's treasure ( i managed to create that treasure heap after all) when they happened across the cave where the treasure was supposed to be hidden. However, on entering, they were attacked by the Dolgrim guard in what I thought to be the first of a series of battles in the caves which will end in recovering the treasure.
Considering that the party conssited of two 1st-level characters (mindblade and rogue) and two 2nd-level ones (cleric and psion), I didn't see any reason the CR 2 Dolgrim guard would be a problem.
I was wrong.
The first crossbow shot took down the rogue in the surprise round.
The psion entagled the creature with Entangling Ectoplasm and also managed to damage it using Mind Thrust. Things went badly from there:
the cleric decided to close in on the creature instead of using spells and was felled in two quick rounds, just as he figured out how to circumvent the guard's Damage Reduction (of 5/-). The mindblade kept rolling abismally and missing all his attacks and when he, too, fell to the Dolgrim's spear, the Psion decided not to take a hint from the old pirate NPC and run away, but tried to retrieve his pal's body, and got his head smashed in for it.
6 rounds of combat, 30 minutes into the night's session, and the whole party has been killed by a lone guard, that went chasing the NPC immediately.
What do you do?
As the players were contemplating new character concepts, I decided to give them a second chance. As their characters were not actually dead yet (not reached -10 HP), I decided to use the rivalry between the Dolgrims and the cannibals to make a raiding party enter the cave, take the unconcious PCs, and prepare to sacrifice them to their gods.
The Characters woke up shrtly before the appointed time, tied to poles, to witness their previous nemesis (the dolgrim guard) being cut up and sered as idol-chow. as the three guards and priest were busy with the ritual, they managed to slip their bonds, but were spotted by the cannibals. Again, instead of running away, they decided to attack the guards. Since I had no statistics for the priest, I had him go behind the temple and make "ominous sounds"...and thought of how to make them run.
I decided he'd summon/turn into/whatever a crocodile!
The party, meantime had better luck, and managed to take down two of the guards with bare hands (and a mind blade).
What happened next is pure insanity. when the croc showed up, the two 1st-level characters told the other two to "run away, we'll take care of them". The cleric and psion ran into the jungle.
Unfortunately, the brave couple continued missing all their attacks, and in its first round of action, the croc managed to snap the rogue's spine with his tail, and devour the mindblade with his bite...
Thus came the end of two characters, in spite of my best intentions.
would you have done differently?
Now, on the one hand, I need to create background and points of interest for the new characters. On the other hand, the two survivors, poor, unequipped and demoralised have decided to get a band of men together to go back to te island, rid it of cannibals and get the treasure. I love them being motivated by something that I didn't make up!
That's a pretty funny story!
Obviously, the two new characters should be fighters (do to the way they play their PCs, that's the only way that they'll live) and since the other characters are looking for some strong able-bodied fighters...
I'd recommend making a mercenaries guild. Or fighters guild or whatever you wanna call it. It's a large guild hall that out of work warriors can find jobs. They have to pay guild dues, go on strike, and everything else that a union does. Their pay depends on rank and time in. Of course, multiclass or other characters with unusual skill sets can earn more because they can do more. Or not, depending on the job.
These warriors can get hired as mercs, bodyguards, pit fighters, sailors, whatever.
You'd have to write up some guild rules and make a few NPCs, but the effort will be worth it.
"When the GM smiles, it's already too late."
Further Updates (in case anybody's still reading this):
It's been two sessions since the unfortunate near-TPK. Two sessions with the new characters (the party now consists of two clerics of the Silver Flame, a fighter and the psion), in a new place (the city of Newthrone, on which I had essentially zero info beforehand), lots of talking and absolutely NO fighting.
And it's actually fun!
The two original characters (cleric and psion) found jobs so they can feed themselves (healer and carpenter (!), respectively).
The new characters had to be introduced (A somewhat psychotic mercenary looking for work and a second cleric looking into rumors of misconduct by the first one).
In addition, the group has had to come up with a plan on how to return to the Isle of Fire to retreive a lost Orb and avenge the death of the two old chacacters; And try and get the pirate's treasure, if possible.
Having created an old, broken earl who lost his son and wife to the cannibals 15 years earlier, I thought they'd get their resources from him. What I did not expect was for them to try and convince the local Silver Flame temple head to condone a crusade against the "man-eating savages" and "vile creatures from below the earth", and while they didn't get a crusade, they got valuable information and assistance form Mother Manlissa.
Having secured the info from the temple, money from the earl, and some manpower from the local merc guild, they are now planning the exact methods, equipment and people they need to succeed in this.
All that's left for me is set up those challenges...has anyone got suggestion for the size and makeup of a cannibal village or how to move a 300 lb. gold statue out of a cavern complex and onto a ship? :)
...has anyone got suggestion for the size and makeup of a cannibal village or how to move a 300 lb. gold statue out of a cavern complex and onto a ship? :)
For the villiage, I haven't a clue. For my games, I'd go with about 30 warrior males, 60 women and elderly, 60 youth, and 60 children.
As for moving a 300 lb gold statue, thats not really that large. A wheel barrow or hand cart should do it. Otherwise I'd say move it in pieces. A crusade against heathens inplies that the idol had no actual value, the artistic value might lead people from the true way, and the gold has te same value regardless of shape. 300 plbs of gold is 6" x 6" X 12" give or take an inch. http://www.24carat.co.uk/densityofgoldandothermetalsframe.html
Whut?
Sorry for joining so late.
I was struck by a question upthread that is common in games: the player who chooses not to play, or who instead demands an unreasonable in-game motivation for playing, like a giant reward upfront or they don't go in to do the job.
In these cases, I think it's a good idea to stop the game and have a a tabletalk chat. This kind of thing happens all the time. It's a method by which players use real life motivations (ie. the desire to get on with it at the table) to cause in-game actions. It's cheating, and it's rude. Some players are of the mind that it's us vs them - DM vs players, not just in the game, but also bleeding out of it. Some players, like a heckler in a comedy club, will do anything to challenge the world a DM has tried to set up, or simply break a system. It's passive aggressive shit when it happens at the table, and it needs to be nipped in the bud.
I'm of the mind that when a group of people come to a table to play, that the players are partly responsible for their own enjoyment, and they need to work to support the world the DM creates and embellish it, rather than trying to subvert it. I don't like it at all when the interaction around the table becomes about how the game is to be played, or whether the game will be played, rather than simply engaging the scenario.
That said, in my campaigns, I generally try to do a bit of upfront work on motivation. I try to tie in some non-monetary motivation. I stick very closely to the DM Guide recommended guidelines for how much cash/resources a party should have, since that affects the game balance and therefore the intensity of the challenge they will face, and I try to avoid too much up-front talk of money.
In the past, I've tried to deal with that kind of behaviour in-game by shaming them, by having a mere child volunteer to go into danger to save the day in front of the cowardly or greedy adventurers. That worked.
I've known another DM that dealt with it in game by hiring the adventurers as dishwashers at the tavern. They roleplayed it for around 10 minutes and they really got into it. Then he called the game and gave them an epilogue, explaining their mundane existences, while other NPC heroes became the toast of the town. Not everyone is cut out for adventuring, right?
So, my "question of the moment" is: How do you GMs manage player attrition and addition and also with a changing cast of PCs, whether due to new guys or PC deaths? How to deal with changing motivations, relationships and so on (i.e. all the crap you deal with ONCE at character generation)
We introduced a clever bit of narrative gaming artifice - the adventuring "company" or "co-op". The idea is that the chartered company (for which the group pays administration dues) is actually bigger than any particular group of adventurers. So, each player rolls a stable of characters, some of which are "off camera" on any given day, training or on other adventures. The characters are known to each other, and they might receive some direction on their next mission through their admin. Like any small company though, new "business" is most often generated by the adventurers themselves. The narrative benefit is that it gives them an excuse to pool some resources including magic items - particularly passing them on to others within the same company, if it is possible. Having a stable of characters for each person allows some pre-game relationships to be created through out-of-game narratives that are traded online or via e-mail. It also takes the pressure off the DM to keep characters alive, thereby increasing the risk and the thrill.
We calculate experience carefully, according to DMG guidelines, and keep it in an Excel spreadsheet. If a character dies, and they do, another character can be introduced. The experience level of the replacement level is taken as an average of the group - and then rounded DOWN to the beginning of that level. That helps put the brakes on group leveling over time, keeps replacement characters relatively in line with group experience, without rewarding characters for dying.
Considering that the party conssited of two 1st-level characters (mindblade and rogue) and two 2nd-level ones (cleric and psion), I didn't see any reason the CR 2 Dolgrim guard would be a problem.
What would I do differently?
I can't remember for sure, but I thought a CR2 encounter was meant for 4 second level characters. That tends to suppose "standard" characters, meaning I'd want to have at least two bruiser fighting types up front, though a cleric can double in a pinch if he's armored. If the enemy got the jump, as in a surprise round, that says the advantage likely went to the Dolgrim instead.
So, in a game in which the players haven't had much opportunity to test their characters, they were faced with an enemy that overmatched them, and which likely had some additional tactical advantage as well. At low level, those kinds of mistakes can cause a total party kill. There's less room at low level to go "off script" with the challenge ratings, especially when characters can easily be killed with a single blow. I might have weakened the encounter or provided a tactical or geographic advantage to the players in that case.
As for the treasure you mentioned upthread, I recommend using the DMG's recommended allotment. If it seems stingy, you can always say that it has been partially looted already. The reason for this is that you always want to keep money a factor in the game, a source of pressure and therefore a source of choices and consequences for the characters. They remain motivated to find more money. Payments for retainers, for lifestyle between adventures, for training etc are all covered in the DMG. This can all be tracked on a spreadsheet with ease.
I've seen a lot of DM's just give up on money eventually because they never tracked it, or gave it to players in such large amounts that it ceased to be a factor in the game. At that point, the lure of a treasure isn't much of a lure at all.
I've read somewhere a suggestion I intend to use in the future: to have the new character(s) one level lower than the lowest-level character already in the group (so a group of 10th-11th level characters have new ones brought in at 9th).
It's good to see consideration given for this, because it tends to be a problem. This solution isn't bad for the first time someone dies, but consider the problem after a series of games in which several people die. You can get a larger disparity than is desirable between players. If a character is level 10 and another is level 7, then you are introducing a replacement character at level 6. That's a huge disparity. Either you continue to plough through high levels, further increasing the odds of killing the replacement character, or you play an easier game and the level 10 character isn't challenged.
Alternatively, we've tried taking an average of party experience, rounding down to the beginning of the level. The downward rounding generally puts the replacement lower than the lowest character in experience, but not necessarily level. I'm not sure if that's 100% better either though.
What I do like, is that if experience is divided equally among all participants of the encounter, it has a greater benefit to the characters with lower experience, meaning they will catch up faster. It is important to track experience though – again, a spreadsheet makes it really easy and less arbitrary.
How to do politics in my game?
I echo Gilgamesh's advice. Keep it lean and economical. If you introduce them, keep them tied to the action of the game. They are only relevant through the way that players interact with them. If there is no intersection with player action, then they are window dressing. That's ok too, providing you are sparing and don't get bogged down in conceptual ideas. If you want the politics of a land to play a role, then explain them in terms of the effect they have, something characters can touch, taste, see, feel, or otherwise experience sensually, or in terms of choices and consequences the players face.
Introducing the world to the players.
How do I get things through?
How do/did YOU do it?
While I've got plenty of written material (as this is a pre-made world), I'm not sure how to go about informing the players. Do I give them books/photocopies/page numbers to read? Do I make handouts? If so, what should they include? Or should I just rely on them getting the info from me on-the-fly, as needed?
How would you gauge "common knowledge" in your campaign world.
Everyone should have the worldbook. That gives a base of common knowledge. I won't make people feign ignorance about monsters if they know what it is. By the same token, I won't let them consult books in mid-game for things they might not know.
As for specific locales, I tend to do pre-work online – short narratives and descriptions through e-mail to each player prior to the game. This includes the "how you all meet" stuff, which I tend to control, rather than going through the ritual of "so you all meet in a tavern". The basic idea is, if there really isn't a choice for players to make about who they meet and decide to adventure with (if the players have already decided this is what they want to do), then why pretend they are making a choice. Just do the introductory narrative out of game.
That means, when we sit down to play, we are doing so right at the dungeon door. No need for equipment buying and wasting our precious live sessions with character generation and equipping. Moreover, we can share bits and pieces of our character backgrounds online, where it's easier to write and edit, instead of faking bad accents and fantasy-speak around the table, as we pretend we've just met and already know enough about each other to ride. We get more rich character interactions that way, and richer histories. We do keep it tight though – contraints are painted to avoid epic histories and to just get to the core of a character – perhaps a vignette about how they started adventuring, or how they acquired an item.
A CR 2 enounter should use up roughly 20% of the resources of 4 average, by-the-book PCs of level 2. So, a CR 2 encounter wouldn't normally kill a party of 4 PCs, 2 of which are lvl 1 and two of which are lv 2. But, it can happen...and will happen again no doubt. I run a solo campaign for my fiance, and a CR that is equal to her level is a veerryy challengeing encounter for her character, but not impossible. Of course, behind the scenes all of this is based on average dice rolls...and we all know that dice are hardly average. There's always the times when the GM rolls a mess of 18-20s all in a row and the players roll an equal mess of 1s, 2s, and 3s. Or vice versa.
As replacement character levels go, it honestly doesn't mean much. Seriously. Because low level characters get more XP than high level characters from the same CR, it all eventually balances itself out. If the low level PC can live through it, they will jump ahead in levels rapidly, soon catching up to the rest of the group. Or, if you use lower CR encounters so as to not kill the replacement PC right off, then the high level PCs will get little to no reward and it has the same effect...the new guy catches up rather quickly, and things settle back down to normal. A real world equivalent? You learn more things and faster from the more experienced teachers.
I would comment on the "everyone should have the worldbook" idea as well. I don't necessarily agree. It does make the GMs job easier, as he doesn't have to teach the group about the world he is using...but it can create problems when the GM starts moving things around, changeing things, and the like. I've had more than one player tell me I was wrong about what side of a river the town should be on...and whether I was wrong or not, I ended up looking wrong as how would they know I changed it and wasn't just saying that to save face? I think that you were referring more to players being able to learn about the politics and inner goings on of such-and-such town, however. Having the worldbook is not beneficial for that either...I wouldn't want my players to know all about the inner goings on of the Senate in the capital city of the Empire...and that info would most certainly be in there, even if it was point form and brief. I firmly believe that the GM should be the lens through which the PCs see the world...not a book.
I *force* people to feign ignorance about monsters they have not encountered or haven't heard of. Just because a player has read the Monsters of Faerun does not mean that their character has, and enforceing those sorts of things firms up the suspension of disbelief. I've gone as far as denying experience points to a player that went right for their silver letter opener when they faced a lycanthrope. In the setting, lycanthropes were a new thing, and no one had ever heard of them before. There was no reason for him not to use the great axe that he had been swinging all night, so I screwed him over for being a metagamer. He whined and cried about it for about an hour, despite the rest of the group and me telling him he acted out of character, so we had a consensus vote, open and in plain view...and removed him from our gaming group. We just don't game with that type of player, and he's probably much happier in whatever group he games with now, as it should be. I'm a jerk though, and insist on realism (well...as realistic as a fight against a werewolf on an airship could have been...LOL).
I've also had some of the absolute best moments in roleplaying come from buying things at the market or meeting in odd places. I suppose a certain play style warrants "you arrive at the door of a dungeon" being the first words said...but I would get gang beaten by my group if I ever did that to them. Seriously...they would trounce me. They want to play through every tedious aspect of their characters lives, and my job as GM is to make those things exciting or skip over them when they can't be spiced up. I suppose the main reason would be my group doesn't see it as "equipping"...they see it as going to spend some loot and interact with some folks, just like you or I would in real life.
It's so interesting to see the way that different people look at this hobby, and the tactics they use as GMs as a result of that. Play style is the biggest impacting factor at the table, and on our skills as gamemasters.
Nefandus...out of curiousity; why do you place constraints on people writing epic histories for their characters? If it's all done online and not at the table anyways...what's the difference? I actually encourage long winded, exhaustive character histories tied to the world as much as possible. I find it a useful way to determine what certain PCs know and don't know about the world...relating back to a point I made earlier. I have one player that has made me a family tree of his past...and I've used that as inspiration for an advenure once. Just curious is all. As for bad accents and fantasy-speak...we don't go that far at my table. We assume that if everyone here is from such-and-such place, they all have the same accent and so basically have no accent. If a foreigner is around, the accent is just explained at the outset, compared to a real world cultures accent, and then no more is said of it after that.
Submitted by Scott Free
Nefandus...out of curiousity; why do you place constraints on people writing epic histories for their characters? If it's all done online and not at the table anyways...what's the difference? I actually encourage long winded, exhaustive character histories tied to the world as much as possible.
The likely difference is that our character's brief postcard vignettes are actually read , by all the players, prior to or during the game.
Forced brevity encourages the BEST, most crystalline moments, rather than long winded and encyclopedic recitations. We try for an emotional connection to a character – something inherently readable. We want the stuff that has a direct impact on defining who the character is, hopefully with playable hooks that may even affect the game (vetted by the GM). This gives each player at the table a better emotional connection and insight to each other's characters (even better when players cooperate with their stories and the GM to support their choice to ride together). It also is the proxy by which the players simulate the character knowledge they would tend to gather from each other over time. 6 hours at the table could be 6 weeks in game time. Those discussions can be tedious when they start from zero in game. Postcard stories serve to enhance the context for more and better in character tabletalk – more role-playing, if you will – than the alternatives. They are readable, and if they aren't – they are mercifully brief.
Also, to a lesser degree, characters can die easily at lower levels, and I don't want any player to be too invested in the work that goes into making one. The emphasis should be on the live play, not the novel. While I might appreciate the enthusiasm of a player who builds a fictional family tree, I can't imagine anything more boring than to have to listen to it. I do appreciate though, as you do, when the backstory references and supports the world – with the goal of placing the characters firmly in it.
Too many times, I've seen the tendency of players to flinch from the revelation of their "secret history" to the other players. In my experience, I've found that for the most part, such enigma characters are much less fun, and less richly realized than the ones who choose to share as much as possible. It's less fun for them as a player, and contributes less to the whole group's enjoyment of that character's contribution.
Submitted by Scott Free
As for bad accents and fantasy-speak...we don't go that far at my table. We assume that if everyone here is from such-and-such place, they all have the same accent and so basically have no accent. If a foreigner is around, the accent is just explained at the outset, compared to a real world cultures accent, and then no more is said of it after that.
What I was poking fun at there was the painful "Summoner Geeks" vapid banter where the players feign ignorance for a while until they "discover" that the NPC they met is actually another player, and then, like 4 year olds in a sandbox, immediately decide to risk their lives together on an adventure. Like I mentioned above, I'm not so keen on starting player characters from zero, or going through the motions of pretending that a choice is made (ie whether or not to adventure together), when no actual choice is made.
Submitted by Scott Free
I've also had some of the absolute best moments in roleplaying come from buying things at the market or meeting in odd places. I suppose a certain play style warrants "you arrive at the door of a dungeon" being the first words said...but I would get gang beaten by my group if I ever did that to them. Seriously...they would trounce me. They want to play through every tedious aspect of their characters lives, and my job as GM is to make those things exciting or skip over them when they can't be spiced up. I suppose the main reason would be my group doesn't see it as "equipping"...they see it as going to spend some loot and interact with some folks, just like you or I would in real life.
It would be a mistake to think that because I might do a lot of gaming activities "offline" (or rather, online through e-mail, but "out of game"), that they don't get to interact with folks, or experience the world outside of the dungeon. Those things are quite important including how one locale differs from another, what festivals and other local colour are going on, the weather, local characters etc. To the extent where significant choices are made, those are done in-game. If it's haggling or more mundane fare, or sometimes individual encounters, then that's sometimes best done through e-mail in the 'tween adventures games. The result is a fairly lush presentation of the locale and them in it. It might help that we tend to play not that often. That means our live play time is quite precious though, and we don't like to spend it pretending that we are doing things that are really just admin. It is true that you can happen upon adventure in such scenarios (if the GM facilitates it), but you can spend the same time facilitating adventure in any scenario. I'd rather just do the best scenario.
I would comment on the "everyone should have the worldbook" idea as well. I don't necessarily agree. It does make the GMs job easier, as he doesn't have to teach the group about the world he is using...but it can create problems when the GM starts moving things around, changeing things, and the like.[:] I think that you were referring more to players being able to learn about the politics and inner goings on of such-and-such town, however. Having the worldbook is not beneficial for that either...I wouldn't want my players to know all about the inner goings on of the Senate in the capital city of the Empire...and that info would most certainly be in there, even if it was point form and brief. I firmly believe that the GM should be the lens through which the PCs see the world...not a book.
True, to a degree. I'll rephrase to get closer to what I really mean.
I like to have my players have a reasonable working understanding of what their characters would know of their locale, and I'll adapt where and how I place those characters in the setting to correspond to the players' knowledge of it – to a degree. So if a player is totally fresh, then their character would also likely be a newbie, perhaps from a remote hamlet. I would add that I agree, it is a pleasure to introduce the world to a new set of players.
On the other hand, it is also enjoyable to play with experienced players who know the world fairly well, and who might intuitively understand the implications of events which might impact it significantly. This is more common in higher level play.
I think, upon reflection though, that I tend to prefer the GM as the lens, unless there is a specific reason not to. For example, if the PC's are playing a significant role in the geo-politics of an area, it follows that they should know something about them so that they may employ tactics or diplomacy in a way that isn't spoonfed by the GM. Over all though, there is something pleasant about the thrill of discovery of a new thing or place.
I *force* people to feign ignorance about monsters they have not encountered or haven't heard of. Just because a player has read the Monsters of Faerun does not mean that their character has, and enforceing those sorts of things firms up the suspension of disbelief. I've gone as far as denying experience points to a player that went right for their silver letter opener when they faced a lycanthrope. [:]so we had a consensus vote, open and in plain view...and removed him from our gaming group. We just don't game with that type of player, and he's probably much happier in whatever group he games with now, as it should be. I'm a jerk though, and insist on realism (well...as realistic as a fight against a werewolf on an airship could have been...LOL).
Wow.
I've covered some of this territory in a previous thread here : roleplaying Gig or Game, but I'll try to distill the best bits of that into my response here.
http://www.gamegrene.com/node/170?from=90&comments_per_page=90
It is an absolute pleasure to bring a group of new players through an adventure, watching them figure out strategies for the critters when they aren't familiar with the source books. It may be possible to re-enact that sense of discovery, but it's about as genuine and fun as pretending to be surprised when unwrapping the present you bought for yourself. In other words, it isn't really that fun , and when I've seen players do it, it wasn't really especially convincing either.
Step back from the lycanthrope encounter for a moment and consider the activity as a whole – a group of players at a table to play a role-playing game. Why are you there?
Is it more fun to pretend you don't know, or is it more fun to apply your knowledge to tactical use within a challenge?
Is it really "playing" if the players have no actual choice to participate in affecting the outcome of an action?
If the players have no actual choices, is it important to have them at the table? Is there another way that narrative can be resolved to fast forward to where they may participate again, rather than acting as passive witnesses?
I like to acknowledge that a good portion of the activity is, in fact, a game - and I have usually found roleplaying ignorance to be less fun than using my knowledge to solve problems. Especially at the "early levels" - do experienced players really have to "go through the motions" and use tactics they know won't work, if only to role-play the experience of trying them? A lot of DMs feel they have achieved narrative purity in "forcing ignorance" on players, when in fact, they have done so at the cost of player participation. Most experienced players appreciate putting their knowledge to tactical use, and are intensely frustrated if they are prevented from doing so by their DM. I was a game in which the ref would not allow us to keep our distance from an obvious encounter site (a strange and malevolent statue) because our characters "had not encountered such a thing previously". It was not fun, and while it may have preserved the purity of his narrative, he soon found that the group resented having their choices removed.
If the players already know the score, I'd rather work with them to rationalize their special insight. A bestiary in the treasure for instance, or a gift, or perhaps it is just common knowledge, that a character might have from living in their environment. If I'm dealing with experienced players, I seed the story with various avenues to explain their familiarity, or lack thereof, of the story environment. Sometimes this means working with them on character creation to ensure their character fits with the other characters, and with the story itself.
I am prepared to compromise on rigid notions of metagaming, if only to avoid the drudgery that would come from such a meticulous attention to detail. It is partly a GAME after all, and if games are not fun, then why bother? As dmhoward said in the other thread, "By emphasizing role-playing to such a large extent and de-emphasizing the use of the player's own knowledge and skills, it makes playing and GMing much more similar. If playing is like GMing, except that a player "GMs" only one character while the GM GMs an entire world, many games offer less variety than they once did. Playing is relegated a simpler and narrower form of GMing, rather than a separate skill.
A pity, really. As I see it, being a great player and being a great GM involve totally different skills, goals and measures of success. Why make them so similar?"
What I'm trying to show is that there are inherant limitations in an RPG that make it challenging (sometimes impossible) to maintain a pure narrative.
This is because it isn't just a story - it is also a game. Some people prefer to abandon the game entirely, with varying levels of success. I don't.
So, we are faced with the problem of what a character can do vs what the player can do. Attributes such as Strength or Dexterity are easy to maintain from within the game. But Intelligence and to a large degree in-game knowledge of the setting applies to decisions and choices. Decisions are made by the player, not by the character. They are how the player contributes to the action and solves the problem. Remove the player's ability to use his reasonable in-game knowledge to affect the outcome, and you can end up deprotagonizing him.
Seriously, in a world without lycanthropes and vampires, we have all heard legends and tales of what hurts them. In game, they cover an entire class of creatures. It would be reasonable to expect that ALL of the characters would at some point have heard a tale about using silver on them. Isn't that why silver weapons are sold in the shop? It's on par with using holy water on undead. In doing what you did to that player, did you enhance the experience? In defending everyone's right to deliberately use the wrong tactics, did it enhance the entertainment? What exactly were you defending there that was so important?
In my refereeing I tend to steer a path between the two extremes of acting gig vs power game. A lot of it depends on what level the characters are and what sort of background they have, and how likely they are to know of a certain monster's vulnerabilities. For something like a lycanthrope, I would maybe give the player a roll to see if their character knows about the silver thing, with a very low DC for success. Chances are they will know about it. If their character is, say, 5th level or more I probably wouldn't even bother with the roll.
Now, if it's a Rakshasa they're up against, I would make the chance of knowing it's vulnerabilities much lower. Ot I might simply change the listed vulnerability and let them waste their bless spells. Sorry, I won't reward a player for their initiative in having purchased all the Monster Manuals I-IV against my expressed wishes. Trying to figure out the monster's vulnerabilities can be a fun part of the game - as long as it doesn't drag out too long because you've given the monster some ridiculously unlikely invulnerabilty and aren't giving them any clues.
Though I don't force people to use funny accents (they're more than happy to do that for themselves in my group, in fact just try and stop them!) I do think that acting out a character immersively and realistically is an important element of tabletop roleplay, which distinguishes it from MMO'RP'(LOL)G's. Seriously, if people just want to game rather than act they're wasting their time with dice and bits of paper. Go play WoW.
(OK, I'll admit that's a bit harsh - tabletop has tactile stimulus and RW social interaction going for it as well. Maybe not so much fun sharing a pizza with your buddies when you're all playing online.)
Actually, this leads me to wonder, if there is presently an increased tendency to emphasise the 'acting' element of tabletop roleplay, is this a reaction to the munchkinisation of MMOGs?
Thing is, at the end of the day, this is simply a comparison of different styles of play. People posting on Gamegrene tend to be referees, and all of us are quick to bristle like a porcupine when we perceive that another referee is saying their way is the 'one true way' - implying that ours isn't. Fact is that players and referees tend to evolve together as a collective organism - either that or they part ways. Any group that has stuck together for a reasonable length will consist of a referee whose style suits their players, and a group of players whose playing style suits the referee. The best thing that comes out of this kind of debate is that it lets us take a step outside our own frame of reference and see our game from another's perspective. We might simply disagree with that perspective, or we might learn from it and improve our game - not necessarily a complete overhaul of our refereeing style, but maybe a few tweaks here and there.
I suppose alot of it comes from the fact that many years ago I tricked a bunch of actors into trying out roleplaying, and now most of them are still my players. LOL. It changes the way they choose to play and the way I choose to run. All the points you make are good ones...as I said, I love seeing other GMs play style exposed on this site as it casts what the rest of us do in a new light.
As for this part:
>>"Seriously, in a world without lycanthropes and vampires, we have all heard legends and tales of what hurts them. In game, they cover an entire class of creatures. It would be reasonable to expect that ALL of the characters would at some point have heard a tale about using silver on them. Isn't that why silver weapons are sold in the shop? It's on par with using holy water on undead. In doing what you did to that player, did you enhance the experience? In defending everyone's right to deliberately use the wrong tactics, did it enhance the entertainment? What exactly were you defending there that was so important?"
In my setting, there aren't even tales of lycanthropes. At the time this took place there were only two of them on the entire planet as the disease had just been accidentally made by a crazy alchemist/wizard. There were no tales, hence no knowledge. Silver weapons are only sold as very expensive ornaments, and the letter opener in question was a family heirloom that the guy carried around as a memento of his dead family. I couldn't even see a reason to use it as a weapon considering why the PC carried it around. It's not like he kept it in a sheath on his belt or something. Imagine a battle between some people on a drastically listing airship about to crash into the sea...the moon comes out, the fellow directing the bad guys in thae battle begins to morph into a werewolf, and the fighter drops his axe in the middle of the fight to rummage around in his backpack for a letter opener? It was lame in the context of the situation.
And, in fact, it did enhance the situation in the future for my group as they didn't have to play with him anymore. The suspension of disbelief was shattered for the rest of the group when he did what he did. I would have left it alone after talking about it one time, but the rest of the group are the ones that wanted him gone. There were other issues leading up to it, but that was the straw that broke the camels back for them. They had had it with this guy. What was I defending? Three peoples right to have a good time (four counting me) without someone else who's play style didn't match up wrecking it for them.
I don't really see it as them using the wrong tactics so much as I see it as a realistic representation of what would have happened in that situation. How would the right tactics have been known? Even the two individuals that were unfortuneate enough to be exposed to the sickness of lycanthropy didn't know that only silver could have harmed them...so how did this guy know? Was his character carying around a Monster Manual from an alternate reality? LOL Had tales of this type of creature been prevalent, I may have looked at it differently...but this was the second guy ever to contract lycanthropy...tales hadn't spread yet.
It's also inmportant to note that I didn't stop play when this happened...I allowed him to do what he wanted to do. But I didn't give him XP for the encounter because his character didn't fight the werewolf...the player did. That's when the shit hit the fan and the arguement began. The arguement ended an hour later with the other players taking matters into there own hands and asking me if we could vote on him remaining in the group or not. Personally, I liked the guy...we still talk sometimes. However, we couldn't game together as for him it was more important we focus on the game; for me and my players it was more important that we use the game to tell a good story together.
It's an important distinction...game or acting gig? It's interesting to see what side of the line other groups are, and how far from center. I see that my setting, play style, players, etc are pretty far from the center line on the acting side of things.
>>"Any group that has stuck together for a reasonable length will consist of a referee whose style suits their players, and a group of players whose playing style suits the referee. The best thing that comes out of this kind of debate is that it lets us take a step outside our own frame of reference and see our game from another's perspective. We might simply disagree with that perspective, or we might learn from it and improve our game - not necessarily a complete overhaul of our refereeing style, but maybe a few tweaks here and there."
Amen to that. I think I'd have a hard time running for anyone else but my group, to tell you the truth. I'm sure I could do it, and there are some players that would adapt if they liked it...but if I were on the hunt for players, I think the attrition rate would be high until we found people that played "like us".
Submitted by lurkinggherkin:
In my refereeing I tend to steer a path between the two extremes of acting gig vs power game.
So do I – but I do think there tends to be a false dichotomy in many discussions about this topic– "role-playing vs game". It's like saying there is a gulf between the appeal of Star Trek and Star Wars. While talk of either generates a polar discussion and even flamewars, the reality is that the core fan base is shared.
On one end of the spectrum, I would look at the acting gig purists being people like improv theater comedians or perhaps civil war re-enactors, if they truly believed it. This is acting and play to a very large degree, but there's no game in the activity.
There's no shame in admitting that and RPG may contain RP elements, but is, in fact a game. I don't understand why so many auteur DMs turn up their nose at some of the gamier aspects of the activity, but not others. Typically the comment is something like this:
Seriously, if people just want to game rather than act they're wasting their time with dice and bits of paper. Go play WoW.
It's an incongruous statement when taken in the context of an experienced player who gets fired for using silver on a werewolf, or sunlight on a vampire.
OK, I can buy that a character might not have that knowledge, but that doesn't mean it MUST be so. There are many ways to rationalize the inevitable knowledge that experienced players will have so that you don't have to endure the futility of an entire table of players pretending to be ignorant.
I mean, if you want to go there, why draw the line at monster knowledge? If narrative purity is worth firing a player because the GM can't or won't adapt a scene to accommodate a player, then why not fire a player for coming up with a save-the-day idea when their character's intelligence score doesn't merit such brilliance? It is an extension of the same idea. Ideas, expressed through game processes, are the players' interfaces with the story. When a GM limits an idea, or when players begin to self-censor, they deprotagonize themselves.
The irony is that using dice and rolls to simulate whether or not a player can employ his tactical insight is then often held up as the opposite of "power gaming". Either that, or the feigning of ignorance within a tactical game scenario is then held up as good acting. It ain't. Maybe it's accurate to the narrative flow, but it isn't necessarily entertaining – not any more than watching movie characters spend 20 minutes figuring out that sunlight kills vamps (and that's why you never see that happening – it's boring to spend screen time arriving at what the audience - read players – already know).
Submitted by lurkinggherkin:
A lot of it depends on what level the characters are and what sort of background they have, and how likely they are to know of a certain monster's vulnerabilities. For something like a lycanthrope, I would maybe give the player a roll to see if their character knows about the silver thing, with a very low DC for success. Chances are they will know about it. If their character is, say, 5th level or more I probably wouldn't even bother with the roll.
This is a reasonable compromise that I have used before.
Submitted by lurkinggherkin:
Now, if it's a Rakshasa they're up against, I would make the chance of knowing it's vulnerabilities much lower. Ot I might simply change the listed vulnerability and let them waste their bless spells. Sorry, I won't reward a player for their initiative in having purchased all the Monster Manuals I-IV against my expressed wishes. Trying to figure out the monster's vulnerabilities can be a fun part of the game - as long as it doesn't drag out too long because you've given the monster some ridiculously unlikely invulnerabilty and aren't giving them any clues.
That's not bad, and I also tend to discourage purchase and consultation of the Monster Manuals. A Rakshasa isn't necessarily a common encounter. On the other hand, I do like to know my players and if I know that someone at the table is infinitely familiar, I might talk with them as the encounter begins to take a more passive role so that others at the table might get the same thrill of figuring it out (with perhaps a small experience bonus for the group for their trouble). If several people know it, such as in a group that trades GMs, then I'll need to adapt the monster (perhaps it has magic items that protect it – quite reasonable), or I rationalize their knowledge in game. It really depends more on the players than the characters. It's boring to roleplay ignorance, just as it is impossible to roleplay brilliance.
Submitted by lurkinggherkin:
Though I don't force people to use funny accents (they're more than happy to do that for themselves in my group, in fact just try and stop them!) I do think that acting out a character immersively and realistically is an important element of tabletop roleplay, which distinguishes it from MMO'RP'(LOL)G's. Seriously, if people just want to game rather than act they're wasting their time with dice and bits of paper. Go play WoW.
I enjoy immersive characters and bad accents as well – but I recognize that different players have different levels of expression. I don't want to penalize a player who enjoys the game but feels either distracted or stupid in trying to maintain character voice. I've seen shy table players write beautiful vignettes in the 'tween session e-mails – things that affect the course of play, and which offer grist for the more vocal role-players to interact with.
Having the players physically at the table, sharing the same activity, decisions and food, interacting socially is in itself an appealing and different activity from online play.
Submitted by lurkinggherkin:
Actually, this leads me to wonder, if there is presently an increased tendency to emphasise the 'acting' element of tabletop roleplay, is this a reaction to the munchkinisation of MMOGs?
In my 20+ years of gaming, I've always seen a tendency of players and GMs to somehow disavow the game aspects of the activity as being beneath them – regardless of the rise of MMOGs. And yet, they don't join improv clubs – they buy integrated RPGs, so who are they fooling?. I think perhaps it is a way GMs try to distinguish their taste from what they liked as kids. They see this, or the discussion of it, as an either/or thing, rather than an integrated activity. They strive for narrative flow, and get uncomfortable when the limits of the medium are acknowledged.
Thing is, at the end of the day, this is simply a comparison of different styles of play. People posting on Gamegrene tend to be referees, and all of us are quick to bristle like a porcupine when we perceive that another referee is saying their way is the 'one true way' - implying that ours isn't.
Of course, this is correct, but after decades of gaming and discussions of gaming, I'm increasingly struck by how few players and GMs actually have tried dealing with the activity as an integrated game and RP session, acknowledging that there are gamey aspects to it, without attempting to deride them or dispose of them. Such discussions always involve some change intended to pursue "realism" - which really doesn't - and which comes at an excessive cost to other aspects of the activity.
I can only speak for my own group...but we certainly integrate the elements of the *game* into the *story*. For us, the crunchy parts must always equal flavor text however...or we don't use them. If a rule or statistic cannot be translated into something character or story oriented we don't bother with it. The reason we don't go join improv groups is because we like the *game* elements in our story...some groups like to have *story* elements in their game.
As for firing a player for using silver against a werewiolf...I reiterate that there were only 2 werewolves in the whole setting and there was no way that the character could have known what he knew. It damaged the experience for the rest of the group. We didn't really get rid of him for using silver, we got rid of him for not meshing with us as a group. The silver was the factor that pointed this out to us, but was merely a tip-off to a bigger issue. I couldn't find a way to rationalize his dropping of the axe, opening his pack, and digging for what anyone in that situation would have seen as an inferior weapon. There was no character reason to take this action. A letter opener is not really a good weapon...not at all. A Fighter would know that, and so it was really a mood breaker for this ultra-experienced warrior to be dropping a perfectly good axe in order to root around in his pack for a dull old letter opener.
The game issues are not beneath us...we love them. But we try to abide by a certain level of immersion into the character so as to maintain the creative integrity of the setting, the characters that live in it, and the actions they take there. I'm aware that for alot of GMs this is actually just them trying to defend or protect their precious story at the expense of letting the players have fun...I guess I lucked out in finding players that want all of that just as much or more than me. Their respect for the setting I have been developing over all these years makes me grin inside, and their willingness to oust a player that wouldn't respect that stuff just because he wanted to "win" made me proud of them for standing up for what they wanted out of our weekly sessions.
In fact, I'm the one that normally has to remind my players "don't forget that the story and everything is cool...but it's still a game." I impose the game issues onto the story that they are helping me tell. In fact it could be said that I am actually the one helping *them* tell the story...and I use the game rules to do that.
Good debating the issue with you though. LOL.
Submitted by Scott Free:
I suppose alot of it comes from the fact that many years ago I tricked a bunch of actors into trying out roleplaying, and now most of them are still my players. LOL. It changes the way they choose to play and the way I choose to run.
Most of my fave players as well, actually. A former actor, and actor/playwrite/director, an aspiring director, among them. And as I constantly maintain – the roleplaying opportunities and experiences within the games are richer for it – richer than any other games or groups I've played with, as long as the limits of the medium were acknowledged. The biggest problems were always when people attempted to "break the game" – rather than supporting it. There are often people who deliberately try to jump the wall of the sandbox, if only to show everyone that the wall is there. I don't mean people who do unexpected things – I mean people who are deliberately trying to beat the artifice of the game – to defeat the GM at the table, rather than the scenario as it is posed to them. Those people are like hecklers at a comedy club.
Submitted by Scott Free:
All the points you make are good ones...as I said, I love seeing other GMs play style exposed on this site as it casts what the rest of us do in a new light.
Thanks. I'll qualify that my general advice is for systems that mostly work – which have some intuitive sense and balance, and which use game scenarios as a semi-objective test by which the participants challenge themselves. My advice isn't so useful for something like LARP, where the gamey aspect of the activity is intended solely as propellant for live drama, for manufacturing inter-character conflict and power reversals. That kind of activity doesn't really engage an external challenge. Nor does it work for systems that are vague or arbitrary, which require a heavy DM hand just to make the story happen.
Submitted by Scott Free:
In my setting, there aren't even tales of lycanthropes. At the time this took place there were only two of them on the entire planet as the disease had just been accidentally made by a crazy alchemist/wizard. There were no tales, hence no knowledge. Silver weapons are only sold as very expensive ornaments, and the letter opener in question was a family heirloom that the guy carried around as a memento of his dead family. I couldn't even see a reason to use it as a weapon considering why the PC carried it around. It's not like he kept it in a sheath on his belt or something. Imagine a battle between some people on a drastically listing airship about to crash into the sea...the moon comes out, the fellow directing the bad guys in thae battle begins to morph into a werewolf, and the fighter drops his axe in the middle of the fight to rummage around in his backpack for a letter opener? It was lame in the context of the situation.
Why, of all the creatures to throw at them as a "what might it be," would you choose something so common in the players' own real world folklore? I could understand your POV if it was a new monster (which is why most cool adventures often mint their own new monster, specific for that adventure), but in choosing a lycanthrope, it sets a clear expectation that this is something the player would be expected to use his tactical insight in dealing with. The trouble you'd have to go to in setting up lycanthropy with the players – explaining to them that they don't really know anything about it – instructing them accordingly on what tactics they can or cannot use or on what round someone might finally "clue in" within bounds on what tactics to use – all of that is unnecessary, counterintuitive interference, whose only apparent benefit is the opportunity of everyone at a table to act like they don't know what it is. The benefits don't outweigh the hassle.
If you want a "what might it be" then make one! That removes feigned ignorance and replaces it with genuine mystery. It also opens the sandbox up for players to use their full range of tricks, without second guessing whether or not their choice will be overruled. It puts them back as the protagonists and puts you back as a facilitator, rather than as a narrator.
The suspension of disbelief was shattered for the rest of the group when he did what he did.
There was no suspension of disbelief for the rest of the group to begin with. There was a re-enactment of it. There's a big difference. I'm curious as to why you didn't go for the more apparent and preferable alternative – which was either a more obscure monster or an entirely new one.
I would have left it alone after talking about it one time, but the rest of the group are the ones that wanted him gone. There were other issues leading up to it, but that was the straw that broke the camels back for them.
He was right. You say there were other issues – so I suspect that this was an excuse to boot him rather than a bona fide reason, and that's fine too. Why play with someone you don't like?
I don't really see it as them using the wrong tactics so much as I see it as a realistic representation of what would have happened in that situation. How would the right tactics have been known?
I understand your point, but my point is, why did you use a critter in which the tactics were obviously known, where there is an expectation of them being known, when it's just as easy as the GM to change the encounter to something that is genuinely unknown?
Your attempt to represent "reality" may have simulated some story logic, but in doing so you committed the most common blunder that every GM eventually falls into – narration rather than facilitation. It isn't playing if the players can't choose and feel the consequence within the set of reasonable, agreed, in-game parameters. The players may have gone along with it, but that doesn't mean the better, more enjoyable choice would have been for them to experience something different that they truly had to figure out, rather than pretending to figure out.
Had tales of this type of creature been prevalent, I may have looked at it differently...but this was the second guy ever to contract lycanthropy...tales hadn't spread yet.
Honestly, did you set it up this way? Did you sit down and tell the players, "Ok, this is a werewolf, but you don't know anything about werewolves so here's how you should react?"
However, we couldn't game together as for him it was more important we focus on the game; for me and my players it was more important that we use the game to tell a good story together.
If you remove their reasonable choices, or deliberately make the interface counterintuitive, then their really is no game. It's just a story. A decision to deny experience to him for the encounter probably was taken as being tyrannical. After all, XP points are generally awarded whether or not the players have insight into the best tactical way to overcome a challenge.
I would add that if you decided to part ways, it was probably best. If you could do it over, would you have appreciated having this kind of debate up front?
Zipdrive, you've asked advice in this thread. I'd say good advice is to, up front, TALK to your players about the game (if you can) and get their feelings on these kinds of issues. These are the kinds of things that constantly tear groups apart. Even with groups that stay together, it's often a stress point when players simply want to go a different direction. In this case, I think the player in question was quite reasonable in interpreting the situation - based mainly on the choice of monster. In conflicts like these, it's easy for a DM to be perceived as being imperious if they are resolved through in-game punishments rather than through discussion.
Again, all good points and questions. Let me explain the specific situation in more detail:
It was important for a story reason (that would take a long time to explain here) for this NPC to have an issue with turning into an animal during full moons. I could have modified lycanthropes to not have a weakness to silver, but I wanted that in there as well for the future. It's true that this set an expectation that the player could use his tactical insight on...but we don't deal with *player's* tactical insights in my campaigns...we deal with *character's* tactical insights. I didn't really have to go to the trouble of explaining to anyone that they don't know what a werewolf is, they already *knew* that they didn't now what a werewolf is. There was no hassle. I didn't have to explain to them what tactics they could and could not use, they can do whatever they want *within context*. I can't see how a realistic response to a bigger monster is a smaller weapon.
There was indeed suspension of disbelief for the rest of the group...you can't really re-enact suspension of disbelief; you either suspend disbelief or you don't. They did, the player in question didn't.
It wasn't really an excuse to boot him, either. It was the last thing they were willing to choke down in a long line of things they had been asked to choke down in the interest of group cohesion. It was more his conduct during the ensueing arguement rather than the action that sparked the arguement. It boiled down to lack of respect.
The encounter *was* genuinely unknown. I didn't need to use a different creature...that was the creature I used, and for a good reason. There was no expectation that the tactics would be know at all. In my group we look at things from what the characters know, not the players. From a certain play-styles point of view this may look like the player feigning ignorance, but with the way we play it is actually the characters being genuinely ignorant and the players having those characters act accordingly.
>>"Your attempt to represent "reality" may have simulated some story logic, but in doing so you committed the most common blunder that every GM eventually falls into – narration rather than facilitation. It isn't playing if the players can't choose and feel the consequence within the set of reasonable, agreed, in-game parameters. The players may have gone along with it, but that doesn't mean the better, more enjoyable choice would have been for them to experience something different that they truly had to figure out, rather than pretending to figure out."
I understand the point you're making...but I didn't stumble into a blunder, nor did I take a narrative approach (except inasmuch as I had to tell them what they saw etc, as any GM has to do). Because I expected my players to respond to the situation in-character rather than go "alirght guys, this is a werewolf...let's break out the letter opener that Jacks has in his backpack" does not = blunder. You mention it isn't playing unless the players can choose and feel the consequences within a set of reasonable, agreed, in-game parameters. We had a set of reasonable, agreed, and most importantly *in-game* parameters. This player stepped outside of those parameters on a regular basis. As for "better, more enjoyable choice"...this was the better, more enjoyable choice. My group likes to keep OOC knowledge as far from the table as possible, this player knew that, and his actions actually created the unenjoyable situation. I think you may be making the mistake of thinking that my players are like you or your players, which they most certainly are not.
As for setting it up by telling the players "okay, this is a werewolf...but you don't know what they are, so here's how you should react"...no way my friend. I don't play like that either. My players are free to react however they choose, as long as it represents what their characters realistically know or don't know. I've never said "this is a such-and-such" while roleplaying. I just describe what it looks like, how it acts...etc. It's up to them to decide what to do about it and how to react. In this situation, they knew that this was a result of said alchemists experiments, and that the key to saving another NPC from the same affliction lay in this encounter. There was no reason for them to suspect that a silver letter opener would have any more effect than a big ol' axe. It wasn't so much strategy as blatant metagaming.
I don't feel that I removed any reasonable choices from the encounter. The reasonable choice was to attack it with a letter opener? That is in itself unreasonable and couterintuitive. In my campaigns we focus on what is reasonable from the *characters* point of view, and what the *characters* intuition would suggest. In this situation stopping mid-fight to dig for a letter opener to fight the critter with was unreasonable and counterintuitive.
I suppose it comes down to one thing...for us there is no distinction between story and game. In fact, there is no consideration of the two being seperate, joined, or any other combination. We aren't telling a story, we aren't playing a game...we are using a game to tell a story. To put it simply...we are roleplaying.
I respect your play style Nefandus...I really do. But neither of us are right. We're like the 6 blind men describing the elepahnt in Zen theory. The one handling the trunk says an elephant is like a snake, the one handling the leg says the elephant is like a tree...and so on. I read through most of the Gig vs. Game thread you posted a link to. I don't want to start rehashing the same arguement here...I hijack enough of zipdrive's threads as it is, and my execution is pending. LOL.
>>"I would add that if you decided to part ways, it was probably best. If you could do it over, would you have appreciated having this kind of debate up front?"
I always set the expectations before someone starts playing in my group. It was his continued flaunting of those paradigms the rest of the group was used to, even when he knew better of it, that caused the situation to come to a head. He wanted to "win" every encounter though he knew that we didn't roll that way. He was purposefully and knowingly disruptive, and it lead to a bad night for some people, though he found it quite fun. LOL. Like I said, he and I still talk fairly often, and he still makes fun of us for not wanting that type of play in our campaigns; likewise I make fun of him for bashing through dungeons with reckless abandon, basically playing himself with armor and a sword rather than a distinct personality within a specific set of learnings and experiences. Ce la vie, we both still tip back beers whenever we get together and laugh about "The Great Werewolf Debacle". The conversation usually goes something like this...
Jacks: Dude, it was a werewolf...what did you expect me to do?
Scott: I expected you to play your character and respect the way we play this game like you said you would before making a character in the first place.
Jacks: Man, your other players are crazy. Why get that into it? It's just a stupid game...
Scott: Yeah, but they can recite the capital cities of the major nations in my setting from memory.
Jacks: I don't even know the name of the nation in the current campaign I play in. I don't even think it has one...but we just found a bunch of treasure in this dungeon, and then we...
Scott: You're a munchkin my friend
Jacks: And you're a fruity storyteller...at least I get good treasure and lots of XP.
Scott: Want another beer, Jacks?
Jacks: Sure, I'll have another beer. You heard the new Slayer album?
Cheers brother...happy gaming!
Submitted by Scott Free :
It's true that this set an expectation that the player could use his tactical insight on...but we don't deal with *player's* tactical insights in my campaigns...we deal with *character's* tactical insights. I didn't really have to go to the trouble of explaining to anyone that they don't know what a werewolf is, they already *knew* that they didn't now what a werewolf is.
You don't need to sell me on the general concept of metagaming – I'm with you there for the most part. I don't like it either, and it can certainly go both ways. Intentionally rigging an encounter so as to be counterintuitive to real life game expectations can also be a method by which the GM plays the players rather than engaging the scenario.
In this case, it seems evident that one person in the group did not know they were supposed to pretend, or what he was supposed to pretend. I see this as reasonable in most situations. In worlds of make believe, there are sacred cows which tend to be consistently "known" unless they are expressly stated otherwise. For example, vampires hate sunlight – that's reasonable, yes? If someone chooses to use a vampire, as opposed to some other critter, the GM is using a flake of the real folklore known by the players at the table to give them a shiver. Same with werewolves and other items common in our real world folklore. It's just as easy to use a different critter, but we use that one because of its familiarity to the players. While it does not necessarily mean that a character MUST know what a player knows, it is reasonable that a character could know basic things. The question is just what those basic things are.
In the same vein, you could argue that inexperienced characters may not listen at a door, or check for traps, or take any other normal precautions when engaging a hazardous scenario. I suppose I bristle at the slippery slope here, because I've experienced a GM who put a scary statue in the middle of a bare room, and then forbade us from keeping our distance from it, even though it was an obvious encounter site. He ended up NPCing me touching it. Keep in mind – this wasn't some kid – this was a 30-something role-playing purist who passionately felt that our caution was contaminating the narrative because the characters were not acting entirely in the roles he envisioned. This is where the game (and other imaginations) intruded on his narrative.
That's a bit different from your werewolf example because your player wasn't just exercising caution – he was going for a specific item, but the general point applies.
Submitted by Scott Free :
There was indeed suspension of disbelief for the rest of the group...you can't really re-enact suspension of disbelief; you either suspend disbelief or you don't. They did, the player in question didn't.
Let me define my terms here. Suspension of disbelief, as I would define it, is the tendency of people to overlook improbabilities of plot because the impact of the drama supersedes the details. For example, in Star Trek, I suspend my disbelief of warp drive because it feeds the overall story. The point of the show isn't to show how space travel is possible. I just don't think about it.
In your example though, it's obvious that a werewolf is the critter, and that rolls out a logical set of tactical associations. Pretending that I don't know what it is so I act in character, is not a suspension of disbelief – it's simply me playing dumb. I still know what it is, to the point that it is a distraction to go blundering through ways of attacking it that I know aren't going to work. At that point, I'm not engaging a scenario – I'm playing the part of a character who doesn't know what he's doing.
For me, the best RP experiences are when I'm leaning in, engaged by the scenario/ and or the other players, and totally in the character.
Submitted by Scott Free :
From a certain play-styles point of view this may look like the player feigning ignorance, but with the way we play it is actually the characters being genuinely ignorant and the players having those characters act accordingly.
If the players knew it was a werewolf, but acted like they didn't, then they are, by definition, feigning ignorance regardless of the character's perspective. You might be correct in maintaining the narrative purity of the character's POV, but that doesn't mean it is fun to play.
Submitted by Scott Free :
As for "better, more enjoyable choice"...this was the better, more enjoyable choice. My group likes to keep OOC knowledge as far from the table as possible,
If true – then keeping OOC knowledge as far from the table as possible would mean simply having no OOC knowledge – and that would still be a better choice. In other words, it would have been designed as a fresh encounter not rooted in such common "real world" folklore. Unless they get specific pleasure out of pretending they don't know things they know. At that point, they aren't really engaging the scenario. Playing characters – or rather "acting them out" according to a prescribed expectation of them – but not necessarily "playing" either.
Submitted by Scott Free :
My players are free to react however they choose, as long as it represents what their characters realistically know or don't know.
Right, and you are the arbiter of what they know and don't know. So they are free to act as they choose, as long as they choose what you think they should choose. Everybody in the group is trained to anticipate what you would choose, and so they enforce it on each other voluntarily. In essence, the players are engaging what they perceive as your expectation of them, rather than any semi-objective scenario.
The problem I'm articulating is not so much the tyrant GM as it is a poorly designed encounter – which fails to provide an interface through which the PLAYERS can engage. For at least one player, the choice of monster was counterintuitive. You wanted a complete cipher, but you chose a werewolf, out of the thousands of monsters, to play it.
Submitted by Scott Free :
I've never said "this is a such-and-such" while roleplaying. I just describe what it looks like, how it acts...etc. It's up to them to decide what to do about it and how to react. In this situation, they knew that this was a result of said alchemists experiments, and that the key to saving another NPC from the same affliction lay in this encounter. There was no reason for them to suspect that a silver letter opener would have any more effect than a big ol' axe. It wasn't so much strategy as blatant metagaming.
Not necessarily. The way it was described tends to be a puzzle in and of itself. Many players see this as a challenge, and having figured out the answer, then leap to the tactical conclusion, pleased that they've figured out the puzzle the GM posed to them. Second, it doesn't follow that the strategy is worthless simply because it was known. The choice of letter opener vs axe has consequences – lesser damage if you are wrong. A player who, in the middle of mortal combat – ditches his axe for the letter opener, is making a tactical choice that could go badly if the hunch is wrong.
Submitted by Scott Free :
I don't feel that I removed any reasonable choices from the encounter. The reasonable choice was to attack it with a letter opener?
It's reasonable if you think you are fighting a werewolf, and if you are under the impression that werewolves are common knowledge. I don't know what setting you used, but if it was regular DnD Greyhawk – silver weapons are available in the Player's Handbook as a mundane item – yes? Since they are more expensive, it would follow that they are there for a reason. No explanation is offered, so it's reasonable to conclude that certain monsters are killed by them, and that the average shopkeep, weaponsmith and certainly adventurer would know about them, just as surely as they know a holy symbol will turn undead. So, if that's the case, then there is plenty of background – in the common set of rules you all use in game – for him to believe that this is a known and reasonable tactic, from the character's pov – unless you had specifically overruled that point.
Now, that's beside the point if he was being otherwise disrespectful or disruptive in game. If you choose to play a certain way and he doesn't want to play that way – he can make his case, but it's totally wrong to knowingly force the issue in game. It sounds like he likely knew just as well as you did, the conflicts in playing style that might arise.
Cheers!
>>"In this case, it seems evident that one person in the group did not know they were supposed to pretend, or what he was supposed to pretend"
He knew...he just didn't care, as I've mentioned previously.
>>"At that point, I'm not engaging a scenario – I'm playing the part of a character who doesn't know what he's doing.
For me, the best RP experiences are when I'm leaning in, engaged by the scenario/ and or the other players, and totally in the character."
If your character actually *doesn't* know what he's doing, doesn't that mean that to be "totally in the character" you'd have to ignore your OOC knowledge?
>>"If the players knew it was a werewolf, but acted like they didn't, then they are, by definition, feigning ignorance regardless of the character's perspective. You might be correct in maintaining the narrative purity of the character's POV, but that doesn't mean it is fun to play."
Well...my group thinks that *is* fun to play. As I've mentioned.
>>"If true – then keeping OOC knowledge as far from the table as possible would mean simply having no OOC knowledge – and that would still be a better choice. In other words, it would have been designed as a fresh encounter not rooted in such common "real world" folklore. Unless they get specific pleasure out of pretending they don't know things they know. At that point, they aren't really engaging the scenario. Playing characters – or rather "acting them out" according to a prescribed expectation of them – but not necessarily "playing" either."
Engageing the scenario vs. playing the game vs. pretending not to know something. This is all semantics my man. When my players sit down at the table they aren't in *this* world anymore. Knowing what a werewolf is and how to deal with it doesn't enter their minds...they lose themselves completely in the experience, and that's *why* it's fun. It doesn't make your players or mine any better or worse than each other...just different. I'm glad your group has fun the way you play...I'm glad mine does too. Were I to run for them the way you run for your group I would quickly find myself groupless. LOL.
>>"Right, and you are the arbiter of what they know and don't know. So they are free to act as they choose, as long as they choose what you think they should choose. Everybody in the group is trained to anticipate what you would choose, and so they enforce it on each other voluntarily. In essence, the players are engaging what they perceive as your expectation of them, rather than any semi-objective scenario."
Not so...not so at all. This may be true if this situation happened to *your* group...but we're talking about mine. I don't care what they choose...as long as it's based in what that character would realistically know. I don't have any problems in my group as you seem to think I do. It was one guy...and he even admits that he shouldn't have playing with us to begin with as our styles don't match.
>>"The problem I'm articulating is not so much the tyrant GM as it is a poorly designed encounter – which fails to provide an interface through which the PLAYERS can engage. For at least one player, the choice of monster was counterintuitive. You wanted a complete cipher, but you chose a werewolf, out of the thousands of monsters, to play it."
First...the interface through which the players engage the encounter is *their character*. It was a perfectly designed encounter...it did what it was supposed to do until one guy used OOC knowledge to affect the situation. You seem to be missing the point that counterintuitive works both ways...and I don't plan to my PLAYERS intuition...I plan to the CHARACTERS intuition. As for choosing a werewolf...it wasn't a problem till Jimmy Metagamer decided to make it one. You seem to be missing that point as well. In *your* group that would have been a poorly designed encounter...which would make you a perfect GM for Jacks to play with. Different strokes for different folks dude.
>>"It's reasonable if you think you are fighting a werewolf, and if you are under the impression that werewolves are common knowledge. I don't know what setting you used, but if it was regular DnD Greyhawk – silver weapons are available in the Player's Handbook as a mundane item – yes?"
Yes...if I used a published setting. I use my own that I've been designing and building for almost 2 decades. No werewolves...no silver weapons except as very expensive ornaments at the art shop, not the weapon shop. It would be reasonable if the *character* thought he was fighting a werewolf. What the *player* thinks he is facing is not relevant in *my* campaigns. Obviously it is in yours, so more power to you brother.
I really don't want to argue about this anymore. We're at an impasse where your play-style and mine obviously do not overlap...and that's cool man. We can both run our campaigns our own way, and our groups wouldn't likely be too happy if we traded places for a session. Mine would feel that the shroud of being in character had been lifted, and yours would likely think I was a tyrant. As it is, both groups are likely more than happy with us.
Cheers back at ya!! LOL. I like to debate, but I think we're going over the same things now. Heh.
Nefandus, note that a CR 2 encounter should be a challenge to 4 2nd level characters *assuming multiple encounters per day*. In this case, a single such encounter would have led to a TPK (it was their first encounter of the day).
The treasure problem was solved by summing up the supposed treasure value from all the encounters along the way (that didn't have actual treasure) and creating the stash out of that, including remains of other pieces of treasure that point out that this was a bigger hoard initially (some distorted portraits, burned rolls of silks, a shattered marble bust and so on).
OK, this thread is now officially declared as MIA,
Further posts will be in a new thread.
I just wanted to thank Scott Free for plumbing the depths of this discussion with me, and for your patience zipdrive, while we entertained this tangent.
Sidebar as it is, you will encounter some form of the dilemma over how to play the game at some point, as you all get more comfortable. It's often posted on this board that it's good to have these discussions up front, but it's also difficult to have them for inexperienced GMs and players, because they don't know what they like yet, or they haven't yet developed a vocabulary to talk about what they like (like someone trying to explain why they like a particular painting - an expert will have an easier time of it).
I think we're probably on a similar wavelength in reality, although I maybe came across as being an acting rather than gaming advocate in my post! I think the best games are a balance of the two. Well, the best games for my group at any rate. And as my present group has enjoyed an unbroken thread of existence for 25 years, albeit with a few line-up changes along the way, we must be doing something right.
There's no shame in admitting that and RPG may contain RP elements, but is, in fact a game. I don't understand why so many auteur DMs turn up their nose at some of the gamier aspects of the activity, but not others. Typically the comment is something like this:
Seriously, if people just want to game rather than act they're wasting their time with dice and bits of paper. Go play WoW.
It's an incongruous statement when taken in the context of an experienced player who gets fired for using silver on a werewolf, or sunlight on a vampire.
Hmmm. My statement was a little strong, yes. But not far off the mark if you're talking about a group who are gaming purists rather than roleplay purists! It's no more extreme than suggesting gamers should go and join an improv group.
Yes, I think firing the player was a bit of an overreaction and personally I wouldn't do such a thing for such a minor offence, but as Scott Free mentioned, this player didn't fit in well with the group anyhow. It wasn't an isolated event but the last straw. Sounds like the group just wanted an excuse to get rid.
I wouldn't really describe myself as an 'auteur' referee, inasmuch as I am not a creative control freak.....yes, I like to build stories in my campaign, but not in a linear fashion where nothing the players do makes any difference. I often have set-piece actions with open die rolls. These are like tabletop wargame situations.
Here's a thought experiment, Nef. Suppose you have a player who is running two characters in two seperate story threads in the same campaign setting. These threads are basically seperate adventures that are running in parallel within the overall campaign timeline. On opposite sides of the continent. The two characters have no means of communication.
Now suppose Character A discovers a particular monster's vulnerability. Do you allow the player to treat his other character, Character B, as having this knowledge, should he also happen to run into the same kind of monster in his location?
Thanks to both of you.
RPG's have many facets and through the complexity the GM typically relies on paradigms to control the action. These paradigms aren't rules but tools of perception. As both Nefandus and Scott Free have a wealth of experience these paradigms are more developed and more complex than those of less reflective and/or experienced people. I'd have fun at a gaming table with both of these guys.
That's why we lurk around these boards and ruminate on the game. We want to have more involved game table experience.
The spectrum of gamers includes: those who view the game table is an opportunity to reflect on interpersonal relationships, the nature of good and evil, and a myriad of other issues; those who seek an immersive role-playing experience; those who want to solve wrongs, issues, and problems; and, those who just want to bash nasties. Although people may find their "ideal" gaming group few people fall exclusively and consistently into one category. When being a good GM requires a lot of time and effort people feel the need to defend their style. We are probably all here to pick up a few tricks from each other and get a pat on the back for things that will help others.
That said a good joust between divergent philosophies is always entertaining, expecially when both sides come out better for it.
Cheers to everyone and apologies to zip...I seem to have become the official thread-napper lately...I'll try to curb those instincts when at all possible. LOL.
nah....as long as the discusssion is interesting, I won't punish you TOO harshly
;)